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    FAQ/Walkthrough by The Lost Gamer

    Version: 1.4 | Updated: 11/12/12 | Search Guide | Bookmark Guide

    Version 1.4 11/11/12
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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).
    

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