Look Outside
From the game's steam description: Look Outside is a survival horror RPG set in a single apartment building. A mysterious event turns anyone who looks out the window into grotesque monsters, leaving the world in absolute chaos. Scavenge the building to seek food, supplies, and weapons while encountering strange characters - human and otherwise.
It is heavily discouraged that you play this randomizer before playing the vanilla game. There's a lot that requires context to understand here. Massive plot spoilers below:
How the randomizer works
Look Outside is a very large randomizer, with 1,000 locations +. Each enemy encounter is unique, and has been randomized as a location. Every overworld item as well as quest reward has also been randomized.
The vanilla game has a time limit, a lot of branching quest paths, and mutually exclusive content. This randomizer mod has been adjusted to allow the player to achieve everything on a single save file.
The same locations will be available on all difficulties. This means that enemies that are ordinarily only available on Cursed difficulty will appear even if the player started their run on Survivor or Explorer. The same goes for overworld items that are normally restricted to appearing on only Explorer, Survivor, or Cursed difficulties: all three types will appear in all difficulties.
If the same enemy has multiple forms depending on the difficulty, the form they appear in when engaged with in combat will still be dependent on the chosen difficulty.
Quality of life changes
Multiple QOL adjustments have been made so everything can be done on the same save file:
A new option on the pause menu, “Go Home”, will allow the player to return to their apartment from anywhere, even the roof. If the player lets all four astronomers mutate and their head starts splitting open, it will be like that for the rest of the playthrough, but their walk speed will be returned to the default.
Location checks that remove an item from the player's inventory that could be used in other contexts will no longer remove said item.
Placing Cinnamon the guinea pig on the chair in the Security room will not remove her from your inventory. The tape the player used to record on will not be changed.
Exposing the void disc to the light from Edwin's telescope will not remove it from the player's inventory.
Using the negative disc to expose the photo paper in Vincent's apartment will not remove the photo paper from the player's inventory.
Giving the exposed paper to Lyle or developing it in Lyle's darkroom will not remove it from the player's inventory.
All offering location checks will only allow the player to take the actions that would result in a correct offering. The player is prevented from exposing the photo paper to anything but the negative disc, recording any footage except for the channel that mutated cinnamon, or picking up any painting but the correct one.
Any recruitment or location checks that depend on reaching a certain disposition with a character or are missable with the wrong dialogue have been adjusted.
The secret door at the bottom of the stairwell will no longer vanish when interacted with
The Spider will attack the player no matter what they say during the interview.
Joel will accept the player’s recruitment offer no matter what they said during his initial dialogue.
The player gets the same location check from Ben, no matter how good of a playmate they were.
Audrey will accept the player’s recruitment offer no matter what they said during her quest dialogues. If the player recruits Audrey before finding the note from Mutt on her back, then they will be able to get the vending machine key location from Mutt afterwards.
Nestor will always leave to go on a date with Rafta even if the player doesn’t encourage him after giving him the letter. The player cannot give him the love letter until they have given the stationery and pen to Rafta.
Eugene will continue to restock his shop, even after being possessed by Nestor.
If the player makes the wrong dialogue choice during the encounter with the spider husk, they can restart the conversation by leaving and re-initiating.
The player will be able to summon any door encounter that they don’t yet have the location check for from the cheat event near their front door. The player will always be able to summon any merchant encounter, as well as Hobbs the cook, even after killing them.
The clock in the player’s living room has been turned into a spot where the player can set the current time of day.
The further mutated forms of every tooth apartment family member will spawn on the appropriate days, even if their previous forms have been killed previously.
Locations are granted based on the number of total Freds killed in the Fred apartment rather than for each individual Freds that has been killed. Rewards for leaving the last Fred alive are no longer granted, save for the cash bribe from Godhead Fred and the item duplication from the true Fred.
The calendar in the player’s bedroom has been turned into a spot where they can set the current day or undo actions that could block them from locations, through the “Ease regrets.” option. A complete list of regrets is below:
Sybil.
- If the player has attacked or killed Sybil, then she will be back to her normal state. The game has been modified to allow the player to access to the meat world version of apartment 35 without hurting Sybil, so long as they have already given her the Telescope.
Spider Husk.
