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Zero Escape: Virtue's Last Reward (3DS)
A Walkthrough by Michael Gray
AKA The Lost Gamer (ilovecartoonssomuch@yahoo.com)
Copyright 2012


For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html


Table of Contents:
001.  General information
002.  Endings
003.  Walkthrough
  003a. Elevator
  003b. Magenta Door - Lounge
  003c. Yellow Door - Infirmary
  003d. Cyan Door  Crew Quarters
  003e. Blue Door  Rec Room
  003f. Blue Door  Pressure Exchange Chamber
  003g. Blue Door  B. Garden
  003h. Red Door  Pantry
  003i. Red Door - Laboratory
  003j. Red Door  Control Room
  003k. Green Door  Gaulem Bay
  003l. Green Door  Treatment Center
  003m. Green Door - Archives
  003n. White Door - Security
  003o. White Door  Director's Office
  003p. White Door - Q
004.  Credits



001. General Information
-----------------------------------------------------------

This is a walkthrough for the game called Zero Escape: 
Virtue's Last Reward. The game has been released on the 
Nintendo 3DS and the PlayStation Vita; I played the 3DS 
version. The game is the sequel to Zero Escape: 9 Hours, 9 
Persons, 9 Doors for the DS.

To contact me, you can use my email address, 
ilovecartoonssomuch@yahoo.com.

002. Endings
-----------------------------------------------------------

This game has twenty different pathways, each with a unique 
ending. Fortunately, the game also has a handy flow chart, 
which keeps track of all the endings for you. It also lets 
you skip from one pathway to another pathway, whenever you 
want to.

Most of the endings are bad endings, which lead to a simple 
game over screen. Nine endings are "true" endings, which 
lead you to the ending credits. There is one true ending 
per character, and the in-game save screen keeps track of 
them.

Just to make things simpler, this guide will only explain 
how to unlock the nine true endings.

Ending Requirements
-------------------

Certain endings have requirements you must fulfill. If you 
try to complete an ending without having fulfilled the 
requirement, you get a "to be continued" screen.

Two endings for the game require going through the 
laboratory, two endings involve the seven passwords 
scattered throughout the game, and four endings require 
that you see other endings first. 

Here is a chart of all the ending requirements, and which 
endings give you passwords:

Ending    Requirement   Password Obtained

Luna      Lion 1        None
          Lion 2

K         Clover        Lion 2
          Ending

Dio       None          Bomb 0

Ten.      Escape Lab    Bomb 1

Quark     Sigma Ending  ID Card

Clover    None          None

Alice     Dio Ending    Bomb 3
          Escape Lab

Sigma     Ten. Ending   Bomb 2
          Alice Ending  Lion 1

Phi       Luna Ending
          All Bombs
          ID Card

The eight passwords are always the same. They are...

Bomb 0: LXA QNS GDQ
Bomb 1: BQZ RGJ DXR
Bomb 2: EQD DYR NTK
Bomb 3: LXQ LHC NMR
Lion 1: GTF-DM-L-016
Lion 2: MILKEVOLI
ID Card Name: KURASHIKI
ID Card Password: JUMPYDOLL

Order
-----

Thanks to the above requirements for the endings, there is 
some flexibility as to the order you complete the endings 
in. Here is one possible route you can take:

1. Clover or Dio
2. Clover or Dio
3. K
4. Laboratory (to unlock Alice and Tenmyouji)
5. Alice or Tenmyouji
6. Alice or Tenmyouji
7. Sigma (unlocked by Alice and Tenmyouji)
8. Luna or Quark
9. Luna or Quark
10. Phi (unlocked by all of the above)

Of course, you can complete all the endings in a different 
order, if you so choose. For example, since K has to be 
done after Clover but before Luna, you can finish K 
anywhere from second to seventh.

Locations
---------

This version of the Nonary Game is made up of different 
rounds. In each round, you and your partner(s) go through a 
colored door, where you solve puzzles. After that, you vote 
whether to ally or betray your partner(s). For each of the 
real endings, you only need to vote twice.

Luna Ending: Magenta, ally, green, ally.

K Ending: Magenta, ally, blue and betray.

Dio Ending: Magenta, betray, red and betray.

Tenmyouji Ending: Yellow, ally, blue, and ally.

Quark Ending: Yellow, ally, red, and ally.

Clover Ending: Yellow, betray, green and ally.

Alice Ending: Cyan, ally, blue, and betray.

Sigma Ending: Cyan, betray, green, and ally.

Phi Ending: Cyan, betray, red, betray. Once you see the 
ending, then pick cyan, betray, red and ally.

The laboratory (which is needed for Alice's and Tenmyouji's 
endings) can be found in yellow, ally and red.

003. Walkthrough
-----------------------------------------------------------

003a. Elevator
-----------------------------------------------------------

The game begins with the main character, Sigma, being 
kidnapped on Christmas. He later wakes up in an elevator, 
with a girl he doesn't know. Both of them have mysterious 
bracelets on their wrists.

A rabbit calling himself "Zero III" appears on a small 
monitor, above the elevator buttons. Zero claims that 
unless they solve his puzzles, the elevator is going to 
fall, killing them both.

This begins the first escape portion of the game. Your goal 
is to seek a way out of the room you're in. Use L and R to 
spin around, or use the touchscreen. You can tap on an item 
to examine it, or use the control stick to move the cursor 
(on the top screen) over an item, then press A to examine 
it.

If you examine the elevator control panel (on the same side 
as the elevator doors), you will find a memory card slot 
and various buttons. Below the buttons is a grate, held in 
place by four bolts of different colors and shapes.

On the left and right sides of the room, you will see a 
button panel over a railing. The two sides of both railings 
have removable handles. Zoom in on each handle, and tap to 
remove it. The handles are added to your inventory.

On the back wall, there is a fire extinguisher on the left. 
Zoom in on it, then take the yellow pin sticking out of the 
top. Now, examine the fire extinguisher case, on the right 
side of the back wall. According to the instructions on the 
wall above the case, you have to use the pin as a key.

So, with the fire extinguisher pin as your item of choice 
(in the small circle on the upper/left part of the lower 
screen), examine the fire extinguisher case. Sigma uses the 
pin as a key to unlock the case.

Examine the case again to open it. Inside is another case. 
Examine it, and Sigma picks up four wrench tips.

Now it's time to learn how to combine items on the item 
screen! You want to combine the four wrench tips with the 
four wrench handles, to create four wrenches. These are 
used to undo the four bolts on the grate, below the 
elevator's control panel.

The triangle goes with the yellow wrench, the square goes 
with the blue wrench, the pentagon goes with the green 
wrench, and the hexagon goes with the red wrench. Use all 
four wrenches on the blots of the grate to open it.

Inside the grate is a minigame. You want to move the green 
block from the upper/left corner to the lower/right corner. 
You can do this by tilting your 3DS, or by pressing the 
buttons on the control card.

The trick to this puzzle is that if you move the green 
block, the pink blocks move, too. Solve the puzzle by 
moving right, up, right, up, and right. This moves all 
three pink on the bottom against the right hand wall. Now 
go down, left and down to move green to the bottom row. Go 
right, up and right to the exit.

Solving the puzzle gets you a green memory card.

In one of the upper corners of the room, there is a poster. 
Examine it, and the poster gets added to the archive. Go to 
archive to see it. The poster asks how many babies and old 
people are in the picture. There are four babies and seven 
old people.

One of the rails on the side of the room has a picture of 
an old person on it. Press the seven button on this rail, 
for the seven old people. The other rail has a picture of a 
baby. Press the four button on this rail, for the four 
babies. You will hear a noise when you do this correctly.

Pressing those two buttons unlocks the control panel at the 
front of the room. Pressing the zero button here gets you a 
blue memory card, while pressing the three button gets you 
a red memory card. You press the zero and three buttons, 
because the rabbit called himself "Zero III".

We're almost done with this room. Turn your attention to 
the red machine against the back wall. Put all three memory 
cards into the slots, next to the monitor screen. The 
screen turns green when you insert all three cards.

Look at the screen for a password, which is added to the 
archive. Look at the screen again, for a second password.

Back away from the machine. Now, examine the safe at the 
bottom of the machine. The safe is where you enter the 
passwords you find. Each room has two passwords. One 
password gives you the exit key, while the other gives you 
files.

The files are added to the archives, under "secret". If you 
play a room on easy mode, you get less files than you do if 
you play a room on hard mode. If you complete all the rooms 
on hard mode and get everything on the archive screen, you 
unlock a bonus ending that appears under Phi's ending on 
the flowchart.

Speaking of unlocking, you need to use the exit key to 
unlock the elevator door. Zoom in on the screen at the top 
of the elevator's control panel. Use the key on the lock, 
then open the panel and push the button.

Sigma and the girl, whose name is revealed to be Phi, leave 
the elevator and meet the other characters in the game. 
Zero III reappears and explains the rules of the Nonary 
game, while making a large number of rabbit puns.

Eventually, our hero Sigma is given three options. He can 
go through the magenta door with Phi and Luna, he can go 
through the yellow door with Phi and Tenmyouji, or he can 
go through the cyan door with Phi and Alice. Pick whichever 
door you want!

003b. Magenta Door - Lounge
-----------------------------------------------------------

Sigma is in the lounge with Phi and Luna. The lounge is a 
pretty comfortable place, with a lot of alcohol for people 
to drink. In fact, the two final puzzles in this room 
require Sigma to make mixed drinks.

