Version 1.4 11/11/12 __________ _______/ ________ \________ / / \ \ / / __ \ \ | | __| | | | | __| | | | | | | \ \ PAIR / / ______\ \________/ /______ \__________/ Zero Escape: Virtue's Last Reward (3DS) A Walkthrough by Michael Gray AKA The Lost Gamer (email@example.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, firstname.lastname@example.org. 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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