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Zero Escape: Virtue's Last Reward

Zero Escape: Virtue's Last Reward Trophy Guide & Road Map


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http://i.imgur.com/S82h4Bk.png

 

Road Map

 

Overview:

Difficulty: Community Vote: 2/10 (Vote here!)

Time to Platinum: 20-30 hours

Offline trophies: 33 (17 (B), 10 (S), 5(G), 1(P))

Online trophies: 0

Playthroughs needed: 1 The whole game is one giant playthrough but has 22 endings. Sections can be skipped and each Escape only needs to be done once.

Missable trophies: None

Glitched trophies: None but there is a potential save corruption glitch in the PEC room. See the Escape Guide for details.

Do Cheats disable trophies?: No Cheats

Does Difficulty affect trophies?: Yes, all Escapes must be done on Hard.

 

Special thanks to unnxandros for helping me out with some puzzle solutions, creating the graphics (including the banner) and testing the escape write ups. This guide wouldn't be finished without his help!

 

WARNING: Before you start playing, I'd like to point out that it's been reported that there's a glitch in the Pressure Exchange Chamber. This bug can cause the game to crash and possibly corrupt your save file. Thus far I've seen reports that, while this issue is predominantly featured in the 3DS version, the crash can occur on the PS Vita version but shouldn't impact your save file. However, this is not guaranteed and I urge you to back up your save when you get to this room. You can do this using a PS3 system...connect your Vita to backup your save info. Another option is to use the Vita's multiple save slots to your advantage. Whenever you save do so in slots 1 and 2 so you always have a backup.

 

Introduction:

 

Welcome to the Zero Escape: Virtue's Last Reward Road Map and Trophy Guide! For starters this game is a very easy platinum but it's more than that, it's also an amazing game. The puzzles are very clever and the story is incredibly well put together. In my opinion this is one of the best games on the Vita.

 

The game is very, very story-heavy. Most of your time will be reading lines of text and listening to characters chat. It also features multiple branching story paths, and 22 different endings. Some endings are story locked and require you finish a different path before you can continue. Because of this, the game requires a lot of jumping around from path to path go get different clues.

 

To help you on your ZE: VLR Platinum, we've put together a few things:

 

Escape Guide

Full ZE: VLR Flow Chart

Ending Paths Guide

Optimal Ending Path

 

Before you start please note that the game defaults to Hard difficulty. To get the Platinum, you need to complete each Escape on Hard. The only difference between Hard and Easy is that if you get stumped on Easy, the characters in the room with you will give you hints. On Hard you get no hints. Lucky for you we have included a link to the Escape Guide in the list above.

 

Step 1: Play through to one ending on your own

 

Don't worry about endings, story locks or clues, just play through one full path on your own with no guide. This will help you get a hang of the story and how the game works. If you're stuck on an Escape or a certain puzzle, refer to the guides above.

 

Step 2: Clear all story locks, complete all escapes and obtain all endings

 

You've cleared your first ending or possibly arrived at a "To Be Continued..." message. Since the real end of this game, is the true ending, I'd consider playing through each character's ending part of the natural progression of the game. If you play through the game on Hard, completing each escape, clearing every story lock and unlocking every ending, you'll get your Platinum.

 

Remember you have 22 endings to complete, if you follow the Endings Guide you can get a full walkthrough for each one. You can also use the Optimal Ending Path to minimize your jumping around and get the results you're looking for much faster. To jump to different sections of your game, you'll need to access your Flow Chart. This can be done in one of two ways. Either push Down on your D-Pad or tap the Menu option on the bottom left of the screen and click FLOW.

 

Step 3: Clean Up

 

If for some reason you missed a trophy for getting all files or completing all escapes on Hard, check the description below. If you're following the Optimal Ending Path then you shouldn't miss anything.

 

Trophy Guide

 

http://www.ps3trophies.org/images/trophies/1773/0DB.jpgVirtue's Last Reward (P)

Acquired all trophies.

