I Sold My Soul to 100% Yuppie Psycho

June 12, 2026 01:24:300 comments♥ 0
00:02 [music] [music] [bell] >> Imagine receiving an offer letter in the mail that will change your life forever. You're currently class G. You live in the outskirts. No chance of moving up in station or position. You've barely
00:34 received an education and your prospects are few and far between. Then, the letter comes. It offers you a position at one of the most prestigious companies in the world, an immediate bump up to class A, and a salary of over 10,000 credits a day. That would be more money than you've ever dreamed of. There's
00:54 just one catch. The letter doesn't say what the job is. You'll have to board the train and head into the city to see for yourself what your new job at CentraCorp will entail. This is where Brian Pasternack's and our journey begins. Let's 100% Yuppie Psycho.
01:16 We enter the main lobby of CentraCorp to find two other like-minded people on their first day. On one side, Chapman, a man who greets us with the kindness and formality you'd expect of a co-worker. Unfortunately, he hates the poor, so strike one to this guy for being best friend material.
01:33 Read the magazines scattered around the lobby to learn that CentraCorp, the company we work for, only hires people at the top of their class. Chat up Kate, a woman we learn was class A and graduated number one, making us by far the weakest candidate here who isn't named Chapman.
01:50 He gets called up, letting us know right before he leaves that the floors of the building are directly correlated to your importance within the company. With him deposited safely in Winnie Hut Jr., we watch Kate secure a respectable fourth floor position, then show our letter to the camera to find out our
02:13 placement. First, they came for the hot singles in my area, then they came for my Nigerian inheritance, and now you're telling me I don't get the mysterious letter job. >> [music] [music] [music]
03:04 [music] >> The top floor. Kill the witch. [ __ ] These fries are going to be way harder to put in the bag than I thought. Take a glance through the nearby contract. Blah, blah, blah, devil. Blah, blah, blah, sell my soul. Blah, blah,
03:51 blah, you can't sue us. Yeah, I'm not [ __ ] signing that. Uh I'm out. See you. For managing to be the one guy that would survive a horror movie, we receive the first of many endings, each of which we'll have to complete before clocking out for the day. Go go gadget Groundhog
04:12 Day. This time whipping out our John Hancock and throwing her down. That was probably unrelated. Our first office perk, aside from 10% off a new pair of leggings, is that we have free range of the building, allowing us to take a peek at the other floors to see what's on offer.
04:36 Floor zero, as we know, is the lobby. Floor one is the canteen, where we steal this man's breakfast, drain the entire water cooler, and yoink someone's lunch, solidifying our status as Sentricor's second worst employee behind Chapman. Also in here is a broken altar, but I haven't put enough skill points into
04:53 religion yet to really understand what's going on. Grab 30 bucks out of a trash can before heading up to Chapman's floor, which is apparently called initiation. Rummage through the garbage again to get an ink cartridge, with any further progress being hindered by our fear of the dark.
05:07 >> [music] >> Floor three is workshop and security, but apart from scrounging up some loose items in cabinets, there's nothing to do here yet. Floor four is the hive, the office where Kate works, but seeing as in the 15 seconds since we left floor two, we haven't acquired big floppy
05:21 pajamas and a candelabra, we're still stopped by the darkness. Floor five is our office, so delay heading there and scope out the rest of the building. Floor nine is an art exhibition for something called the Devil's Blood, or as I like to call it Diablo Sauce.
05:36 We aren't able to enter yet, but we do find a strange posted note on the far wall. If we somehow manage to find the letter M, I know just what to do. Floor eight is the garden, floor seven is the archives where we find a destroyed painting honoring someone named A M. And floor six is off limits
05:54 and will be for the entire game. With our GPS updated, head down to floor five getting a visit from the paper fairy. Waiting for us as we step off is Hugo, a co-worker who agrees to show us around. In the main office is Sosa, another office mate, and we get the rundown on brewing some Joe. Absolutely drain the
06:27 reservoir right in front of Hugo's eyes, then flip everything in this room over and shake it out, including Hugo's desk, which he's not too happy about. We find the coffee powder in the garbage, the exact place I WOULD PUT IT. LEARN ABOUT PHOTOCOPYING. Being forced to use that weird paper we
06:49 got in the elevator since the copier's out. Apparently our orientation is complete, so plug in your computer and immediately get rejected, just like job hunting in real life. Hugo goes to check if our ID was delivered, so Fortnite loot his desk
07:23 while he's gone to find a rare cat food. Make like Mario and learn that our ID is in another office, so head out to retrieve it finding another sheet of witch paper, staring at our reflection, and accepting a perfectly regular cup of water from this lovely gentleman. Discover the employee of the month wall
07:39 filled to the brim with Hugopotamus, then enter office C to find a lady staring at horse feces. Plug ourselves into the matrix and insert the disk for pushing, gaining access to office D and watching objects fly off the shelves faster than a Black Friday sale from 2008. This man's been tied to a chair in
07:56 a pile of his own vomit, or as I like to call it, Saturday night. Use him as a light source while searching for three cardboard boxes, entering the back hallway and staring in horror at the gore on the walls, slowly inserting your hands into everyone's pockets. Rufus the naked mole rat has been primed
08:24 for this moment, so ditch that other dude and successfully escape, landing right outside office E and checking in with Sosa, who tells us to head in to where we saw Hugo last. He tells us our ID card has been here the whole time, dropping the lore that there are no bosses in the entire
08:48 company, as all of them eventually go insane or die, ticking my interest in this company up by one. With our ID card successfully acquired, insert it into the PC and enter. >> [music] >> Syntranet. Every employee within the company has their own unique Syntranet,
09:14 a system that has to be taking up so much server space that I can only assume floor six is wall-to-wall racks. We meet Syntra, our AI companion modeled after the company's mascot, legally distinct Mickey Mouse. Steamboat Willie runs us through our job description, the first task being to find a book called
09:31 Hexenhammer. This book contains all the information we'll need to identify witches and how to kill them. And it's luckily located within the building on the seventh floor. Upon asking Sintra for additional details, we learn that witch hunters have been getting hired for a long time, but none have yet been
09:47 successful. Right before we log out of Club Penguin, we get one final warning from Sintra. >> Do not speak of your job. She is hunting you. She could be anyone. You have been warned. >> After our daily dose of ominous warnings, proceed to check every floor
