The Chart (or Graph) is an essential part of the game that shows information after every dream. It has 309 spaces but it is 361 (if it is a square) or between 682 (22 Height x 31 Width) and 792 (24 Height x 33 Width), knowing it's possible to get outside of the chart.
How it worksEdit
After every dream, a red flashing square will appear on the chart that gives you information about your previous dream. Where you land on the chart determines where you spawn in the next dream.
- The nose/mouth square will always start you in the Bright Moon Cottage (the hotel), on the level with the fireplace.
- The left eye appears to always start you in the Bright Moon Cottage (the hotel) on the level with the painting.
It's possible to achieve a chart rating that is outside the chart itself.
The image file that contains the graph is "HGRAPH.TIM".
The Four AreasEdit
The four areas on the chart are Static, Dynamic, Upper, and Downer. It's currently unknown as to how these work because the ratings are often counter-intuitive.
There are some theories on how to alter where your score on the chart, but these are not well documented.
The static path is defined as a repetitive one. If you can manage to go in circles either by luck, or by utilizing pre-established permanent links (objects that always link to the same dreams), you'll most likely end up having a static dream.
Static may represent 'literal thinking', with lack of representational, metaphorical thinking (hence the writing in some of the textures possibly linking to 'static thought').
The dynamic path is defined as an exciting one, or a varied one. If you can manage to link to a wide variety of dreams, you'll have succeeded in having a dynamic dream. However, this isn't so simple. Because you can't utilize pre-defined permanent links to simply create a dynamic dream, you must rely on luck and intuition. The best way to have a dynamic dream is to touch links freely, and without objection, or obsession. Don't just touch what sticks out to you. Immerse yourself into the game and breath its air. Touch what's in-front of you when you spawn. Not all the time, but sometimes. Whenever feels right. Don't have a goal in mind of getting a dynamic dream. Touch the walls of the buildings. Sometimes touch something that sticks out, but be casual about your activities. You'd be surprised how much progress you make in LSD without hardly trying.
Upper and downer dreams are harder to define by the gameplay. It's not always clear as to what constitutes an upper/downer dream. Many members of the community define them as "Happy and Sad", but they seem to be better classified by conscious and subconscious. Upper may be more realistic or more conscious (hence a upper dream seeming more normal). There have been accounts of people claiming to have had a lot of 'upper' dreams in the Violence District, which is counter-intuitive. But, perhaps the person lives in a city much like the violence district, making it very conscious, and very real. Very upper. By the same definition, one could say that you could get upper dreams by touching people, or familiar objects. Avoiding things like giant crystals, or unfamiliar entities should score you more realistic dreams in theory. However, due to the unpredictable nature of the game, it may be hard to guide your path in either the conscious or subconscious directions.
Based on the definition previously described, downers are achieved by locating subconscious zones in the game, and manipulating the world based on your character's subconscious. The more twisted the textures become, the more the character is projecting themselves onto the world around them. This is presumed to be more of a downer, subconscious sort of thing. Touching odd objects should also provide metaphoric links to their true emotions, in theory, and as such one should link with strange entities in the game to achieve a downer, subconscious dream.
Touching a woman under the overpass in the Violence District, and witnessing her head fall off usually leads to a downer dream.
Its Unpredictable NatureEdit
Due to the unstable nature of each object in the game, it is difficult to determine how linking works, and thus it is difficult to calculate what sort of path defines what sort of dream you're having. Touching many trees does indeed have a high chance of creating a static dream, but those trees don't necessarily create a subconscious downer dream, even though they're natural entities that often stand as metaphors for something or other. The game may indeed actually pay attention to that repetitive motion as a conscious effort to score a subconscious dream, and will thus translate your extremely conscious actions into exactly what they are; Conscious. The game might actually be based entirely on an algorithm that reads the players movements, not the character's. It might see that you're repeating yourself to gain something, or it might feel as if you're 'trying too hard to crack the safe' that is this game, and make you fail repeatedly. There are so few solid mechanics in the game, it's all up in the air. Many websites even state that "The English public have yet to be able to figure out exactly how the game works".
The player can become confused with the cause-effect of their actions in the game, as they can pass through happy town and not have an upper dream and spend time in the violence district and not have a downer.
It is known that if the eyes, nose and the square under the nose are covered, the four points will begin to flash green, and then a long playlist of clips will play. Some of the clips are those which will appear in place of a dream. However, clips that are achieved during the normal gameplay will not appear (for example the Ferris wheel clip).