- If the player has killed the spider husk, then they will come back to life.
Tickle.
- If the player has killed Tickle, then he will come back to life. If the player has become Tickle’s host or has given him to Henri, they can still access Tickle’s shop by returning to the pipe where he first spawns with him attached to Sam.
Emmanuel.
- If the player has killed Emmanuel, then he will come back to life.
Kaeley.
- If the player has killed Kaeley, then she will come back to life.
Fred.
- If the player has killed the faceless Fred in the Frederic apartment back closet, then he will come back to life. Note: this subtracts 1 from the total Fred kill count, so an extra will need to be killed if the player still needs the location check for 9 Freds killed.
Rats.
- Only available if the player has enabled rusty crown locations and holds the rusty crown. If the player has killed any of the rats that become friendly to them when wearing the rusty crown, they will come back to life.
Papineau.
- If the player has killed Papineau, then he will come back to life.
Joel.
- If the player has killed Joel in his first phase, then he will come back to life. Note: the spawn triggers for Joel’s day 5 and day 9 forms are now independent of whether the player killed him on day 4 or earlier.
Ben.
- If the player has killed Ben in his first phase, then he will come back to life.
Marc-André.
- If the player killed the Sadipede instead of letting him beat them up, he will come back to life.
Steve.
- If the player killed Steve, he will come back to life.
Sophie.
- If the player gave Sophie to the strange lady door encounter instead of reuniting her with Harriet, she will be returned to the player’s apartment.
Hellen.
- If the player missed watering Hellen’s plant for a day during her quest, the quest will revert to active and she will be returned to the player’s apartment.
Lyle.
- If the player has attacked and killed Lyle, he will come back to life and be in a non-hostile state.
Your plant.
- If the player has neglected their plant to the point it died, it will come back to life. The plant needs to be in good health to start Hellen's quest.
Mutt.
- If the player killed Mutt, he will come back to life. The patrons of Mutt’s Fish and Chips will also return.
The Masked Shadow.
- If the player didn’t raise the Shadow’s disposition enough for it to come to the player’s apartment the day after it left its gift by their doorstep, then its disposition will be artificially raised so it shows up the next time the player sleeps.
The offerings.
- If the player has finalized their offerings with Jasper or interacted with the astronomers on the roof at all, then the ritual state will return to start and they will regain the ability to modify their offerings.
The Astronomers.
- If the player has killed any of the astronomers, they will come back to life.
Ernest. (kidnapped)
- If the player allowed a day to pass since Ernest’s kidnapping and missed their opportunity to enter rat hell and recruit him, then the quest state will revert to him being freshly kidnapped.
Ernest. (killed by player)
- If the player killed Ernest, he will come back to life.
Eugene.
- If the player killed Eugene, he will come back to life. Note: if the player selected the yaml option to not allow killing shopkeepers, attacking Nestor while he’s possessing Eugene will result in Nestor being dead and Eugene being perfectly fine.
The basement pit.
- If the earthquake overworld event has happened before the player unlocked the shortcut to the basement pit, the game will revert to a state before it happened. Note: exiting the player’s apartment on day 8 or later will trigger the earthquake again.
Jeanne.
- If the player killed Jeanne, she will come back to life.
Jeanne's mutation.
- Jeanne will revert to the state before she reached her final mutation, allowing the player to get any missed locations from her apartment’s initial state.
Spine.
- If the player killed Spine, she will come back to life.
Wilhelmina.
- Only available if the player picked "all endings" as their goal. If the player has killed Wilhelmina but still has not achieved the Words of Power ending, then she will come back to life.
In-game Events
Since the player can accomplish things out of order, some in-game events may have unclear trigger requirements. Here are some examples:
The player can start the blackout event at any time by interacting with the lamp in their bedroom after they have been granted the “Elevator Activation” item. The blackout can be ended prematurely by interacting with the lamp again.
Jeanne's final stage of mutation, Harriet and Sophie's return to their apartment, and Ernest's kidnapping are all triggered by entering the ground floor through the planet-locked door through the stairwell. Entering the ground floor through the elevator will have no effect. (This is also the case in the vanilla game, though not seen because in vanilla it is impossible to use the elevator before entering the ground floor through the stairwell)