10:03 aside from the seventh, as the requirements to get certain events to trigger are very strict, so patrolling the building on the reg is required. To prove my point, now in the canteen is Malone. She's just straight-up a sexual predator, but I robbed the cafeteria
10:17 blind the moment I got here, so everyone has pros and cons. Journey to the seventh floor, printing out our requisition form, and beginning our search for Hexenhammer. Read a note telling us that photocopying our souls saves our progress, calling into question whether every new picture
10:32 contains a piece of our soul Horcrux style. Redial the Matrix to push a filing cabinet, seeing a shape drawn on the wall. Explore the archives, finding a note mentioning something sinister in the library. Probably not a reference to the modern-day romance section. Waiting further up our bookshelves with Roman
10:50 numerals on them. Luckily stopping at 10 because anything past 19 is a real crapshoot. This lady's briefcase contains the same form I'm currently filling out, and she doesn't look very decomposed, so my position must have an insane churn rate. Follow the clues littered around the
11:05 shelves, eventually reaching a Manila folder that must be hooked into the power grid. While we're here, do you remember that posted note from the ninth floor? Odd. This dastardly witch has taken to leaving landmines around the area,
11:27 outfitted with a state-of-the-art eyeball to better see people with. Grab the sharpest object near us and give it the daredevil treatment. Only these guys won't be being born again. Proceed upstairs. Finding another symbol and grabbing the folder, allowing us to fill in the
11:44 authors of Hexenhammer. Move into the next hallway, kicking down a ladder and scoping out the nearby rooms. They're shrouded in darkness, which I still have yet to be born in or molded by. So, head down and identify the final symbol and scrounge through the left-behind briefcase to
12:23 discover the greatest horror of all. That guy forgot his sandwich. Shove raw aluminum foil into the fuse box with zero protection, powering up the second floor and heading up to check it out. Enter the first of three rooms to find it full of cats begging for food. So, pop open some Fancy Feast and peace out.
12:42 Stabbing another landmine in the room over to gain access to the Mysterio Zone. >> I require large amounts of your currency. >> [laughter] >> Sure, space dude. Whatever you say. Just don't disintegrate me or whatever.
12:54 >> Waiting behind door number three is this person who tells us about the pencil trick we already know. But, we see video club written above them. A message that simply can't be deciphered right now. Exit the Monty Hall problem and go to the next area, stabbing more times than alternate universe Apple Juice Simpson.
13:11 Hiding in the corner is another cardboard box, and on the other side is a weird VHS tape titled Video Club Mysterio Chrysalis. Copy down the Hexenhammer info on the back table, returning >> Who was that springy frog-based superhero? A conundrum for another time,
13:51 as we now have to navigate back to the entrance in the dark, implying that we could have done this the entire time, but we're just too scared. We only nearly die, our life force getting resuscitated by pounding that almost dead guy's grilled cheese, and head back to check out the VHS tape we just got.
14:38 With us now only having 7 days, follow the trail of blood in and check the shelves, finding a cassette tape and discount Darth Vader. He informs us he was also a hunter, getting done in by a landmine before crawling here, making him significantly worse at his job than me.
14:59 Take our new found cassette and return to Video Club Mysterio, learning the year of publication. >> Five. Four. Six. Six. Three.
15:28 >> [music] >> Do you think I have to write ha ha ha ha down as part of the date, or do you think I can exclude that? Before returning to the library though, reverse back to the archives and move every shelf here. Hmm.
15:55 Insert our form into the computer, which requires Centra Seal before we can gain access. So, re-enter the elevator to meet Rostov. Sosa is waiting for us when we return, asking about our job and informing us about the witch, making Sosa prime evil candidate number one. Hugo crashes the party, looking
16:12 significantly less whack-job crazy than the last time we saw him, and we plunge back into Centranet to find Centra missing. She's hiding just around the corner, swinging, making me wonder one thing. Why would a robot want a swing set? Do some in-depth field testing,
16:29 receiving an email on the way out about a meeting in office C later today. Then, elevate back up to use our newly stamped form to gain access to the library. Taking three steps into the room nets us a sweet new flashlight. So, immediately heel spin and walk through every area that was previously restricted. Check
16:47 out Chapman's floor, laughing in his face at his misfortune, and grabbing some spare batteries that make the flashlight 4,000% brighter. Scour the floors to find various odds and ends, including this man on the fourth floor, who gives us a mysterious warning. We're also now able to make a five
17:08 credit offering to the AM shrine on the fifth floor, one of the most missable, but also most important things we'll do all game. Back in the penthouse suite, we find a drawing of a rat with cheese, likely a reference to the contract being bait for us. Either that or we ourselves are the bait, making us in this analogy
17:26 cheese. The eighth floor garden is jam-packed full [music] of goodies, such as this smoking lady talking about blind goblins, some witch paper, and a hidden area containing another VHS tape. That's pretty much everything we can find right now. So, journey back to the library,
17:42 discovering a puzzle straight out of RE1. >> [bell] >> For beginning to believe, we gain access to the hallway beyond the painting, which is strewn with letters all written by one person, A.M. The first warns us against trusting anyone. The second
19:29 references a dagger being in the hands of someone called The Crow, while the third says they must all hide their names to avoid discovery. Just beyond the final letter, we find the guy with glass bones and paper skin, robbing him of all his earthly possessions, including
19:44 >> [music] >> Grab hex and hammer and burn rubber, but by now you guys are veterans. You know what's coming. >> [groaning] >> Having defeated the eight-legged freak, watch the owl from the Tootsie Pop commercials peace out, then return to
21:03 the office to find something at Sosa's desk. Bring Hexenhammer to Sintra, updating our mission objective. Where the witch? Who the witch? We'll find a dagger called a theme to kill the witch. Sintra says fire should work, but according to her records, the witch has
21:24 already been burned before. A sentiment I understand every time I try to do the worm at a wedding. My rendezvous with Sintra gets broken up by four halves of two centaurs who proceeds to drag me into a meeting with the rest of floor five. Or lead in a rousing speech that we must memorize
21:40 before he starts talking about his encounter with the witch. >> [music] >> Some of that information could be useful, or it could all be garbage. But either way, we're granted the nickname parsnip and tested for short-term memory loss by repeating the lines of the chant
22:06 earlier. For successfully passing a field dementia test, we're given the task of making a new friend by the horse. Running off the high from crushing that meeting, we forget our briefcase which Hugo brings to us out of the kindness of his heart. Mappy, the person we saw sitting inside Video Club
