The Art of Talos Principle 2
The Art of Talos Principle 2
The Art of Talos Principle 2
of Talos
Principle II
The Art
of Talos
Principle II
Story 7 S1 Southern Coast 109
New Jerusalem 8 S2 Verdant Canyon 117
The Island 24 S3 Circular Oasis 124
The Megastructure 26 W1 Western Delta 134
E1 Grasslands Ring 60 W2 Anthropic Hills 143
E2 Wooded Plateau 69 W3 High Plain 150
E3 Eastern Wetlands 77 Characters 158
N1 Desolate Island 85 Devices 173
N2 Flooded Valley 92
N3 Lost Marshes 101
We had planted the seeds of this story both in The Talos Principle and Road to Gehenna
(pay attention and you’ll find a lot of foreshadowing) but of course we still had a lot to
figure out. Setting the game a thousand years after the first allowed us to put the player
into an already ongoing story, and making the player character 1k, a new robot, allowed us
to maintain the same sense of exploring the past.
But of course the story couldn’t just be about the past. It also had to be about where this
society is going. And the most exciting way to explore that was to take the player on a
scientific expedition to a mysterious island. Through this classic sci-fi concept, we could
explore the use of technology to control nature, the possibilities and risks of change, and
how history moves forward, all through the humanist lens that defines The Talos Principle.
The design of the city was meant to expose some of its contradictions. It’s beautiful, but too But New Jerusalem is not a dystopia. Its future is not yet set, and what happens next
big for the number of inhabitants, and the dome wasn’t finished on time for Completion depends on its citizens.
Day. Everything looks futuristic, but if you look closely enough, you can see the decay
creeping in. Energy problems are a constant.
We wanted the Megastructure to evoke a sense of wonder, beauty, perhaps even a little
dread. It’s something that seems alien, almost beyond comprehension - and yet gradually,
using your intelligence, you learn to make sense of it.
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S1 Southern Coast
The heavily-eroded cliffs of the southern coast are surrounded
by azure waters and dominated by a particularly unusual tower.
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S2 Verdant Canyon
A canyon-like formation in the dry, rocky southern region
of the island. Its completely enclosed shape suggests it is
artificial rather than glacial in origin.
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S3 Circular Oasis
An artificial oasis in the otherwise lifeless desert that
stretches across the south-western portion of the island.
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W1 Western Delta
A river valley gradually drowned by the encroaching sea.
The brackish water is a unique ecosystem with many endemic species.
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W2 Anthropic Hills
This rocky highland terrain has been dramatically sculpted
by the technology contained in the Megastructure.
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W3 High Plain
A high-altitude plateau in the island’s western mountain range.
The surrounding region often has restricted visibility due to fog.
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Characters
The Talos Principle has always been a character-driven story. Milton, Elohim and Alexandra That’s why the citizens of New Jerusalem are portrayed as people, with everything that
Drennan weren’t just stand-ins for certain ideas, they were people. In Road to Gehenna, comes with that. They have different, sometimes contradictory beliefs. They have their
we had explored a small community. Now we needed to explore something much bigger: a strengths and their flaws. They can be creative, silly, hypocritical, scared, optimistic... they
flawed society on the brink of change. can love, they can hate, and they can grieve what they’ve lost.
The original game asserted that what makes us human is more than our biology; we may be Like us, they’re just trying to make sense of the world.
machines, but it’s not the machinery that defines who we are. So while we had to depict a
society of robots, in many ways these robots needed to be human.
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1k
In The Talos Principle 2, you are 1k, the one thousandth citizen of New Jerusalem.
As the game literally starts with your birth, it’s up to you to define what 1k believes and
stands for, although others may try to impose their agendas on you.
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Byron Alcatraz
Named after the travel writer Robert Byron (1905-1941), Byron is one of the First Companions Alcatraz is Byron’s best friend, but his views on humanity and civilization are almost the
and one of the most important characters in the game. An explorer and a born optimist, he exact opposite: he is critical of humanity and thinks we should remain humble and avoid
never gave up on the humanist ideals of Alexandra Drennan, and he is deeply unhappy with expansion. It was very important for us to have a counterweight to Byron, and to do that we
where New Jerusalem is going. Brilliant and inspiring, he’s nevertheless flawed, as years of needed to make sure that Alcatraz was a sympathetic character who expressed his views in a
frustration have made him rash and occasionally a little rude to people who disagree. sensible and eloquent way. And of course he needed to have his own set of flaws.
Byron was written with the actor Peter Wingfield in mind, because we knew we needed Casting Alcatraz was challenging, because we needed the character to have real warmth, and
someone who could bring charm and genuine conviction to the part. we were very relieved when we found Ian Porter, who played Al as a kind and lovable person.
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Melville Yaqut
Melville, named after Arctic explorer George W. Melville (1841-1912) is, in her own words, Yaqut, named after the scholar and geographer Yaqut al-Hamawi (1179–1229), is a
“New Jerusalem’s only decent engineer.” Gruff, sarcastic, and frequently irritable, she has character who’s still trying to find himself. He loves exploration but also sees the point
kept the city running for centuries. Underneath her hard exterior is a person who truly in trying to limit growth, and he’s not quite sure what to make of the Megastructure.
cares about the world, and when she realizes what the Megastructure has to offer, she His sense of humor sometimes hides his insecurities, and sometimes he gets very
cannot help but yearn for change. melancholic, particularly when it comes to mortality and loss.
We were afraid that Melville would be difficult to cast, but Rachel Atkins nailed the audition Yaqut was written with Adam Green in mind, as we knew he could deliver this unique mix
to such a degree that it was instantly clear she was right for the job. of vulnerability and humor that makes Yaqut so human.
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Devices
The devices you use to solve puzzles are one of the key components of the game, and
although they may look simple compared to an enormous tower, a lot of effort has to go into
making them. They have to have recognizable, distinct silhouettes, so that the player doesn’t
get confused. Additionally, their visual design should reinforce and complement their
function. And they should also look cool.
In this case, it was also important to distinguish between the devices in the Booting Process,
which are the ones from the original game, and the devices in the real world. These had to
resemble tools that might have once been used on the island, thus hinting at their origins.
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Jammer
Point at devices to jam them.
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Inverter
Inverts red to blue and blue to red.
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Driller
Creates wormholes in compatible materials.
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Connector
Connects energy beams between devices.
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Accumulator
When charged will become a mobile emitter
of that color.
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Emitter
Receiver
Pressure plate
Platform
Hexahedron
Use as weight or place another object on top.
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Rail drone
Power it up to make it move.
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Swapper
Swap carried item for stored item.
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Tower Laser
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Tower Laser
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Palm reader
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Somnodrome
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Somnodrome
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Progress Ring
Progress Wheel
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Athena’s Cradle
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