Examine the table in one corner of the room. On top of it, 
you find a mysterious disc and a fourth of a globe. Pick 
both of them up. The globe hanger is on the table as well. 
Once you find all the parts of the globe, you'll put them 
together and assemble them here.

In another corner of the room is a large couch, containing 
another part of the globe (the second half of the top 
half). Hidden behind the left pillow on the couch is an 
astronomy magazine which gets added to the archives. If you 
read the magazine, you notice it emphasizes the time 4:50.

In another corner, you'll find the safe on top of a 
metallic cabinet. Look at the bottom of the cabinet, and 
slide both doors open. On the right side, you find another 
globe piece. On the left side, you'll find the bartender's 
journal, which is added to the archives. That's a puzzle to 
get you the secret files for this room.

In the fourth corner of the room, hanging on the wall, are 
shelves of alcohol. Take all the alcohol on the two shelves 
on the left, which is ten bottles. On the right shelf, you 
want to take the fourth globe part is hiding behind some 
bottles.

Now that you have all the globe parts, you can make the 
globe. Combine the two northern pieces, and combine the two 
southern pieces. Combine both halves of the globe to the 
mysterious disc, and you have a full globe. Put the globe 
on the globe hanger (on the table).

Check out the bar counter (the longer side of the bar). It 
has three glasses on it. Pick up all the glasses. Sigma 
automatically takes the two needles, which were in one of 
the glasses.

Now go to the sun-shaped clock, which is in the corner 
above the couch. Use the needles on the clock, and Sigma 
uses them as clock hands. Examine the clock again, for a 
puzzle. The astronomy magazine that was behind the pillow 
of the couch said 4:50, so set the clock to that time by 
grabbing the minute hand and moving it clockwise to the 
desired time.

As it turns out, 4:50 is "green sun" on the clock face. 
Setting the clock causes light to appear. The light goes to 
the globe that you assembled. The globe now reads "blue 
planet", while the wall reads "red moon".

On the short side of the bar counter, there is a drink 
mixer. Place a drink on the top/left and a drink on the 
top/right, while placing an empty glass inside the machine. 
Press the button to combine the drinks. If you want to get 
rid of a drink, use the disposal chute below this machine.

You want to make three drinks: green sun, blue planet, and 
red moon. Once you do so, go to the bar counter and put the 
three drinks on the three coasters. The screen to the right 
of the coasters will now show the escape password.

Use the escape password on the safe to get the exit key, 
and use the exit key on the lock by the exit door, in order 
to leave.

If you want to get the secret files, check the bartender's 
journal inside the archives. This is a puzzle, which 
requires you to figure out which one out of the three 
people is a liar.

It turns out that the son is a liar, which is easy enough 
to tell because his statement contradicts what his parents 
say. You can then put the clues together to figure out that 
the three like to drink blue ocean, white island and red 
planet.

Make those three drinks, then put them on the coasters in 
that order (from left to right: blue, white, red), because 
that's the order the people were sitting in. Solving this 
bonus puzzle gets you the password for the secret files. 
Use this password on the safe in order to get them.

003c. Yellow Door - Infirmary
-----------------------------------------------------------

Sigma is in the infirmary with Tenmyouji and Phi. The 
infirmary is a room where sick people can be diagnosed with 
a medical scanner.

Let's start by finding the minigame in this room. On the 
left side of the room, there's a desk under a LCD monitor. 
Pick up the metal piece on the desk. Then, go all the way 
right and take the metal piece from the rightmost bed. 
Combine both metal pieces to get a key.

On the left side of the room is a cart. On the top level, 
you can look at the basin and take the scalpel. On the 
bottom level, you can look at the injection gun and take 
the key.

On the wall, left of the exit door, you can see a locked 
display case. Use both keys on the two locks to open it. 
Pull out the case to start the minigame. This is similar to 
the minigame in the elevator at the start of the game; you 
have to move blocks to their destinations.

Move the blocks up, right, up, right, down, left, up, left, 
down and right. Solving the puzzle fills out the display 
case on the wall. Now it shows six yellow triangles, twelve 
green tablets, five blue pills and two red bottles.
 
Examine the cabinet left of the display case. On one of 
right shelves, you can pick up a jar of white powder. Below 
that, you have a drawer with buttons on the side. The 
drawer asks you for a password.

According to the pictures on the drawer, you want the 
number of blue pills, then yellow triangles, then red 
bottles. That means the code is 5 6 2. Entering the code 
gets you a colorful note, which is added to the archive.

Back away, then examine the two cabinets below the drawers. 
The left cabinet has the safe, while the right cabinet has 
a memory card and a paper with a drawing on it. This paper 
is added to the archive.

Move to the left, to the LCD monitor by the bed. One the 
side of the monitor, where the three arrows point, is a 
memory card slot. Use the memory card on the slot to get a 
message on the screen. Read the message to get it added to 
the archive.

Okay, so now we have three things in the archive. They are 
clues for puzzles. The paper with a drawing on it goes with 
the big monitor hint; it tells you that you must mix the 
white powder and water in a basin, to make a solution that 
cleans fabric.

Go to the basin, which is on the top level of the pushcart. 
Use the jar of white powder (from the shelves) on the 
basin. You now have an empty jar. Move right to the sink, 
and turn on the water by moving the faucet. Use the jar on 
the water to fill it up, then go left and use the water on 
the basin. You now have cleaning solution.

What should you clean? Go all the way right. On the middle 
bed, there is a discolored sheet of fabric. Use the scalpel 
from the pushcart to cut it out. This gives you a piece of 
dirty fabric. Use it on the cleaning solution to get a 
plaid fabric.

Go left, where you have a bed that is missing a piece of 
fabric. Use the fabric on it. It's a perfect fit!

Examine the machine right of the bed. Press the red power 
button to turn on the screen, as well as the scanner at the 
top. Pick up the scanner, and Sigma uses it on the fabric.

Two of the tiles on the fabric have numbers on them, while 
three have pictures. The colorful note in the archive 
equates colors with numbers, with yellow (triangle) being 
three, blue (pill) being 1 and red (bottle) being 2.

You want to press the squares in numerical order. So that's 
the pill, the bottle, the triangle, 4 and 5. This spells 
out "cured" and gives you the escape password on the 
screen.

Use the escape password on the safe to get the exit key, 
and use the exit key on the lock by the exit door, in order 
to leave.

If you want to get the secret files, you have to do a 
little bit more. Return to the case on the wall, which is 
the same size as the fabric square. The five squares you 
pressed on the fabric equate to two blue, two yellow and 
one red.

Examine the drawer left of the case, and insert 2 2 1 as a 
passcode. This opens the left drawer, which contains a 
clean fabric. Swap this for the fabric for the one on the 
bed, and use the scanner on this new fabric. Touch the 
squares in numerical order, to get the message "found", as 
well as the password for the secret files.

003d. Cyan Door  Crew Quarters
-----------------------------------------------------------

The crew quarters is made up of four rooms, although Room 3 
starts off locked. All four rooms have a phone, a locker, a 
pullout cot and a pullout desk. Sigma, Phi and Alice decide 
to split up and explore one room each.

Start off by going into Room 1, which is Sigma's room. This 
room has the safe, but other than that, it has the same 
four things that the other rooms have.
 
The telephone in this room is the only telephone that can 
dial into the internal lines. Press the "2" button at the 
top of the phone to hear from Alice, and press the "4" 
button to hear from Phi. When you do this, Alice sees 25**, 
and Phi sees **92. Put those together, and you get 2592, 
the extension for Room 3.

The locker in this room has a keyhole, meaning you have to 
find a key to open it. The pullout cot has a rip in the 
left knee, and the desk has a book about cats. Sigma will 
pick up this book and put it on top of the safe, presumably 
for "safekeeping".

That's it for Room 1. Go out to the hall and enter Room 2, 
where Alice is. Just like room one, it has a phone, pullout 
cot, locker and pullout desk. Examine the desk to get half 
of a key, and examine the cot to see that the left forearm 
has been ripped.

Leave Room 2, then enter Room 4, where Phi is. This is like 
the other rooms, with the addition of a poster of a girl 
that looks a bit like Clover. The cot in this room has a 
rip on the right ankle. Half of a key is on the desk here. 
You can combine it with the other half of the key to get a 
full key.

Leave Room 4, and use the key on the pair of handcuffs 
which block Door 3. Go inside. The cot in this room has a 
rip on the upper right arm. The phone in this room is 
unique; it is the only one with an open cassette tape lid.

Take the box cutter from the desk. Open up the locker, 
which is unlocked. Inside the locker, you'll find aluminum 
foil. Combine the aluminum foil with the box cutter four 
times, in order to get four patterns of aluminum foil.

The aluminum foil needs to go with the four pullout desks. 
Use the pattern 3 foil on the desk in this room to get the 
clue "locker".

Leave this room, then go Room 2 with Alice. Use Foil 1 on 
the pullout drawer in this room to get the code "4985". 
Now, turn to the locker. You want to insert the code 4985, 
by adding the numbers. So press (1+3)), (3+6), (2+6) and 
(2+3), then press check.

The locker opens, giving you a small cassette tape. Return 
to room 3, then put the cassette tape in the telephone. Now 
return to room 1, and call 2592, which is the extension for 
room 3. Sigma gets to hear the message on the tape.

The message on the tape draws Sigma's attention to the 
number 2652. Dial that number to open the lid on the phone. 
Inside is a metal pin. Use this pin on the keyhole above 
the locker here. You can now use the keypad here, but 
that's a pointless exercise, seeing as Sigma doesn't know 
the code to open it.