22:23 Mysterio earlier, apparently decided to come down from the seventh floor and set up shop here. So, check our total cash reserves. What is this? Strange. Either way, buy the cardboard box and hit our first real save of the game, then return to the elevator and
22:42 descend to the fourth floor to access the hive. Hard at work, we find Kate who demonstrates her secret technique of hiding under desks before activating every boss's favorite leadership technique, delegation. Her co-workers are scattered around the office and only
22:58 respond to marketing based slogans, something which is now our problem. Use Kate's knee breaker jutsu to find another VHS tape hidden behind a desk. Then wander around and grab anything that looks like marketing material. Track down the other half of this blue screen to find the phrase for the nearby
23:14 worker and drop them off. Then over here these two talking about diet medication giving us another phrase and allowing us to find something called an electronic piece. The diet phrase we just got pairs perfectly well with this man's main course of copper wiring allowing us to get rewarded with a screwdriver by the
23:31 IT guy Dashi. Navigate the rest of the floor and nab any remaining employees returning them all to their open concept office before Kate tells us there's one final employee and she just went into HR. Seeing as entering HR is about as exhilarating as a leisurely stroll through the perfume department, let's
23:50 throw a 180 now that we have the screwdriver and go Bob the Builder mode. Starting at floor one, re-encounter the guy we saw earlier in the hive who drops an envelope with a candy bar inside. An act which makes me question why the envelope was needed at all. Utilize both the screw and the drive technologies to
24:07 repair the shrine here making a five credit offering and returning to floor five to learn some additional intel about Syntechore's past. In 1971, the stock of Syntechore was falling which had a massive effect on the global economy. But given the fact that it's the number one job site in the modern
24:22 day, we can assume that somehow they turned the ship around. Balance out this act of intellectualism by sticking our hand inside the trash can again. Then search [music] Rostova's desk and steal her sleeping pills. Heading towards the restroom, chat up this lady praying at the shrine we lit
24:37 earlier who tells us that AM was a former employee who is now considered a saint throughout the building. I know I don't have to connect these pieces for you dear viewer since you're the ultimate most smartest person in the whole wide world. But for the rest of the plebians in the audience, AM was the
24:52 author of the letters we found in the library meaning that a former witch hunter has been elevated to urban legend status within the company. Entering the restroom, kick open Malone's stall door like a cowboy walking into a saloon, except with 90% more sexual harassment allegations. I wouldn't be doing this
25:08 unless it was absolutely vital, but the information Malone gives us here is legitimately important, so she tells us she knows something about toads, that they lay their eggs in plants. Let's take a look around. Use the bloody key to open office F and find
25:37 a slaughter. Crawl under the desks here to access the next room, but missing the required tool stops us from progressing any further. Head back out and lock the door behind us, armed with two new pieces of knowledge. One, Malone is an even bigger freak than I thought, and two, Hugo is hiding something. Something
25:56 he doesn't want anyone else to find. Replace the key before we leave and make a quick pit stop into Video Club Misterio to unscrew a great for later. Then snag a VHS tape hidden in the desk map he was sitting on and watch any tapes we haven't cleared yet. With us now 4,000% more susceptible to
26:37 demonic possession, activate our crawling powers to squeeze through a crack behind the cats, opening a chest containing information about the witches' familiars, nine in total. Each of them are represented by an animal and has their own respective drawing for us to find around the building, some of
26:52 which you've already seen. It would appear based on this list that wolf, raven, toad, and snake are all still on the menu. Hop in the great we opened earlier for a shortcut back to office D, then enter the Lowe's Home and Garden section to get our daily dose of cheese-based
27:09 goblin facts. Having recently discovered the concept of bending our knees at the age of 22, rustle through the dirt nearby to find another cardboard box. Then Bridge to Terabithia over to a man in a canoe who tells us some fun forest goblin adjectives. Keep heading northbound,
27:25 reading a notice that if the fire is lit, burn witch paper. The fire, just like every party I get invited to, is not lit. So head through the great, activating another shortcut back to the restroom on floor five. As a reward for hoarding cardboard, we're now able to build the return pathway to video club
27:42 mysterio, which wraps up our additional exploration and allows us to progress into HR. Immediately divert from the path to discover a news clipping detailing that the Centra's experienced a death in the family, but as of writing, no one's seen the autopsy report. Reach the inside of HR to
27:59 discover that around every corner is a clone of Haley Welch, all waiting to spit on that thing. Utilize anything at our disposal to avoid such a fate, eventually reaching the backrooms and finding As tempting as throwing my entire human body into a giant lady's mouth would be,
28:35 I'm going to opt to not do that. The lips do reveal a clue though, a photograph of something. Search the office, finding the employee hiding under a table, and eventually speaking to another worker who tells us that the mouth can only see those who have a special item on their person. Before I
28:52 walk away, I show her the weird object we found in our briefcase, which she is unimpressed by. This guy totally misunderstood the resume workshop sponsored by Gushers, and we learn the final slogan and take it back to the employee. Take a cheat day from being a good
29:07 person, and strap the evil devil magic to this lady, and then [ __ ] kill her, getting the photograph and the employee back in the process. I definitely knew that was going to happen. Look at the picture to see Mhm. Return our victim to Kate, watching HR
29:25 break containment and begin patrolling the floor. The hive from this point forward will get a lot harder to walk through. Oh. Safely back in the elevator, return to Chapman's floor just to laugh in his face, but agree to try and get him a promotion for a thousand dollars. Steal
29:46 his identity and begin a series of tasks that can't possibly have any true bearing on increasing the company stock price. Despite being undeserving, Chapman has now been promoted to floor three. So, go scope out his new digs, except he immediately leaves because he sucks. Make the trip up here worth it by
30:03 talking to Doshi, who's returned to his normal floor and set up shop. He asks us to hand over any electronic pieces we can. So, pass him the one we got earlier to receive an upgrade to the flashlight. He also gives us the lowdown on dot matrixes, enemies that supposedly are some of the worst within the building.