 

This will unlock after you've obtained all other trophies.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgBachelor of Escapology (B)

Escaped from the elevator.

 

The Elevator is your very first escape. See the Escape Guide for a detailed walkthrough.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgMaster of Escapology (B)

Escaped from eight rooms.

 

See Doctor of Escapology for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgDoctor of Escapology (S)

Escaped from sixteen rooms.

 

There are a total of sixteen rooms that you have to escape from. Each ending path has roughly two endings and some have three. Here's a list of all the rooms:

 

  • Elevator
  • Lounge
  • Infirmary
  • Crew Quarters
  • GAULEM Bay
  • Rec Room
  • Pantry
  • Pressure Exchange Chamber
  • Laboratory
  • Treatment Center
  • B. Garden
  • Archives
  • Control Room
  • Security
  • Director’s Office
  • Q

Please see the Escape Guide for a detailed walkthrough on each room.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgEscapey (B)

Escaped on Hard difficulty

 

See Escapest for more info.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgClassified (B)

Found a secret

 

See Redacted for more info.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgAn Eidetic Experience (B)

Found a file.

 

See Redacted for more info.

 

http://www.ps3trophies.org/images/trophies/1773/3EE.jpgA Consumate Collection (G)

Found ALL the files!

 

See Redacted for more info.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgEvery Ending Begins Somewhere (B)

Saw any of the endings.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgThat Wasn't Supposed to Happen (B)

Saw any of the bad endings.

 

See Fire and Ice for more info.

Edited by Terminator
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Secret Trophies

 

http://www.ps3trophies.org/images/trophies/1773/3EE.jpgEscapest (H)(G)

Escaped everything on Hard difficulty.

 

You should never switch the difficulty to Easy. The only difference between Hard and Easy is that if you get stuck on Easy, the other characters in the room with you will help you solve the puzzles. On Hard the puzzles are no different and the mini-games don’t change at all.

 

If you get stuck in any room, please feel free to check the Escape Guide for help. If you don't want to use a guide, another option is to save your game, then switch to Easy mode and clear the room. Once you have all the puzzle solutions, you can reload your save and solve everything on Hard.

 

http://www.ps3trophies.org/images/trophies/1773/3EE.jpgRedacted (H)(G)

Found ALL the secrets!

 

Files are obtained by thoroughly searching each room. The provide clues for how various things in the game work, like voting rules, AB keys, etc. In addition to this they also give you info for solving puzzles. You can tell if you’ve found everything in a room by checking your Flow Chart. On the chart, if you tap an Escape icon, you’ll see that it says "Archives" and it'll let you know if you have everything in that room. For example, if you look at the Elevator, it'll say x/8. If it says anything other than 8/8 then you’re missing something.

 

Part of this trophy, requires that you obtain all Gold Files. Gold Files can only be obtained on Hard difficulty. On your Flow Chart, if the Escape icon says Hard and you have all the Archives, then that room is considered 100% completed.

 

Following the Escape Guide will help you in obtaining all files.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgTo Each According to His Needle (H)(B)

Opened the first lock.

 

Story Lock 01 is located on the K Good Ending path.

 

In order to clear this lock, you need to complete the Clover Good Ending.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgI Can't Believe It's Not Murder! (H)(B)

Opened the second lock.

 

Story Lock 02 is located on the Tenmyouji Good Ending path.

 

In order to clear this lock, you need to complete the Quark Game Over Ending.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgGotta Hand It To You (H)(B)

Opened the third lock.

 

Story Lock 03 is located on the Quark Good Ending path.

 

In order to clear this lock, you need to complete the Sigma Good Ending.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgIf I Told You You Had A Nice Antibody... (H)(B)

Opened the fourth lock.

 

Story Lock 04 is located on the Alice Good Ending path.

 

In order to clear this lock, you need to complete either the Quark Good or Quark Game Over Ending.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgHe Was Convicted of a String of Numbers (H)(B)

Opened the fifth lock.