Go to room 4, where Phi is. Use the 2 foil on the pullout 
drawer to get the code 3472. That opens the locker in this 
room, so press (3+0), (1+3), (1+6) and (2+0). Inside the 
locker is a wallet with a coin.

Sigma can use the coin on the poster in this room. He gets 
overly excited about this. For this challenge, you need to 
use your stylus to erase parts of the poster.

Remove the bands on the woman's arms to see a 9 star on her 
right arm (it looks like a 6 because it's upside-down) and 
a 1 circle on her left arm. Remove the heart tattoo on her 
left leg to see an 8 diamond, and remove the frilly thing 
on her right leg to see a 6 triangle (it looks like a 9 
because it's upside-down).

These four numbers are found on the four body parts, as 
indicated by the cuts on the cots in this area.

Time to finish this area. Return to Room 1 and use the 
shapes aluminum foil on the pullout drawer. This tells you 
that the code to the locker is circle, star, diamond and 
triangle, or 1986. Press (1+0), (3+6), (2+6) and (3+3); 
this gets you escape password.

Use the escape password on the safe in this room to get the 
exit key, and use the exit key on the lock by the exit door 
(in the hallway), in order to leave.

If you want to get the secret files, you have to do a 
little bit more. The number for this locker is 1986, right? 
Well, if you flip that number upside-down, like two of the 
numbers on the poster were, you get 9861.

Use the code on the locker, by pressing (3+6), (2+6), (3+3) 
and (1+0). This gives you the code for the secret files. 
Insert the code on the safe to get them.

003e. Blue Door  Rec Room
-----------------------------------------------------------

To get to the rec room, you must choose the magenta door 
first, then ally with Luna. K and Alice accompany Sigma in 
this room.

If you are in the rec room, this means you are on the way 
to the K Ending. You must have seen the Clover Ending 
first, though, or else you'll get a "to be continued" 
screen. You can later return to this point in the pathway 
to complete it.

Let's start by examining the statues against the back wall. 
There is a machine in front of them. Press the circular 
button on the machine to make one statue hit the shield of 
the other statue with a lance.

Examine the statue with the shield. There's something 
inside the shield, but you can't get to it. Examine the 
statue again, to get its axe. Then use the axe on the 
statue holding the lance. Now, press the circular button on 
the machine again. The statue will hit the shield with the 
axe, opening it.

You can now pick up the allen wrench which was inside the 
shield. Now, take the pool cue that the leftmost statue is 
holding. Combine the allen wrench with the pool cue to get 
the key.

In one corner of the room, there is a mechanical rabbit 
which looks like Zero III. Use your key on the coin machine 
to get sun-shaped coins. Use a coin on the coin slot (which 
looks like a lion's mouth). K rides on the machine and gets 
a free picture! Z9 and D1 are written on the back of the 
picture.
 
Pick up the extension cord, which is on the floor left of 
the Zero III machine. Examine the jukebox (in another 
corner of the room) and use the extension cord on the 
jukebox. Now the jukebox is plugged in!

Look at the top part of the jukebox and put a coin in the 
slot. Select the song Z9, and select the song D1. This 
gives you two gold records. And on the wall, right of the 
jukebox, are gold record holders. Put the two gold records 
in the left and right record holders. This opens the middle 
record holder. Open it up to get a box of darts.

The darts don't have tips. We have to get the dart tips by 
playing billiards. If you're unfamiliar with billiards 
balls, their colors and numbers, you can take a billiards 
poster off of the wall by the exit door; the poster is 
added to the archive.

Right of the exit door is a mini-fridge. Take the uncolored 
billiard balls from the top of the fridge, then open the 
fridge. Take the patch of felt from the top shelf, and take 
a bottle of luminol from the bottom shelf.

Use the patch of felt on the billiards table, and use the 
luminol on the billiards table. Turn off the lights, using 
the switch by the exit door. This causes letters to appear 
on the billiards table.

C A
F D
B E

Turn the lights back on, then use the billiard balls on the 
billiards table. This starts a puzzle. You want to put six 
balls on the table, but you need to figure out which six.

A is magenta, B is yellow, C is orange, D is blue, E is 
green and F is yellow. If you look closely, you'll notice 
that C and F have horizontal stripes, meaning those are 
striped balls. The other ones are all solids.

You can use that information to figure out what numbers go 
with which balls. For example, A is a magenta solid, and 
the poster in the archive shows that the only magenta solid 
is the #4 ball. So A is 4, B is 1, C is 13, D is 2, E is 6 
and F is 9. Meaning...

C-13 A-4
F-9  D-2
B-1  E-6

Drop the balls into the pockets, in alphabetical order. You 
can only move the numbered balls, not the lettered balls. 
Solving the puzzle gets you some dart tips in the ball 
return area.

Combine the dart tips with the dart box to get darts. Go 
over to the dart machine now. If you don't know how darts 
is scored, there is a poster right of the machine that you 
can add to your archive. It shows that the three rings are 
counted differently; rings closer to the middle of the 
board are worth more than rings on the outside.

How are you supposed to play darts? Well, according to the 
dart case, you want to score 91. Also according to the 
case, green is bigger than blue, which is bigger than red.

Let's see if we can do that. Hit the green twenty, the blue 
eleven and the red six. That gives you a score of 91. The 
screen will show you the escape password. Use the escape 
password on the safe in this room to get the exit key, and 
use the exit key on the lock by the exit door in order to 
leave.

If you want to get the secret files, you have to do a 
little bit more. See, according to the lines on the outside 
of the dart case, red > blue > green. Let's try out that.

To get 91 with those requirements, shoot darts with the 
inner green eight, the blue eleven and the red seventeen. 
That gives you the password for the secret files.

003f. Blue Door  Pressure Exchange Chamber
-----------------------------------------------------------

To get to the pressure exchange chamber, you must choose 
the yellow door first, then ally with Tenmyouji. Tenmyouji 
and Clover accompany Sigma in this room.

If you are in the pressure exchange chamber, this means you 
are on the way to the Tenmyouji Ending. You must have gone 
through the laboratory first, though, or else you'll get a 
"to be continued" screen. You can later return to this 
point in the pathway to complete it.

You start off downstairs, looking at the elevator. Go into 
the elevator and press the up button to go upstairs. Open 
up the lockers and grab the hazmat suits. All three 
characters put on a suit.

Examine the bench here. It has symbols in a pattern, and a 
file. Examine the file, and it gets added to the archive.

That's it for now, so use the elevator and go down a floor. 
Go to the door of the pressure exchange chamber. Now that 
you have hazmat suits on, you can go inside.

Oh, wait! It's locked by a puzzle. The file in the archive 
shows that red goes to orange, yellow goes to green, and 
white goes to blue. You want to fulfill those conditions, 
without having any of the lines intersect or overlap.

Have yellow's line go clockwise, in, clockwise twice and 
out to green. Have red's line go right, clockwise, and out 
twice to orange. Have blue's line go clockwise three times, 
out, then counter-clockwise to white. That's your solution.

Examine the bench near the door. It looks just like the 
bench upstairs, except it has numbers in place of symbols. 
If you combine the two benches, you get this:

6-trapezoid  3-diamond
4-arrow      1-star
2-cylinder   5-hourglass

This is a clue for the elevator puzzle in this area. Also, 
don't forget to pick up the tablet computer on the bench! 
It plugs into a computer through a USB port.

Examine the door that leads outside. It's completely shut. 
Clover decides to leave through the inner door, and once 
she does, the PEC decompresses. This causes both doors to 
be locked, and it makes the Zero III balloon swell to a 
great size.

Examine the Zero III balloon twice, and Sigma pops it. A 
Zero III doll was inside the balloon. Pick up the doll.

Look at the wall with the cables. Specifically, look at the 
panels. They are now loose, due to the explosion of the 
balloon. Pry them off to find a cable puzzle.

Along the bottom of the puzzle are four laser emitters, two 
yellow and two purple. Pick them up.

Now look at the cables. The reddish cable has power going 
into it, but it leads to an area where cables are missing. 
You need to use the laser emitters to make up for the 
missing cables.

There are three yellow spots on the left side. Put yellow 
emitters on the bottom two spots. There are also three 
purple spots on the right side. Put purple emitters on the 
top and bottom spots.

The red power will now travel all the way to the machine in 
this room. Take the key off of the machine and press the 
red button to repressure the room.

If you try to leave the room, though, you quickly find it's 
locked with a puzzle. You don't know the solution yet. 
Examine the glass wall to talk with clover. Tell her to 
check the binder under the machine, and she finds a piece 
of paper which gets added to the archive.

Now you can exit through the same door you entered. It's 
locked with a color puzzle. The file in the archive says 
that white goes to purple, yellow goes to red, and cyan goes to 
green. To do this, have white clockwise twice, out, then 
clockwise to purple. Have red go out, clockwise, out, 
clockwise, out, then clockwise three times to yellow. Have 
blue go in, clockwise four times, out, clockwise and out to 
green. That's your solution.

Go to the elevator. At the bottom of the control panel is a 
puzzle, with the code 25113. Using the information from the 
two benches, we know that this is cylinder, hourglass, 
star, star and diamond. Enter that to open the small glass 
case and get a key.

Exit the elevator here. Two of the lockers on the bottom 
floor are locked. Use your two keys to open them. You get a 
small hazmat suit and a picture that gets added to the 
archive.