30:20 Not running and having a surplus of ink on hand are both tips we'll need to remember for the future. On his way out, Chapman left the door to security open. So, do what we do best and head in to [ __ ] [ __ ] up. Within this area are ten camera monitoring stations, each of which play different scenes throughout
30:38 the game depending on certain events taking place. This is the reason I have to run to every floor anytime we make progress, as certain events only come online during specific triggers. The first scene we see is Chapman on the phone with his papa, who tells him to nut up or shut up, prompting him to hit
30:54 the snow head sand skateboard. Camera 1 is an example of a specific trigger, as it shows Rostov complaining about getting her food stolen, a crime we may never be able to solve. Lying next to camera 1 is a guy in distress, so do the humane thing and jack his wallet and then kill him.
31:11 Continue forwards, spotting someone from HR in the distance, and then navigating the hallways here to reach camera 10. Camera 10 just shows the penthouse in its current state. So, continue deeper into the labyrinth to find Miss Jeong, who asks for your help in finding proof that something happened within the
31:27 building. Why are we doing everyone else's job and our own? Because that's modern capitalism. And unfortunately, due to the company only making one gorillion dollars, all employees will be losing their 10% discount at Applebee's. Before we make like a banana and leave, shove this CRT over and find our third
31:45 victim lying next to camera 3, which has Dashi talking to generic man number 7. Camera 6 has nothing, and a shelf near camera 7 has a blank VHS tape, while the station itself shows Mappy and Sosa recording a scene for Video Club Misterio outside the library before the spider tells them to go away.
32:03 Camera 8's just some garden water cooler talk. We execute another innocent man, and camera 9 is just a live feed of the elevator. The final trapped employee makes a run for it, knowing that their end is only seconds away. Unfortunately, I already blocked the exit with the TV, allowing me to rob and obliterate them.
32:22 Back at camera 3, use the blank VHS tape to record Dashi and the weird guy, learning that the weird guy was sneaking pictures of the HR reps, which still isn't cool even if they are evil mouth monsters. Return the evidence to Jeong, who rewards us with a promotion. Except we already outrank her since we're on
32:38 the fifth floor. So, now double, why did I have to do that? Regardless, do Chapman another solid and get him bumped up to the hive. Maybe proximity to Kate will make him less of everything that he is. Behind Young is a vent that directs ships us to camera four, where Malone and Kate talk about boys. A corner near
32:57 camera 10 hides a secret path full of enemies that all leads towards one thing, camera five, a camera that isn't even activated yet. It does give us a shortcut back to the front door, though, so I'll call that a W. Seeing as there's not much else we can do right now, enter the final area and successfully steal
33:13 everyone's identities and prepare to battle the head of security. As a reward for doing the heroic thing and saving all those people earlier, he sends the roaming enemy away and we finish the fight one V one. >> Pull the plug on this guy harder than every grandchild in a no inheritance tax
35:21 state. Ripping a new camera off his corpse and backtracking to find that camera two and five are now online. Camera two has that. And camera five gives us hard proof of something we could only assume before. There's something in that second room.
35:49 A mystery we'll have to file away for right now as we still need to ask Syntra about the photo we got from HR earlier. Only Syntra's gone again. Enter a library-like room off to the left side, finding her and showing her the photo. Apparently, the robot standing before us now is based on the daughter of the
36:06 Syntras, Ray. But there's no information about the person burned out in the photo. Our task of identifying the witch gets updated to finding out more about the Syntra family. A mission which will take us back to the eighth floor garden as every member of the family was buried within the building. Before leaving,
36:22 check this empty portrait near where Syntra was standing earlier to learn the title of this unfinished piece. Seeing as I'm not in a rush to meet Gozer, stop by the canteen to inform Chapman we got him promoted again. Mainly just to flex that we're crushing it. He replies by requesting to be
36:38 promoted to the ninth floor. And as payment gives me an empty cigarette carton. What a peach. Decide that battling the devil would probably be less stressful than talking to Chapman. So throw it in reverse and head for the eighth floor. Reaching the gate of the cemetery to see
36:53 >> [screaming] >> someone decides to hotbox the entire eighth floor right after that. And it doesn't take Sherlock Holmes to figure out where it's coming from. The fire is lit. Since we touched the gate, security has one more scene to show us. But once
37:08 that's completed, we can take the shortcut we made earlier and return to the fire pit. Doing exactly what it said on the box. >> [laughter] >> Enter my mind palace to remember all those weird forest goblin descriptions I told you earlier. Granting us access to
37:23 the forest goblin shop. For the low low price of spare bar codes, we can now spend witch paper to unlock abilities that'll allow us to navigate the building easier. The cereal box we got all the way back at the beginning lets us traverse poisonous gas. And Chapman's cigarette carton heals us 30 points
37:40 anytime we save. Boat guy decided to head off to the Titanic in the sky. Leaving behind a VHS tape for our collection. Fall three stories back down to the bathroom and walk outside to see the employee that was praying here earlier is gone. And a drawing left in her place.
