WATCHTOWER6 checkpoints · 3 lives
REVISESOCIOLOGY · CRIME & DEVIANCE

Who Watches the Watchers?

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Selected: Durkheim ✓

Climb, answer, destroy the surveillance network — then defeat the boss.

← → move · Space jump · ↑ ↓ climb · Z fires at the boss.
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Boss bonuses: 2 correct → 1.5× shots · 4 → 2× + shield · 6 → blast

Collect evidence. Climb higher. Watch the watcher.

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A fictional arcade metaphor: the visible beams are hazards. Foucault’s argument also concerns uncertainty about being watched.

Cross each floor, visit the terminal, then hold ↑ at its ladder. Striped screens provide cover only while you hold COVER. From floor 3 they move, and from floor 4 three seconds of cover triggers inspection. Correct answers reveal sweep paths briefly on the next floor. Amber ladder lights warn of the coming red scan. At a hit, you return to your last safe landing with brief protection. Questions open automatically near the terminal.

16 questions in the bank; six questions per run: four knowledge/application, then two evaluation. Wrong answers still unlock the route after feedback. At zero lives you can restart or continue an assisted run. The rooftop showdown has its own three hearts and a retry checkpoint. Move, jump and hold EXPOSE (Z). Six cards unlock a one-use broadcast blast. Space still jumps.

On the last three challenge floors, one, then two, then three policemen patrol the platforms. Land on a helmet to stun the officer briefly. Touching them from the side costs a life. Evidence survives a hit.

Content adapted from Karl Thompson’s Crime and Deviance in-depth notes, Topic 7, Part B, pp. 71–75. Surveillance, self-surveillance, disciplinary power, synoptic surveillance and actuarial justice. No real surveillance data is collected. Progress lasts for this run only.