Use the elevator to go upstairs. Everyone removes the big 
heavy suits.

Go to the machine which is left of the exit door. Plug the 
tablet into the computer right of the machine. If you read 
the screen, it says that it can scan small suits.

Combine the small suit with the Zero III doll, then put it 
on the red stool. The machine will now work.

This is kind of a confusing machine. See how there are 
seven lines, which make up the number 8 on the suit's 
front? Each line is a different color. Tap on a line to see 
its color.

The colorful picture in the archive shows three color 
codes: (cyan, red, blue, yellow, magenta, black), (cyan, 
green, black, blue, yellow) and (cyan, green, black, 
magenta, yellow).

Well, if you were to shade in the colors (cyan, red, blue, 
yellow, magenta, black) on the 8 lines, it would give you a 
digit that resembles a six. (Cyan, green, black, blue, 
yellow) gives you a two, and (cyan, green, black, magenta, 
yellow) gives you a three.

That's 623, so insert that into the machine. The screen 
will show you the escape password. Use the escape password 
on the safe (on the floor in this room) to get the exit 
key, and use the exit key on the lock by the exit door in 
order to leave.

If you want to get the secret files, you have to do a 
little bit more. On the side of the machine, you have 
another color pattern: (green, magenta), (green, magenta) 
and (cyan, green, magenta). If you shade in those colors on 
the 8 lines, you get one, one and seven.

Use 117 as your answer to get the password for the secret 
files.

003g. Blue Door  B. Garden
-----------------------------------------------------------

To get to the B. Garden, you must choose the cyan door 
first, then ally with Alice.

If you are in the rec room, this means you are on the way 
to the Alice Ending. First, you must have seen the Dio 
ending and gone through the laboratory, otherwise you will 
run into two "to be continued" screens (one for each of 
those requirements). You can later return to those points 
in the pathway to complete it.

Luna and Alice are your partners this time around. The 
garden is rather peaceful, and it's also somewhat large. 
You can tap on the bluish-white arrows (or just examine 
them) to travel somewhere.

Travel towards the waterfall in the corner. Left of the 
waterfall is a bench; take the rod from the bench. Right of 
the waterfall is a button machine, and right of that is a 
small shack. Take the shovel and the key from the shack.

There is a mound of dirt here that the stream goes around. 
Use the shovel on it to find a bronze chest. Use your 
bronze key on the chest to get a third of a card.

Use the arrow that leads towards the window. In this area, 
you have a small vegetable garden, a flower pot, and a 
sign. Examine the sign here to learn where all the treasure 
chests are hidden. Move the silver flower pot to find the 
silver key underneath.

Use the arrow that leads towards the small pool of water. 
The white plants here are skunk cabbage. According to the 
sign, the gold treasure chest is here, so use the shovel on 
the skunk cabbage to get the treasure chest.

To the left, closer to the bench, is a set of scales. Open 
the drawer to get a metal piece, and take the gold key and 
the knife from the scales. Use the gold key on the gold 
treasure chest to get a third of a card.

The final thing in this area, besides the small pool which 
resembles a lion, is a tombstone. The tombstone is on the 
far side of the pool. It has a metal detector on it. Take 
the metal detector, which has a very short range.

Use the arrow to go to the vegetable garden. A yellow bell 
pepper is on the ground to the left. Examine it to find a 
coin.

Take out the metal detector and use it on the vegetables 
here. There's a coin inside a tomato, a coin inside an 
onion, and a coin inside a cucumber. Use the knife on these 
three vegetables to get the three coins. Including the coin 
from the bell pepper, you should now have four coins of 
different colors and weights.

If you want to, you can use the coins on the scales to see 
how much they weight. Green is heavier than yellow, which 
is heavier than white, which is heavier than red.

Use the arrow to travel to the waterfall, then use the 
arrow to travel to the doors. By the base of the tree here 
is a mushroom. According to the sign, treasure is here. Use 
the shovel on the mushroom to get the silver treasure 
chest.

Use the silver key on the silver treasure chest to get a 
third of a card. You should have all three thirds of the 
card, one from each treasure chest. Combine them all to get 
a complete card.

Use the arrow to travel to the waterfall. Zoom in on the 
button machine. According to the card you just assembled, 
you want to press left, right right, left, middle middle, 
and right. This turns off the waterfall.

Check the area behind the waterfall. It has slots for the 
four coins. You need to arrange the coins according to 
weight. From left to right, you want to put in red, white, 
yellow and green. This unlocks a star screen.

What stars?

Combine the metal piece (from the drawer under the scales) 
with the metal rod (from the bench by the waterfall) to get 
a handle. Use the handle on the indentation on the wall, 
near the two doors. This creates an artificial night, 
complete with stars in the river.

Go to the waterfall area and examine the purple star in the 
river. The game will show you what all the stars are.

Use the handle again to turn it to day. Now, go to the star 
puzzle where the waterfall was. From upstream to 
downstream, the stars are purple, blue, yellow, green and 
red.

Press the stars in that order. The screen will show you the 
escape password. Use the escape password on the safe in 
this room to get the exit key, and use the exit key on the 
lock by the exit door in order to leave.

If you want to get the secret files, you have to do a 
little bit more. You might have noticed the stars are all 
different sizes. From smallest to largest, the order is 
red, blue, yellow, purple, and green. Enter that, and the 
screen gives you the password for the secret files.

---

I should note that the pathway which leads through the B. 
Garden eventually leads to a point where Sigma must decode 
a secret message. Alice explains how to decode it for you, 
but the game unhelpfully shows only the code, while not 
showing you the key for said code. Fortunately, if you 
fail, you can always retry this section to see what the 
code is.

The message that the code spells out is "COMPLETED".

003h. Red Door  Pantry
-----------------------------------------------------------

To get to the pantry, you must choose the magenta door in 
the first round, then betray Luna.

If you are in the pantry, this means you are on the way to 
the Dio ending. It also means you are in the room with 
Clover and Alice.

Start with the area right of the exit door. There is a 
machine here with a red trim, and four post-it notes with 
dates. Open the drawer of the machine to find that it has 
something inside. Look in the drawer again, to get a metal 
piece, along with the drawer itself. The drawer is warm.

Right of this machine, in the corner, is an ice machine. 
Zoom in on this area. You can see a little bit of a table 
in the lower/left. Take the beaker and button piece from 
this table.

Combine the button piece from the table with the button 
piece from the drawer to get a button. Use the button on 
the lower/right corner of the ice machine, then push the 
button. This unlocks the lid of the ice machine.

Check the lid for a minigame in which you move blocks 
around, just like the minigame in the elevator at the start 
of the game. This time, an ice cube will freeze into place 
on every third move.

To solve the puzzle, go right, down, left (a block 
freezes), down, right, down (a block freezes), left, right, 
down, left and down. Solving the puzzle drops an ice cube 
into the machine. Open the machine and take the cube.

Combine the ice cube with the warm drawer in your 
inventory. Use the drawer on the machine with the red trim, 
and the ice cube melts. Open the drawer to get the visitor 
ID. A monitor is above the drawer. Use the ID card on the 
slot below the monitor to turn it on.

Error! The machine says it needs water and food. Take the 
four empty water containers from the bottom. You need to 
fill them up with water from the water machine (between the 
two doors of the room).

First, though, you need to test the water. Let's get some 
water testing equipment.

You probably noticed that one side of the room contains 366 
drawers, one for each day of the year, including Leap Year 
Day. These drawers have the food that you need. Left of 
them, you have shelves in front of moveable cabinets.

Zoom in on the cabinet between the two shelves. Open it to 
find a nutrition management chart and a nutritional balance 
chart. They get added to the archive.

Check the wheels of the moveable cabinet. They're locked 
with red buttons. Press both buttons to unlock it. Then, go 
to the other end of the cabinet (which sticks out a little 
bit past the shelves) and unlock those wheels.

The cabinet is moved to the left. You can now open it to 
get a pH detection chemical, along with a chart about pH 
detection. This will help you with the water!

Go to the water machine, between the two doors. The machine 
can give you seven types of water. You want to test the 
different waters with the chemical and the beaker, in order 
to figure out what the types of water are.

It turns out that +3 is basic water, +1 is neutral, and -2 
is acidic. Fill the four containers with the proper kind of 
water, and put the water containers back in the red trim 
machine, where they came from. The screen on the machine 
will tell you if you got one of the types of water 
incorrect.

Now for the food! Left of the entrance door is the food 
machine. On the wall next to it is a calendar. Take the 
calendar, which matches up perfectly with the wall of food 
storage containers. It is added to archive.

There were five dates, written on post-it notes on the red 
trim machine. These dates were 1/13, 3/27, 5/7, 7/30, and 
11/11. Naturally, you want to get the food for those five 
dates. Checking the calendar information in the archive, 
you get this:

1/13 is 123, E, 3.
3/27 is 123, B, 14.
5/7 is 456, A, 7.
7/30 is 789, A, 6.
11/11 is 101112, G, 6.

Insert all five dates, and their respective boxes pop out 
of the wall. Take those boxes, then insert them into the 
red trim machine. Examine the screen, which has turned 
white.

You now have a puzzle, in which you have to sort the 
rations, according to the two nutritional charts in the 
archive. You got the charts from inside the moveable 
cabinet.

A          B     C       D       E
red     blue    red     red     red
blue    green   red     blue    blue
green   green   green   blue    purple
purple  yellow  purple  green   purple
yellow  yellow  yellow  purple  yellow

The order you put the rations in doesn't matter. As long as 
you have the right five rations in a column, that's okay. 
Solve the puzzle to get the escape password. Use the escape 
password on the safe in this room to get the exit key, and 
use the exit key on the lock by the exit door in order to 
leave.