37:56 Back in the office, Sosa tells us that she and Mappy are behind the VHS tapes being left around. And video club mysterio is their secret club. While not particularly interested in esoteric indie horror, when a goth girl tells you to join their secret club, you simply must say yes.
38:12 Within Centranet, we find Centra in another new room. Swimming and relaxing. Except she tells us to give up and stop searching for the witch. She's not acting like the AI anymore. She's acting like Rae Sindra. Interact with her drink to learn its name. That being
38:30 Where have we seen that before? Search the area to find a second glass at the bottom of the room and return to Sindra's library. They're all Hexenhammer. This isn't just a witch hunt. It's a cycle. The system is breaking. We have to work fast before it finds us, before
39:19 she finds us. Watch the latest VHS tapes and head out. Seeing Super Toad beat us to the elevator, descending directly to our next stop, live. Having obtained our new ability to breathe in the standard air of a national park bathroom, decide against
39:53 heading towards the spattering of bloody corpses and instead peruse to a much chiller hallway, ending up in a fully functioning bar. The bartender here is Hidetaka Suehiro, the director of the Deadly Premonition games, for some reason. Buy 11 cans of soda from his vending machine to receive vague
40:10 information about the numbers 0 to 10, most of which I can't decipher. Then continue further on down the hallway to find a warning written on the ground. In a box here, we find an electronic piece and a letter signed by RC detailing that he had the dagger in his possession and that he's leaving someone called the
40:26 tadpole out of the situation. In that same area, we find the next drawing. A toad with a knife. We know who has the dagger now and I bet you know where it is. Before we leave, grab an empty beer bottle off the floor in Sweery's bar returning it to the goblin to unlock a contract of water
40:44 breathing. Drop the electronic piece off at Doshi's to get a lantern, a tool that emits light in a sphere instead of a beam at the cost of twice as many batteries locking in the fact that I will never use it. Head into the second floor stink dimension entering a new area called the
40:59 residences, a place we saw earlier on the security cams. Hiding in this hallway is the final shrine to AM which we make an offering to before checking the last table in this hallway. The snake. The witch is here on this floor.
41:16 We just don't know where yet. Return to the main area of the hive and proceed down the south corridor we avoided earlier stumbling into a new enemy type, pukemeisters. Watch a feng shui YouTube tutorial to redecorate the office grabbing another VHS tape and entering into
41:34 Uh-oh. Quickly loot the area for anything we can find opening a closet to see >> [cough] >> Kate. She warns us not to run which can only mean one thing. The dot matrix is online. >> This grab would be a death sentence if
42:24 not for the stockpile of ink we've been saving for this moment, allowing us to sneak our way to the bottom of the area and grab a button. >> [music] >> Ah! >> As we fall deep into the bowels of the company, we get a vision of Race Intra
44:15 before landing atop the dot matrix. Using the screwdriver activates movement functionality, allowing us to get the manual, which says to insert an ink cartridge. Doing so unlocks the attack power, clearing our path and allowing us to escape. However, we can't leave yet. There's something waiting for us beneath
44:32 the water. >> Corvo. >> A metal ID card belonging to Arc Corvo. Pocket it for later investigation and navigate back to the elevator to reunite with Kate, agreeing to officially quit the company and leave together. Unfortunately, Colonel Dumont says the
44:52 office equivalent of what are you, a [ __ ] which means we're locked in. For destroying a dot matrix on our first day, we're awarded employee of the month, officially marking us as undesirable number one to Hugo, a fact that Sosa absolutely loves. She pretty much insta-clocks that we're a witch
45:08 hunter, but she's been low-key chill this entire time, so we spill the beans to her, which also gives us info about Arc Corvo and his ID. She tells us that metal cards used to be given to hunters, and the three most senior hunters, Ena Zari, to defeating the witch, but they've
45:25 since disappeared from the company record. Pop into Video Club Mysterio to watch another A24 movie and return to CentraNet to find nothing. Centra is not in any of the rooms we've discovered thus far. At least, she isn't in any of our rooms. >> While wandering this place, I find a gap
46:13 in the wall. It feels like I'm not meant to be here. Syntra's corrupted, >> [music] >> twisted beyond recognition. The only thing she's able to tell us is a code. Bell, bell, bell, 9614. Escape the maze, finding a small oasis
46:46 tucked into the top left corner. I wander the empty space for minutes, batteries on my flashlight slowly disappearing. Every now and again, seeing a glimpse of something at the edge of my vision. There's an envelope flying out here which simply says, Eventually, after what feels like hours,
47:02 I find her. Where have we seen a bell? While I continue to think about it, let's go back to Hugo's hidden stash. Now that we have the button from the dot matrix fight, ID cards, tally marks, a shrine, and the answer to every question Syntra gave us all the way back after finding
47:39 Hex and Hammer. The witch is a girl named Demori. The Syntra family bought her on the black market before they even formed the company and kept her locked up in one of the rooms in the house. After several years of wandering, Corvo is convinced the key is in the Syntra family home.
47:55 Although it's always been the most obvious place, no one so far has been able to find anything strange in the residence. It seems the only explanation is that the way to the lair is protected by a very powerful illusion spell. Corvo has obtained the athame dagger. The joint work with Meagan Nazari has been
48:12 crucial. His contacts abroad have found the exact dagger that can end this witch. Replace the broken camera here with the operational one we obtained from defeating the head of security, pulling back the curtain to reveal a symbol. Return to the third floor and watch.
48:52 We now know the exact spell needed to find whatever's in that wall. We just have to Wait a minute. A bell. >> [music] >> The symbol on the ground here is the same one guarding whatever Hugo doesn't
49:45 want found. Hanging on the back wall lies a golden key with the inscription family cemetery. Return to security one final time to watch the last new piece of footage, then return to the dot matrix fight to obtain a cassette tape from a box we didn't have access to before. Take the shortcut to Video Club
50:03 Misterio to play it. >> [music] >> The white witch dwelled on a mountain watching the
50:43 >> [singing] >> lost soul take from her fountain. >> This is the turning point. We're faced with a junction and must now make a choice. Pursue the truth, find answers, and learn what's really going on in the
51:02 company, or pursue vengeance, wrath, and the path of retribution. For both your sake and mine, let's choose the first path and finally figure out what's really going on here. Head down to the canteen and make so much coffee that Starbucks will be suing Centracorp for fear of unionization. Then ascend to the
51:21 eighth floor and enter the family cemetery. The mausoleum is locked behind a red gemstone, and we find another VHS tape here implying that Mappy and Sosa know about Corvo's key and are able to access it. They just always return it when they're done.
51:35 Use the sleeping pills we stole from Rostov to drug the fountain, luring the owl that escaped from the library so long ago over to obtain the stone. >> Rais Sintra's final resting place. Except her body is missing. Only bells remain. They had a funeral with an empty grave. Why?
52:03 Begin to leave before >> Light the >> [bell] >> For successfully lighting all the shrines throughout the building, the spirit of a Tiamat appears before us now, giving us the true story of how Sintra Corp became what it is today. A
52:26 couple that couldn't conceive pulled their entire life savings to buy the one thing they couldn't have, a child. This child's name was Demory. She wasn't like other children though, and she came with a strict set of rules. Keep her happy and keep her contained. Their business flourished, and they were even able to
52:45 have their own child, Rais Sintra, until everything changed. Rais Sintra disappeared. Demory was hysterical, and Sintra Corp it was on the verge of bankruptcy. There was only one thing they could do to stop the collapse of the company. Burn the witch. The crisis ended. Sintra Corp was
53:05 restored, but Rais Sintra never returned. Since then, the company has been under control of the witch, still hiding somewhere within this very building. With our new found revelation, return to the elevators where Rostov is waiting to drag us downstairs to help prepare for
53:21 Hugo's surprise party. Seeing as this is the literal most inconvenient time possible for this, recruit everyone we've met so far, aka mainly Sosa and not at all Chapman, to get us back onto the elevator and out of party planning. It's almost subtle enough to miss, but names are starting to change. The
53:40 animals from the familiar drawings are being assigned to the people of the company now. As we're talking to Kate, Rostov overhears our first name, prompting everyone at the party to reveal their own. Irena Rostov, Kate Hicks, Marta Sosa, Jenna Malone, who has this man on a
53:55 leash, and Anthony Chapman, aka Tony. Right as we're about to sneak out, a new face emerges from the elevator, Mr. Bat. [music] With our plans fully derailed, Hugo arrives, and we miss our chance to escape as Dashi pulls up to the function and busts out this performance.
54:19 >> [music] >> Despite us being closer than we ever have been to finding the witch, it feels way too rude to leave while a man is leaving everything he has literally on the table. But, we have to do what we have to do. Say goodbye to Kate first, who agrees to be our friend,
54:44 successfully completing the confident move from Kate. And honestly, the punch feels pretty strong right about now. Hugo blocks the way out, or should I say, Mr. Toad, and apologizes for bringing up the witch. Did you see that? As we're about to leave, Hugo stops the
55:04 party to announce to everyone that Centracor's newest employee of the month has one singular objective. Kill the witch, and his name is Brian Pasternack. >> Everyone in the party >> Everyone is dying. Dashi's deaf. She's
55:57 here, hunting me right now. The elevator's broken. It can't be broken. How can it be broken? We asked Dashi to fix it, but He needs light to work. We need to buy time, as much of it as we can. She only appears for a few seconds, but use those glimpses to lead her away from the elevator and pray Dashi has
56:14 enough time to finish. >> [music] >> He gives us his keys and we escape the party. She doesn't let us go that easy, though. Emerge straight into Union headquarters, a team of people that would truly love to help us, but their only power is by
57:38 communicating with the CEO of the company. But luckily, one is about to be chosen. The company's bylaws state that the position of CEO is automatically granted to the employee with the most seniority. That person? Hugo. Pass out, coming to in the office.
57:54 Except it isn't the office. It's Centronet. >> [music] [music] >> An odd thing to show us at the end. Brian is the devil. Just like Grace's reference in Corvo's Centronet. We also saw someone dressed like that earlier at
58:48 the party. There's something else going on, but we don't have time to figure it out. Awaken in the office, for real this time. Hearing the same sound we heard back at the party. Centronet is destroyed, but that sound has been replaced by the corrupted Centra theme.