If you want to get the secret files, you have to do a 
little bit more. There was a note on the back of the 
calendars, which mentions the day Sigma was kidnapped. This 
was Christmas, or 12/25.

12/25 corresponds to 101112, B and 13 on the calendar 
machine. Enter that to get the password for the secret 
files.

003i. Red Door - Laboratory
-----------------------------------------------------------

To get to the laboratory, you must choose the yellow door 
first, then ally with Tenmyouji.

If you are in the laboratory, this means you are on the way 
to the Quark Ending. You must have seen the Sigma Ending 
first, though, or else you'll get a "to be continued" 
screen. You can later return to this point in the pathway 
to complete it.

The machine right of the exit safe is a microscope which 
has slots for four capsules. Your general goal in this room 
is to find the capsules and put them in the machine.

To start with, here are a lot of items to collect. There 
are two sides to the table in the middle of the room. On 
the right is the microscope. Zoom in on that area and pick 
up a can of seeds. On the left side of the table is a tray 
with binders. Take the binders and the tray to get two 
capsules, more seeds, information about hydroponics and 
information about frog dissecting.

In the far corner, at the back of the room, there is a case 
with shelves. From the bottom shelf, take the seeds from 
the brown container of the left, and take the roots from 
the blue container on the right. On the top shelf, take the 
blue container to get saline, and take the blue container 
behind that to get Lord Hoppington, the frog.

On the right side of the room, there are two alcoves. The 
right alcove has a pipe puzzle. Go to the left one, where 
there is a blender. Take the can of seeds and the binder on 
DNA extraction.

Finally, go to the left side of the room, which also has 
two alcoves. On the left alcove is a tray with a scalpel on 
top. Take the scalpel. Then, go to the right alcove. Take 
the seeds from the lower/right.

Now that you have everything (eleven items and four archive 
files), it's time to solve puzzles. Go to the archive and 
read the file on dissecting a frog. It says to drain the 
ethanol solution and cut the frog up.

Use the frog on the drain in the alcove here. The ethanol 
drains into the tank below. Then, use the scalpel on the 
frog to get a blue capsule. Pick up the capsule, and pick 
up the tank of ethanol.

Now go to the right side of the room, to the alcove with a 
blender in it. Following the DNA extraction instructions in 
the archive, you must put the roots into the blender. Then, 
use the saline on the blender. After that, use the ethanol 
tank on the blender. This gives you a DNA solution. Use an 
empty capsule to take it.

We only need one more capsule to get the microscope 
working. Check the alcove with pipes. The first note on 
hydroponics says that you need to fill the five jars with 
water, but there should be ten times as much water as there 
is fluid. For example, the red solution is 3. This means 
you need 30 water going into that solution.

This puzzle is simple. Move all the levers so they point 
downwards. Pull the switch and the puzzle is done.

Time for part two, which is detailed in the second note on 
hydroponics. It gives clues such as "B and D do not contain 
round seeds". Put the clues together to learn that the 
order is this:

A: round, marked with half-and-half
B: long, marked with stripes
C: round, unmarked
D: long, unmarked
E: round, marked with stripes

Use the seeds on the beakers to start this puzzle. Put the 
seeds into the proper places, and you get a red capsule. 
Pick it up.

Go to the microscope which is right of the safe. Use the 
red, green and blue capsules on the microscope. Use the 
microscope to start a DNA puzzle, in which you must match C 
with G, and T with A, along three strands of DNA. Solve the 
puzzle from top to bottom.

C T A C G A
G A T G C T (move this line left so it matches up)

C A C A T G
G T G T A C (move this line left so it matches up)

C T G C T A (move this line left so it matches up)
G A C G A T

The screen by the microscope will show the escape password. 
Use the escape password on the safe in this room to get the 
exit key, and use the exit key on the lock by the exit door 
in order to leave.

If you want to get the secret files, you have to do a 
little bit more. Remember extracting DNA from the plant 
root? You want to do the same with the seeds.

Go to the blender and use the seeds on it. Sigma 
automatically pours in a mixture of all five seed 
containers. Then, use the saline solution on the blender, 
and use the ethanol tank on the blender. Pick up the 
resulting liquid in the empty capsule.

Use the now-full yellow capsule on the microscope to get 
the password for the archive files.

003j. Red Door  Control Room
-----------------------------------------------------------

To get to the control room, you must choose the cyan door 
first, then betray Alice.

If you are in the control room, this means you are on the 
way to the Phi Ending. You must have seen all the other 
endings first, though, or else you'll get a "to be 
continued" screen at numerous points. You can later return 
to these points in the pathway to complete it.

This is a room with a large control panel in the center. 
The only part of the control panel you need to pay 
attention to is the right-hand side. On the left part of 
this, you have a TEST clipboard by a laptop which shows 
"T".

Take the USB drive out of the laptop, then look at the 
laptop screen. It shows pre-recorded footage, taken from 
the laptop's camera. Turn around, to face those boxes. They 
are right of the big wall partition with a red clock. 
Moving the boxes gets you a numbers clipboard.

Go to the shelves to the right of this area. Pick up the 
compass and the protractor. Combine the compass and the 
protractor to get the compass at a certain angle.

Right of the blue clock are two lockers. The left locker 
has a clock lock, one for the blue clock and one for the 
red one. The blue clock says 510 minutes, which equals 8 
hours and 30 minutes. The red clock says 11400 seconds, 
which equals 3 hours and 10 minutes.

So your answer is 8:30, 3:10. To get that, press (2+6), 
(17+13), (2+1) and (4+6). Insert those to open the locker 
and get a rainbow three root.

The right locker's code is determined by the clipboards. 
You should have two clipboards: one from behind the boxes 
and one from the laptop. Out of all the highlighter colors 
used on the "TEST" clipboard, only the green letter was on 
the computer screen. This indicates that you only care 
about green highlighter notes.

On the numbers clipboard, the green highlighter numbers are 
7213, from left to right. That's the password for the 
locker, so press (5+2), (0+2), (2/2) and (2+1). That 
unlocks the locker and gives you a disc-shaped part.

You also get the code 7213 if you use the numbers clipboard 
on the USB drive, then plug the drive back into the 
computer.

Right of the locker are switches and a paper on the wall. 
Zoom in on the paper. Use the compass on the paper to get 
the message "on, off, on, off, off, off".

Go back to the area with the laptop. Right of this is a 
group of six levers. You want to turn them "on, off, on, 
off, off, off". That means you pull the first and third 
levers so they are both down. This gives you a lever 
handle.

Go back to the area which is right of the lockers, the area 
with all the switches. Use the lever handle on the board to 
start the puzzle. It has the same controls as the water 
puzzle in the laboratory, where the direction the switches 
are in determines the direction the water flows. This time, 
you have the added complication of some missing digits on 
the bottom row.

The top row of levers is down, down, down, and down. The 
bottom row of levers is left, left, left and down.

Solving the puzzle turns on the machine to the right. Use 
the disc on the top of the machine, then use the rainbow 
root on the machine. As Phi indicates, you can now examine 
the screen left of the machine for a puzzle.

Your goal is to figure out where to put the numbers on the 
screen. According to the second level of the diagram, the 
yellow section is 1/4, the red section is 1/5, the green 
section is 3/10, and the blue section is what's left over 
(which must be 1/4).

The top level indicates the entire thing is 100. Using the 
fractions, we see that the yellow and blue sections add up 
to 25, the green section adds up to 30, and the red section 
adds up to 20.

To get those numbers, on the lowest level, you put 6 in 
yellow, 8 in red, 9 in green and 10 in blue. Solve the 
puzzle, and the screen will show you the escape password. 
Use the escape password on the safe in this room to get the 
exit key, and use the exit key on the lock by the exit door 
in order to leave.

If you want to get the secret files, you have to do a 
little bit more. Combine the USB drive from the computer 
with the TEST clipboard. Now plug the USB drive back into 
the laptop, and you get the password for the secret files. 

003k. Green Door  Gaulem Bay
-----------------------------------------------------------

To get to the gaulem bay, you must choose the magenta door 
first, then ally with Luna.

If you are in the gaulem bay, this means you are on the way 
to the Luna Ending. You must have seen the Dio and K 
Endings first, though, or else you'll get a "to be 
continued" screen in the director's office. You can later 
return to this point in the pathway to complete it.

Go forward to the table on the far side of the room. The 
safe is built into the side of this table, and it has a 
radio in the lower/left corner. Pick up this radio.

On the other end of the room, there are three lockers. Open 
them up and search the jackets on the left two lockers to 
get a name tag and chevron block. In the rightmost locker, 
you find a binder on the bottom. Take the binder and it is 
added to the archive.

The file in the archive matches ID numbers to frequencies. 
The ID number on the name tag from the locker is 11010, 
which is 400 Hz.

Left of the lockers, you can find a computer monitor. This 
is on the side of a huge wall of computer equipment, and 
it's a little easy to miss. Zoom in on this area, and use 
the radio on the cord left of the monitor.

Examine the radio. This is a puzzle, in which you press 
three buttons four times, in order to get a specific 
frequency. We're looking for 400 Hz, so you have to press 
one once, two twice, and three once. Then hit check.

When you get 400 Hz, the computer monitor turns on. Look at 
it to see a blueprint of the room. This is added to the 
archive.

Right of the lockers are some tables. Take the poster above 
the left table, and take the yellow chevron block from that 
table. Move to the right table. On the top shelf is a blue 
battery that you should pick up. Examine the toolbox to get 
a rusty key.

If you look at the blueprint of the room (in the archive), 
you'll notice it has an X on the table with the robot on 
top of it. Zoom in on the table again. Zoom in further, on 
the oil stain to the right of the robot's head. Pick up the 
yellow chevron block, and use the rusty key on the oil to 
make it smooth.

Go back to the toolbox, and use the oil-covered key to open 
it. This gives you detergent, a screwdriver and a silver 
key.

Go back to the computer monitor, where you plugged in the 
radio. Below it are some drawers. Open up the top drawer 
with the silver key to see an indentation. Combine all 
three chevron blocks and put them in the indentation to 
unlock the other drawers. The middle drawer has a handle, 
while the bottom drawer has a tablet.

On the wall, behind the table with the robot on top, is an 
indentation for the handle. Put the handle in the 
indentation and spin it to lower two rows of robots. A 
robot on the left row has boxers you can take, while a 
robot on the right row has a battery you can take. Grab 
both of those items.

Go back to the table with the robot on it. Zoom in on the 
oil stain, indicated by the picture in the archive. Combine 
the boxers with the detergent, then use them on the oil 
puddle to get the message "120V".

There is a screen by the exit door, which came down with 
the robots. Examine it for a puzzle. You want to get 120V, 
by making a connection from the left side to the right 
side. Start from the upper/left corner. The solution looks 
something like this:

-35
 |__          5---
    |         |   |
  _10       __40  |__
 |         |
 |___   ___|
    |  |
   30__|


Solving the puzzle distributes the power. Turn around and 
press the big red button in the bottom/middle of the 
computer control panel. This turns on the eyes of some of 
the robots.

What you want to do now is compare the robots' eyes with 
the eye chart you got from the wall. The eyes that are 
turned on correlate to the letters that spell "beacon of 
hope".

If you haven't already, combine the screwdriver with the 
tablet to open the battery port. Combine both batteries 
with the tablet to turn it on. Use "Beacon of hope" as the 
password (without any spaces) to get the escape password. 
Use the escape password on the safe in this room to get the 
exit key, and use the exit key on the lock by the exit door 
in order to leave.

If you want to get the secret files, you have to do a 
little bit more. Specifically, you have to compare the 
robots' eyes with the eye chart again. This time, notice 
that the eyes that are turned off correlate to the letters 
in "reminiscence". Use reminiscence as the password on the 
tablet to get the secret files password.

That's it for Gaulem Bay! Get ready for a weird 
conversation with the gaulem on the table, as Sigma and the 
others try to leave the room.

003l. Green Door  Treatment Center
-----------------------------------------------------------

To get to the treatment center, you must choose the yellow 
door first, then betray Tenmyouji.

If you are in the treatment center, this means you are on 
the way to the Clover Ending. The treatment center gets its 
name from the inner room here, where the treatment pods 
are.

Let's get everything in the outer room first, though. There 
is a healthy plant in one corner, and a withered plant in 
another. Pick up both plants.

There is a large LCD screen on one wall. Press the button 
below it to get a board game illustration on the screen. 
Look at it, and it is added to the archive.

Go to the sofa with the safe on it. From here, you can pick 
up the tablet and the door puzzle instructions. The 
instructions are added to the archive.

There are a few other things in this room, but none that 
you can really interact with at this time. Try to open the 
door to the treatment center for a puzzle. The instructions 
are in the archive.

You need to figure out the randomly-determined four digit 
code, within ten guesses, or the code resets. Try out a 
code, then press check. For every correct number in the 
correct spot, you get a hit. For every correct number in 
the wrong spot, you get a blow.

Let me show you a few examples of solving the randomly-
determined puzzle, just so you can see a sample thought 
process that can lead you to solving the puzzle. It helps 
to write down all the solutions you've tried, and the 
results you got from them.

Puzzle 1
--------

I start by trying to figure out which numbers are needed, 
by testing the numbers 1-8.

1. 1234 one hit, one blow
2. 5678 one blow

It looks like three of the needed numbers are in 1-8. 9 has 
to be the fourth number by default. Let's see if I can 
narrow things down, by testing out 12xx from answer 1 and 
xx34 from answer 2.

3. 1256, two blows. 

It looks like there must be one blow in 12xx, and one blow 
in xx56. This can only be true if the hit in answer one was 
in xx34. So the three numbers I need (in addition to 9) are 
in those three groups of two numbers each.

This narrows things down a little bit, because it 
eliminates 7 and 8 as possibilities and gives me smaller 
groups to work with.

Let's try swapping the 1 and 2, and the 5 and 6, in hopes 
of getting the blows into hits. 

4. 2165, two hits.

Hey, that was lucky! Combining this with the info from 
Answer 3, we can conclude that a hit is in 21xx, and a hit 
is in xx65.

I can narrow things down further, either by focusing on the 
first two digits, or the last two. Let's focus on the last 
two for now. Answer 4 says there is a hit in xx65, and 
answer 3 told us that there is a hit in xx34. This means 
the third digit is either 3 or 6, and the fourth digit is 
either 5 or 4. Let's guess that the third digit is 3.

5. 2135, one hit.

Answers 4 and 5 are the same, except we swapped the 6 for a 
3. That caused us to lose a hit; therefore, the 6 we 
swapped out must be a hit.

As for the fourth digit, we determined that it's either 5 
or 4. Since 5 didn't score a hit in this answer (the hit in 
this answer comes from 21xx), that eliminates 5 as the 
possibility. Therefore, we now know for certain that the 
code is xx64.

Now that we've got the last two digits in place, let's 
focus on the first two digits. Answer 4 told us that a hit 
is in 21xx, and Answer 2 told us that 9 is a hit.  
Therefore, the answer must be either 2964 or 9164. Let's 
guess one of them.

6. 9164. Two hits, one blow.

Well, that was wrong. Let's try the other possibility.

7. 2964. Four hits.

Puzzle 2
--------

I start by trying to figure out which numbers are needed, 
by testing the numbers 1-8.

1. 1234, one blow
2. 5678, two hits

1-8 has three results, so 9 must be the fourth number by 
default. Let's see if I can narrow down the possible 
answers, with 12xx from answer 1 and xx78 from answer 2.

3. 1278, one blow.

Since answers 1 and 3 both have 12xx and one blow, that 
means there is a blow in 12xx.

Since xx78 didn't seem to register anything at all, that 
means the answer doesn't have a seven or eight. Combining 
this information with Answer 2, we see that 56xx are two 
hits.

So the four digits we want are 5, 6, 9 (the fourth number 
by default) and the blow in 12xx. Let's see which of the 
two digits is the blow by inserting some wrong numbers.

4. 1378, nothing.

Well, 1 gives us nothing. Since 12xx was a blow, that must 
mean the 2 is a blow. So the four numbers we want are 5, 6, 
9 and 2. We know for a fact that the first two digits are 5 
and 6, in that order, so the final number must be 5692 or 
5629.

5. 5629. Four hits. 

Puzzle 3
--------

I start by trying to figure out which numbers are needed, 
by testing the numbers 1-8.

1. 1234, one blow.
2. 5678, two blow. 

1-8 has three results, so 9 must be the fourth number by 
default. Let's see if I can narrow down the possible 
answers, with 12xx from answer 1 and xx78 from answer 2.

3. 1278, two blow.

Hmmm...that wasn't too helpful. It could be that we have 
two blow from xx78, or one blow from 12xx and one from 
xx78. Let's try 3478, which is xx34 from answer 1 and xx78 
from answer 2.

4. 3478, three blow.

Better! Okay, combining this with the previous answer, it 
is clear that xx78 is two blows, and xx34 is a blow. So the 
four numbers we want are 7, 8, 9 and one from 34. Let's see 
if 3 is the one we want. 

5. 3126, one blow.

That registers a blow. Since we've already eliminated 1, 2 
and 6, the blow must be from the 3. So our four digits are 
3, 7, 8 and 9.

We're in a situation where we know what the digits are, but 
not where they go. Let's go through our previous answers 
and tally them up. The only things we have to tally are 
WRONG answers, sadly.
 
3  not first or third
7  not third
8  not last
9

That's not much to go on. Let's try 8 as third, because we 
have two "not third"s on the board.

6. 1286, one blow.

8 is not third. Let's update the chart.

3  not first or third
7  not third
8  not third or last
9

9 is third by default, since the other three numbers aren't 
third. 3 must be second or last; let's try it at second.

7. 1326, one hit.

Good, 3 hits. So the answer is x39x, with 7 and 8 being the 
other two. We know 8 isn't last, so it's first. That makes 
the answer 8397.

8. 8397, four hits.

---

You should be inside the treatment center now. You have 
three pods here, each with a monitor. The monitors for pods 
2 and 3 say they are undergoing maintenance.

Use the handle on pod 1 to open it, then get the white key. 
Use the handle on pod 2 to open it, then get the silver 
key.

Leave the chamber with your two keys, and use the white key 
on the clock on the wall to open it. Examine the misshapen 
6 at the bottom to get a chip.

Go to the jellyfish tank and use the silver key to open the 
lid. Try to touch the water to learn that it's boiling hot. 
This starts a puzzle, in which you want to move the purple 
jellyfish to the hole. The solution is simple: left, up, 
left, right, right and up.