59:03 What if we enter Corvo's? A cocoon is waiting to be freed, and the only thing Hugo left us was a plastic knife from the party. Cut this person free, getting the question Who am I? Those first names weren't just for show. We have to choose the right name, or they die here and now. Bleeding from the
59:23 ears fits only one man. Eiji Okami. >> [sighs] >> With one friend rescued, crawl back to Video Club Mysterio to watch the tape we found in the graveyard. Then over here, there's only one person on this list that would come here. So, lock in Marta Sosa and return to floor five. The demon
59:45 from office D is here now, but we prepared multiple escape routes earlier. So, head to the bathroom and revisit the forest goblin. He tells us the best way to solve a problem is to start fixing it, and there's only one person who can fix Sintra. Dashi. Go south of the goblin to find another cocoon, this one
01:00:02 matching the wound pattern we briefly saw on Jen Malon. Then return to floor five to find Colonel Dumont and his horse fused together FMA style. Obtain another VHS tape while we're here, entering what's left of office D to rescue Irina Rostova. Then head all the way back down to the canteen to find a
01:00:18 pentagram, the devil costume at the center. Hiding here is Mappy, who calls us. She tells us everyone who was at the party is dead except for one. Floor two's promotion room contains Chapman, leaving only one coworker unaccounted for. Head to Dashi's back room to find the remains of a half-built
01:00:37 Sintra robot, a VHS tape hiding amongst the wires. In order to rebuild Sintra, we need one thing. A head. Luckily, there's one in the building on the ninth floor. We only have to change our clothes to enter. >> Daddy. >> Now, why would she call us that? As we
01:01:14 navigate the gallery, find a painting called the woman in red who injures us if we observe her. Use the paintings on either side to lure her all the way to the back of the gallery, prompting the re-arrival of Mr. Bat, who agrees to hand over Centra's head. He tells us this isn't just a replica. This was the
01:01:30 original model, the first to be built. Get escorted out, grabbing another VHS tape on the way, and begin the trip back to the lab. Except, we can't enter yet. Copy our soul, then ascend to the 10th floor to find Hugo at the helm. He tells us he was born in class R, not even receiving a name, and then hands us our
01:01:49 dismissal notice. With this in hand, we're free to exit the building and leave it all behind. Whatever happens now, it's not our problem. But that sounds satisfying, is it? Return to our save and enter Doshi's lab. >> [bell]
01:03:11 >> With Centra rebuilt, we're not just dealing with an AI anymore. This is the entire memory of Rae Centra, the real-life little girl copied and uploaded into the robot. She agrees to take us to Demory to resolve everything, but we have another variation we have to do first. Return to the 10th floor,
01:03:27 luring Hugo away from his desk without being seen, allowing us to grab the one thing we haven't seen until now, a theme. Show it to Sintra, who immediately destroys it to prevent harm befalling Demory. Then enter the Sintra residences, where Ray leaves you to talk
01:03:42 to her alone, except the door vanishes behind you, and there's now a snake on the wall. Swim through the depths of the company, passing drowned office equipment and waterlogged corpses, finding the final VHS tape hiding in the bag. Get bitten by a snake, transporting us back to the office.
01:03:58 Hidden amongst the chaos are clues to escaping, but just as there are clues, there's also danger. One wrong move costs us one of our senses, but at least we get to choose. Our nose goes first. The water-breathing contract we bought earlier allows us to continue breathing, but our one free pass is gone now. Our
01:04:16 ears go next. Only one thing left to do, input the code. With Kate rescued, emerge from the water with Sintra, finding Ray? A voice from the darkness tells us it isn't just Ray's body, it's Demory.
01:04:53 Behold the witch in its true form. >> [music] >> The Demory, the Centra family burned, was never the way. It was Rae herself in Demory's body. This is partially a guess on my part, but I believe Demory's familiar, the snake, convinced her that swapping bodies would allow her to get
01:05:50 the attention that Rae was receiving from the family, causing her to use her magic purposefully for the first time. That swap caused Rae, now within Demory's body, to become hysterical, leading to the breakdown that Moleta told us about. Demory, now in Rae's body, at some point got put into a coma
01:06:06 by the snake itself, who has since wielded power unchecked and corrupted the company, leading to the situation as it is now. With the true story revealed, return to the 10th floor to confront Hugo again. Only this time we have something we didn't have before. A Centra. Given the green eyes, I think
01:06:24 we can assume it's actually Rae Centra and that Demory is now in the robot. Due to a clause in the bylaws of the company, any living member of the Centra family automatically outranks any member of staff and becomes the CEO, meaning Hugo is fired, Rae is CEO, and everyone we care about is safe. Say goodbye to
01:06:42 all our friends, then talk to Kate, who tells you she's staying at the company to see the new path it'll take. From here, we can either follow Kate and remain at CentraCorp or leave and find a new path away from it. We follow Kate. >> The final scene is of Corvo and Hugo
01:07:24 revealing that Corvo offered Hugo a wish if he agreed to help him. Hugo's greatest wish is to fly free, so Corvo gives him his cape. Maybe this will help him fly. With one ending completed, return to the moment just before going to the residence, watching any remaining VHS
01:07:46 tapes, and this time choosing not to retrieve a theme from the 10th floor. Repeat all the actions the same, this time allowing ourselves to lose all our senses in the office, receiving this message. Struggle helpless in the depths until being rescued by Centra.
01:08:12 From here, everything plays out mostly the same until we reach Hugo's office, who still has the dagger. >> [laughter] [panting] [crying] >> With Hugo down, talk to Sosa to gain our official membership card into Video Club
01:08:38 Mysterio, which includes an Easter egg for those wanting to dive deeper. Leave the office behind without talking to Kate, returning to our life in the outskirts. >> [music] >> This time we see a young Hugo cleaning the bathroom, searching the pockets of
01:09:15 dead employees until he finds officially wrapping up the first route of Yuppie Psycho. It's time for route two. Remember when I told you it was time to make a choice? A choice between justice or revenge? It's time to see what's on the other side of that coin. Return to the save
01:09:33 just before the party, stopping into the bathroom and holding up a piece of witch paper to the reflection. Steal the bloody key and return to Hugo's shrine saying the phrase we heard him use in security. >> [snorts] >> With the flame in hand, the birthday
01:10:03 party is canceled allowing us to escape discovery by the witch this time. >> [music] >> Still head to the canteen, now having coffee with Kate until Sosa calls us to the elevator. Every floor is broken except for one. The second floor.
01:10:17 The Sintra residence. Kate and Sosa both agree to come along as Kate wants to repay you for the help you've given her along the way and Sosa because this is kind of her whole thing. Use the dagger to break the illusory wall heading deeper into the halls where Kate also uses the dagger to open a passage.
01:10:33 Reveal everything to Kate who still agrees to stick beside you and just as you open the wall to the water area. With our glasses broken and the dagger gone, stumble through the halls of the Sintra residence encountering something. Find the duct tape in the bathroom and regain our sight, reuniting with Kate
01:11:03 now with a seal across her face. Grab the key from the fridge causing whatever Kate is right now to get furious. Use the key on the main office door finding a photo fragment and activating a button then exploring the rest of the apartment. Kate is sitting at the vanity only she tells us
01:11:21 interesting. Enter a room nearby to find another photo fragment, some arrows on the walls and someone hiding in the closet. >> [crying and panting] [snorts] [music] [music]
01:11:58 [screaming] [crying] [bell] >> Ray Centra has seen better days now matching the complexion of every old person that thinks sunscreen is a myth. Use the arrow sequence we saw in her room on the TV to unlock the final
01:12:25 hidden VHS tape then view the pieces of the photo we've assembled so far. >> [bell] [music] >> With the princess temporarily elsewhere, pull a Ty Pennington and Extreme Makeover: Home Edition the living room to match the photo. We're missing some
01:13:08 key pieces of the puzzle though, so return to the bedroom to find another photo fragment, Kate obviously taking the role of Ray's mother, which must make us Daddy Centra. Sprint into Demori's room to get additional lore, then circle back around to the bedroom to grab the doll from where Hugo used to
01:13:23 be. Navigate a death maze, including a door that runs away from us, and return to the living room to put the finishing touches on the recreation. Kate tells us to wash up before the picture, so head to the bathroom. >> [music] >> Having returned from hell itself, being
01:16:05 possessed by the devil, light up a Marlboro red and take the family photo. Except, someone's missing. Now playing as Ray De Mori, navigate the flames finding a toy ball along the way. Avoid Kate, dodging through the fire until arriving at a pool surrounded by enemies. Drinking from the blood to
01:16:21 restore our health and escape to Ray's tomb, watching Ray De Mori burn to death. Kate is freed from her possession, but we aren't. Obtain a theme, recalling what Kate said about the vanity in the bedroom. Use the dagger here to open the way to a hidden room locked behind a retinal scan, then
01:16:38 head into the final confrontation. The snake begs for De Mori's life, offering to flee to never return. But we aren't Brian anymore. >> [snorts] >> With Demori dead, the office returns to sanity. Everything supernatural is removed. The workers regain their
01:17:00 sanity, and we're hailed as the heroes of CentraCorp. There's just one problem. Who's the new CEO? Hugo brings us the head of Race Intra, which we could use to become CEO. A man who started with so little could ascend to the highest position in the world right now. Reject that future and leave, stopping
01:17:20 to say goodbye to Centra. >> [music] [music] [music] [music] [music] [music] >> Rewind back to that choice, this time
01:19:00 refusing to kill De Moray, which doesn't make a difference. He's in control now. Take Rey's head to the computer and activate the CEO selection program, then try to make Corvo CEO, except he's dead, so it doesn't work. So, shove Chapman's ID in there instead, [ __ ] it. >> [applause]
01:19:35 >> One ending to go, and I saved the best for last. Use our own ID, claiming the title of CEO for ourselves, and watch as the stock absolutely plummets. Until it doesn't. How? How did we turn it around with no leadership experience? >> [music]
01:20:24 [music] [music] [music] [music] [music] [music] >> Hell is waiting. >> Before moving on to the final
01:21:11 achievement, check our saved games to find one save from April 1st, 1972 at 10:18 p.m. Load it up to find >> Daddy. Daddy. Daddy. >> With everything else accomplished, play through the entire game again. Only this
01:23:07 time we can't save at all. The entire game, start to finish, in one sitting without saving. If I die a single time, it's back to the beginning. Just in case that wasn't enough for you, after upgrading my flashlight with Doshi, it completely stopped working, meaning I had to rely on glow sticks for the rest
01:23:25 of the game. With every ending unlocked, co-worker rescued, and our soul sitting directly with Beelzebub himself, Yuppie Psycho has been 100%ed. Thank you all for watching. This was a video I've wanted to do for a while now, so I'm glad I finally got to wrap it up. I think it's a really under appreciated
01:23:42 gem that I haven't heard enough talk about. The developers have a new game coming out soon called Ketch E Sis that I will definitely be checking out, so be sure to look out for it. As always, a huge shoutout to my patrons, Alex, Me Jessica, Batvik, Turd Ferguson, Since I Use Ad Blockers,
01:23:58 Mustachero, Dixby, Jude, Matt, Spiral, Muriel, Envy, Raven, Painful Biscuit, Omnion, Horizon, Emo Trash Can, Vamris, Verso, Alexandria Farstrider, Romlette, Vaughn's, Max, Vince, Nicole, El Jaguar, Jazzy, and all my other patrons. You all make these videos possible. Thank you. Don't worry, I didn't forget about
01:24:22 Arkham Origins. It's still coming and probably very soon. I'll see you in the next one.