Examine the jellyfish to get a red tile. Go to the painting 
of the lion and put it in the hole, so the lion is eating 
the sun. This turns on a laser which shoots towards pod 3.

Go back into the chamber. Open pod 3, and you see that the 
laser spells out the time 00:15. You might have noticed a 
clock at 7:15 drawn on the outside of pod 1, or a clock at 
6:20 drawn on the inside of pod 2. Looks like a time puzzle 
is coming up!

Go to pod 1 and use the memory chip from the clock on the 
LCD monitor. The pod wants to do a freezing test and a 
treatment test.

Open up the pod, using the handle. Put the healthy plant 
inside. The pod will then freeze the plant. Examine the 
frozen plant to get a memory card.

Now, put the withered plant inside the pod. The treatment 
pod will heal the plant. Examine it to get a second memory 
card. Clover and Sigma will put the sick Quark inside the 
pod for healing. The pod cannot completely cure Quark, and 
it suggests putting him into cold sleep, but our heroes 
decide not to take that option.

Leave the treatment center and go to the clock on the wall. 
Use both memory cards on the slots in the lower/right. 
Hands appear on the clock, showing the time 4:05.

Well, now we have four times: 7:15, 6:20, 0:15 and 4:05. We 
need to combine them with the illustration of a dice game, 
in the archive. This game came from the LCD screen on the 
room. It says "m" (minutes) are clockwise, while "h" 
(hours) are counterclockwise.

For example, the first time is 7:15. That's 7 
counterclockwise and 15 clockwise, or just 8 clockwise. If 
"T" is your starting point, that lands you on square "P".

The second time is 6:20, which is 6 counterclockwise and 20 
clockwise, or just 14 clockwise. If "T" is your starting 
point, your second letter is "A".

The third and fourth times give you "S" and "T", 
respectively. Use "past" as the password for the tablet 
(from the couch) to get the escape password. Use the escape 
password on the safe in this room to get the exit key, and 
use the exit key on the lock by the exit door in order to 
leave.

If you want to get the secret files, you have to do a 
little bit more. In the board game, the first time sent you 
8 clockwise, the second sent you 14 clockwise, the third is 
15 clockwise, and the fourth is 1 clockwise.

If you follow that route, WITHOUT going back to start after 
each turn, it gives you "POUR". Use that as the password on 
the tablet, and you unlock the secret files password.

003m. Green Door - Archives
-----------------------------------------------------------

To get to the archives, you must choose the cyan door 
first, then betray Alice.

If you are in the archives, this means you are on the way 
to the Sigma Ending. First, you must have gone through the 
laboratory and seen the Alice Ending, or else you'll get a 
"to be continued" screen at two points. You can later 
return to those points in the pathway to complete it.

The archives contain a lot of books, most of them in Latin. 
Look at the screen on the machine in the center of the 
room. The screen resembles the four bookcases directly in 
front of you, including the two in the corners.

Each bookcase has a miscolored book. The leftmost bookcase 
has a miscolored blue book on the fourth-from-bottom shelf. 
The second bookcase has a miscolored red book on the third-
from-bottom shelf. The third bookcase has a miscolored 
orange book in the fourth-from-bottom shelf. The fourth 
bookcase has a miscolored green book on the second-from-
bottom shelf.

Each book has writing on the back. For example, the writing 
on the blue book says that "Go Up" is in bookcase A. "Go 
Up" is the title of the red book; this means the red book 
goes in bookcase A.

Put together the names of the books with the writing, to 
figure out what to do. Blue goes in bookcase A, red goes in 
bookcase B, orange goes in bookcase C, and green goes in 
bookcase D.

In other words, just swap the blue and red books, then swap 
the orange and green books. Solving the puzzle creates a 
set of stairs, leading to a stuffed animal shaped like 
lion. Examine the shelves, and Sigma goes up to get the 
lion.

Examine the lion to get a memory card. Use the memory card 
on the machine in the middle of the room. This stars a dice 
puzzle on the machine.

Sigma needs the clue for the dice puzzle, though. Let's 
find it. On the side of the room opposite of the staircase 
bookshelves, you have a table in the middle, with a safe 
and a scale in the two corners.

Go to the safe. Open the drawer for a screwdriver, then 
take the weight and red die from the scales.

Go to the table. Take the blue ink, the notebook paper, the 
music box and the blue die from on top of it.

Go to the safe. It's locked with a bike lock. Take the 
green die from the top of the safe.

Time to use some of the items we have. Combine the music 
box with the screwdriver to get a cylinder. Combine the 
cylinder with the ink, then combine it with the notebook 
paper. This results in a report, which is added to the 
archive.

You have three dice, along with a 50g weight. Use them on 
the scales to determine how much each die weighs. 
Fortunately, they're all multiples of the weight you have; 
otherwise this would be hard to figure out. The red is 50g, 
the green is 100g and the blue is 150g.

Go to the safe in the corner, which is locked by a bicycle 
lock. The side of the safe says "blue plus green times 
red". The answer is 05150. Insert that and the safe opens.

Pick up the book inside the safe and read it to get a 
bookmark. The bookmark is added to the archive. If you look 
at the bookmark, it shows six colored squares:

  B R
R G
  B
  G

Matching that with the report (from the notebook paper), 
you get:

   B6 R5
R2 G4
   B1
   G3

Return to the machine in the middle of the room. Move the 
dice, so the colors and numbers match up. 

Move the red 5 die two up and two left, into position. Move 
the other red die left, down, then left twice, into 
position.

Move the blue 2 die up three times and right, into 
position. Move the other blue die down, left, down, right 
and down, into position.

Move the green 6 die down, right, down, right and up, into 
position. Move the other green die down, right twice, up, 
right twice and up twice, into position.

Provided you have all the correct dice in the right spots, 
the screen will show you the escape password. Use the 
escape password on the safe that is by the exit door. This 
gets you the exit key, which you can use on the lock by the 
exit door in order to leave.

If you want to get the secret files, you have to do a 
little bit more. Do the dice game again, but this time, 
only match the colors, ignoring the numbers.

  B R
R G
  B
  G

Gee, getting the safe files password is easier than getting 
the normal password in this room. Funny how that works out.

003n. White Door - Security
-----------------------------------------------------------

To get to the security room, you must choose magenta, ally, 
green and ally.

If you are in the security room, this means you are on the 
way to the Luna Ending. You must have seen the Dio and K 
Endings first, though, or else you'll get a "to be 
continued" screen in the director's office. You can later 
return to this point in the pathway to complete it.

Phi and Sigma's partner in this round is deceased, so it's 
just the two of them together in here. As you can see, the 
room has three stations to sit at, each with its own 
different colored chair.

Left of the green chair is a control panel which controls 
the nine monitors in front of the yellow chair. Flip on a 
switch or two, then look at the nine monitors, so Sigma 
knows this.

Examine the other side of the room to go there. It has a 
sofa and the safe, among other things. On the set of 
shelves to the left, you can find two hourglasses. Pick 
them up.

Right of the sofa is a light button, made to look like a 
lion eating the sun. Examine it, and Phi presses it. The 
lights turn off, which make the shelves look different. It 
also makes letters appear on the stairs.

Turn the lights back on and return to the other room. The 
letters on the stairs are passwords for the computers. For 
example, the green step had ADGB on it. Go to the computer 
in front of the green chair and use that as a password.

This starts a puzzle. Tap on the icon so you can play it. 
In four moves, you want to make the screen match the 
shelves, which had green hexagons and pink triangles. Tap 
all four of the pink hexagons, from top to bottom, to solve 
it.

Solving the puzzle gives you another icon. Tap it, and the 
message "I was you" appears on the screen above.

Turn your attention the monitor in front of the red chair. 
The letters on the red step were TMJYUVGJ, so use that as a 
password. You get the same hexagon puzzle, only this time 
you want pink hexagons and green triangles. Do this by 
tapping the two triangles in the middle, then the two 
hexagons in the middle.

Solving the puzzle gives you another icon. Tap it, and the 
message "will be me" appears on the screen above.

Now let's check out the monitor in front of the yellow 
chair. The message on the yellow step was SGDQNY, so use 
that as the password. This time, an hourglass puzzle 
appears (as opposed to a hexagon puzzle).

The goal of this puzzle is to figure out how much is in 
each hourglass. The two hourglasses from the shelves had 
numbers on them, indicating red is 4 and yellow is 11. Use 
that information to figure out what the other three 
hourglasses must be. For example, the pink hourglass takes 
a red and a yellow to fill out, so it must be 15.

The answer is 0407091115, or red 4, blue 7, green 9, yellow 
11 and pink 15. Getting the solution opens up another icon, 
which turns on all nine monitors above the yellow chair. 
You want to spell out a message on the monitors.

Note that Sigma will NOT press the icon and turn on the 
monitors, until he knows about the control panel left of 
the green chair.

Left of the green chair is a control panel which controls 
the nine monitors in front of the yellow chair. Flip the 
three switches in the lower/right to turn off those 
monitors.

Return to the screen before the yellow chair. Move the 
tiles around to spell out "I was you" and "will be me" on 
the top two lines. Those are the messages on the other 
large monitors in this room, after all.

Solve this puzzle, and the nine monitors will show the 
escape password. Use the escape password on the safe in 
this room to get the exit key, and use the exit key on the 
lock by the exit door in order to leave.

If you want to get the secret files, you have to do a 
little bit more. Go back to the electrical switches, left 
of the green chair. This time, only turn on the three 
switches in the bottom/right.

Go back to the computer, and rearrange the three monitors 
to spell out "She knows everything." This gives you the 
password for the secret files.

003o. White Door  Director's Office
-----------------------------------------------------------

To get to the director's office, you must choose yellow, 
ally, blue, and ally. You must also have gone through the 
laboratory, or else you'll get a "to be continued" screen. 
You can later return to this point in the pathway to 
complete it.

If you are in the director's office, this means you are on 
the way to the Tenmyouji Ending. 

Go to the credenza, which is the thing with shelves and 
protective glass. The safe is on top of this, as well as a 
globe. Take the globe and examine it to get a world map, 
which is added to the archive.

Left of the bookcase is a safe, which is locked with the 
same puzzle that is on the doors of the Pressure Exchange 
Chamber. The world map in the archive indicates that white 
connects to cyan, yellow connects to purple, and green 
connects to magenta.

From cyan, go counter-clockwise, in, then counterclockwise 
and in to white. From green, go out, clockwise, out and 
clockwise to magenta. From purple, go counter-clockwise, 
in, counter-clockwise, left four times, clockwise, out and 
clockwise to yellow.

The safe opens. It has neither money for Quark, nor grandpa 
videos for Tenmyouji. It has a binder, with two 
instructions for the business card puzzle. These are added 
to the archive. The safe also has a deer, because Zero 
likes to use antlers in all of his decorating.

On the wall, above the bookcase, is a place for the deer. 
Place the deer on the mount, and the red paint spells out a 
letter. Also, be sure to pick up the tablet on the top 
shelf of the bookcase.

Turn your attention to the desk with a computer. Sigma 
completely ignores the computer here, although he does use 
it in the Luna ending. Instead, Sigma focuses his attention 
on the business card holder on the desk.

The clues for the puzzle are on the business card pages in 
the archive. You want to put all the cards on the board, in 
the proper locations. Those are...

Bob     Ellen    Sophie
Ann     Chris    John
Tony    Lola     Ian
Carole  Michael  Kate

Once you solve the puzzle, look at the cards again and flip 
the page. On the back of the cards is a message: BOOK 334.

Go to the bookshelf. On the bottom, you have sets of books, 
arranged in 343, if each number represents the number of 
books in a set. Well, 343 won't do, so swap the two sets on 
the right to make it 334. Now the red paint on the 
bookshelf spells out a letter.

Examine the suit of armor, which also has a letter written 
on it. Take the slingshot from its left hand, and take the 
spear from its right hand. Go to the desk with the computer 
on it, and use the short spear to open the drawer. Inside 
is a key.

Left of the desk is a facial recognition device. Use the 
key to turn it on. It is programmed to work with female 
faces, so none of the men can make it work. But when 
Tenmyouji takes out a picture of a girl, it works, 
revealing a moveable wall. You can try to take the picture 
to learn more about this girl.

Take the helmet from the chair, then put the helmet on the 
suit of armor. Examine the chair to sit down. Use the 
slingshot on the balloon to clear up your view. Now you can 
clearly see the letters "H", "E" and "L".

Examine the lever which is right of the chair (if you're 
sitting in the chair). It takes Sigma to the hidden room. 
In this room, pick up the battery, then look at the letter 
"P".

Use the lever to return to the main room. Use the battery 
on the tablet (from the bookcase), and use HELP as your 
password. The tablet will show you the escape password. Use 
the escape password on the safe in this room to get the 
exit key, and use the exit key on the lock by the exit door 
in order to leave.

If you want to get the secret files, you have to do a 
little bit more.

On the right side of the credenza is some expensive brandy. 
Pick it up. Go to the bookshelves, which has cheap brandy 
on the top shelf. Pick it up. Put the expensive brandy on 
the bookshelf coaster, and put the cheap brandy on the 
coaster on the left part of the credenza to see a 
parallelogram.

This turns on the screen in the lower/right part of the 
credenza. It's a tangrams puzzle, in which you must move 
the pieces to form a parallelogram. Fortunately, you have 
some margin for error. Here are two possible solutions:
    ___________
   /| /  /|   /
  / |/_ / |  /
 /  |  |\ | /
/___|__|_\|/

The screen will show IILP when you get it right. Use this 
as the tablet password to get the secret files password.

003p. White Door - Q
-----------------------------------------------------------

To get to the Q room, you must pick cyan, betray, red, and 
betray. After this, you must pick cyan, betray, red and 
ally. You must know all the bomb passwords, and you must 
have seen the Alice and Luna endings, or else you'll come 
across a number of "to be continued" screens. You can later 
return to those points in the pathway to complete it.

This is the final puzzle room of the game, and perhaps the 
hardest one yet. It contains some puzzles you've seen in 
previous rooms.

The cube in the center of the room has four faces (minus 
the top and bottom). Each face matches up with the wall 
opposite of it. For example, the exit door's wall matches 
up with the face opposite of the exit door. That way, if 
you're looking at the exit doorway, you're also looking at 
the face of the cube which matches it. 

The cube is basically a game of minesweeper. You want to 
figure out where the correct tiles are. Then back away from 
the cube and press those tiles on the wall. Things will pop 
out.

I'll start with exit door wall (the one you start out 
looking at), then move right.

Side 1:

|       |
|X      |
|X      |
|X      |
|X      |

Side 2:

|       |
|       |
|XXX    |
|XX XXX |
|XX XXX |

Side 3:

|       |
|       |
|      X|
|  X    |
| XX    |

Side 4:

|       |
|       |
|      X|
|X     X|
|X     X|

You can do the four sides of the room in any order, except 
the corner of 4 and 1. For that, you must do side 1 before 
side 4, because side 4's hexagon wall is inside side 1's.

There are five stations that pop out of the walls, when 
you're done. Three of them have puzzles for you: the dart 
puzzle, the dice puzzle and the hexagon puzzle. You can do 
them in any order.

For the dart puzzle, take some darts out of the machine, 
then use them on the dart board. This is just like in the 
rec room, except this time, you want to score 100 points 
total. Do this with the green 13, the blue 14 and the red 
11. Solving the puzzle gets you a green memory card.

For the hexagon puzzle, you want to make the design turn to 
all red spots, just like the red cubbies. Tap the board on 
the left to start. To win this round, tap the two 
bottommost red triangles, then tap all three green 
hexagons. Simple! The cubbies will open, getting you a red 
memory card and a file on the Q AB game.

The four purple books in one corner give you three 
pictures, that are added to the archive. These are pictures 
of dice. Not only do they show where the dice are supposed 
to go, but they show what sides the dice must be on.

________
________
___2____
___4____
___56___
____3___
____1___
________

3 and 4 are red, 1 and 5 are blue, and 2 and 6 are green.

Move the red 6 die right, then down four times, into 
position. Move the other red die right twice, down, then 
left twice, into position.

Move the blue 6 die up, left, down twice, then left twice, 
into position. Move the other blue die up twice, right 
twice, down, right, down and right.

Move the green 1 die right four times, down, left, and 
down, into position. Move the other green die up four 
times, right twice and down, into position. Solving the 
puzzle gets you a blue memory card.

When you finish the darts, dice and hexagon puzzles, you 
can solve the Q AB puzzle, which is the machine right of 
the exit door. Put all three memory cards (one from each of 
the aforementioned puzzles) into the machine to start the 
monitor.

The Q AB puzzle is explained in a file in your archive; you 
got this file for solving the hexagon puzzle in this room. 
In this version of the game, three people always ally, and 
three people always betray. One person always picks the 
same thing as his opponent, and the last two people in this 
group of nine are a pair controlled by Sigma.

Play a few rounds of the game to figure out who is who. C 
mirrors his opponent. B and D ally, while A and E betray.

Your challenge is to get six people to reach nine. That's 
pretty simple; just put the betrayers by themselves, and 
have all the others ally themselves to victory.

Rounds 1, 2 and 3: Ally

US  B  A
C   D  E

You can switch C and D if you want; the outcome will be the 
same. US, C, B and D all ally each other, so they get two 
points per round for a total of nine. A and E always betray 
each other, so they never get any points.

When you solve the puzzle, the screen will show you the 
escape password. Use the escape password on the safe in 
this room to get the exit key, and use the exit key on the 
lock by the exit door in order to leave.

If you want to get the secret files, you have to do a 
little bit more. As the file in the archive indicates, you 
need to have only the US team past 9. There are multiple 
solutions, and here is one.

Round 1: Betray

US  A  B
D   C  E

Rounds 2 and 3: Ally

US  A  B
C   E  D

The screen will show the secret files password after this; 
use it on the safe to get the secret files. And that's it 
for Room Q! The room was probably named after Building Q, 
from 999: 9 Hours, 9 Persons, 9 Doors. Or is it named after 
the final door in that building?

Either way, once you finish the Q Room, you're on your way 
to the Phi Ending. Expect several large plot twists as you 
continue!

---

Since this is the last puzzle room of the game, now is a 
good time for me to remind you that there is a hidden 
ending, which is placed below the Phi ending on the 
flowchart. To get this ending, you must:

1. Beat the game
2. Completely fill the archive section. This includes 
getting all secret files.
3. Beat every room on hard mode. The safe passwords are the 
same on easy and hard mode, so if you revisit a room on 
hard mode, you can jump straight to opening the exit safe 
and getting credit for a hard mode victory.

It'd be nice if the game actually told you when you unlock 
this ending, but alas, it does not.
 
005. Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2012.  If you want 
to use any part of this FAQ, ask me first (instructions 
under general information).