 

Story Lock 05 is located on the Alice Good Ending path.

 

In order to clear this lock, you need to complete the Dio Good Ending.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgNo Lying Down On the Job (H)(B)

Opened the sixth lock.

 

Story Lock 06 is located on the Sigma Good Ending path.

 

In order to clear this lock, you have to watch it play out first. Once you get the "To Be Continued..." message, save your game and return to your Flow Chart. Select the Lock No. 06 icon and replay this section. You'll be given a choice on where to go first...choose the Crew Quarters to clear this lock.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgWho Set Up Us The Bomb, Part 1 (H)(B)

Opened the seventh lock.

 

Story Lock 07 is located on the Sigma Good Ending path.

 

In order to clear this lock, you need to complete both the Dio Good and Alice Good Endings.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgWhy'd You Do That, You Dumas! (H)(B)

Opened the eighth lock.

 

Story Lock 08 is located on the Phi Good Ending path.

 

In order to clear this lock, you need to complete the Phi Game Over ending.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgWho Set Up Us The Bomb, Part A (H)(B)

Opened the ninth lock.

 

Story Lock 09 is located on the Phi Good Ending path.

 

In order to clear this lock, you need to complete both the Dio Good and Alice Good endings.

 

See Some Days You Just Can't Get Rid of a Bomb for more information on Story Locks.

 

http://www.ps3trophies.org/images/trophies/1773/416.jpgSome Days You Just Can't Get Rid of a Bomb (H)(B)

Opened the tenth lock.

 

Story Lock 10 is located on the Phi Good Ending path.

 

In order to clear this lock, you must complete the Luna Good ending.

 

Technically Story Locks come with natural progression of the game. As you're going through the multiple paths, you may run across a section that you can't pass and instead you'll get a "To Be Continued..." message. This indicates that you've run into a story lock. The only way to clear it is to get information from another path and come back to it later. If you're unable to clear a story lock, it will show up as a black box on your flow chart with a question mark. Once you possess the necessary information to clear the lock, it will change from black to blue.

 

Depending on the order you're playing the game in, you might already have the information needed to clear a lock when you come to it. If this is the case you won't get a "To Be Continued..." message, instead you'll just clear the lock as soon as you come to it.

Edited by Terminator
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Secret Trophies Cont.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgTears in the Rain (H)(S)

Saw Luna's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgThrough the Looking Glass (H)(S)

Saw K's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgBehind Blue Eyes (H)(S)

Saw Dio's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgIn Root Beer Veritas (H)(S)

Saw Tenmyouji's ending

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgAn Equal and Opposite Reaction (H)(S)

Saw Quark's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgSecret Agent Woman (H)(S)

Saw Clover's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgBest Served Cold (H)(S)

Saw Alice's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgArms Race (H)(S)

Saw Sigma's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/C23.jpgTime After Time (H)(S)

Saw Phi's ending.

 

See Fire and Ice for more info.

 

http://www.ps3trophies.org/images/trophies/1773/3EE.jpgFire and Ice (H)(G)

Saw the end. Or maybe the beginning?

 

There is a total of 22 endings in this game. Each character has a Good Ending and at least one Bad Ending. There's also the True Ending and the ending for another time. This game requires a lot of jumping around to get information from various paths. Some endings are story locked and require that you finish another path before continuing on the one you’re on.

 

See the Ending Path Guide and the Optimal Route Guide for the best paths to take for each ending.

 

http://www.ps3trophies.org/images/trophies/1773/3EE.jpgA Certain Point of View (H)(G)

Caught a glimpse of another time.

 

This is the True Ending and becomes available once you've completed all other endings. Once you've completed all character's good and bad endings, this option will become available on your Flow Chart on the bottom right. There are no escapes or puzzles just watch the story and this will unlock.

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Escape Guide

 

Welcome to the Escape Guide! Below you will find detailed walkthroughs for all 16 escape rooms. Spoilers are at very much at a minimum but I still hid everything behind tags just to be safe. You can combine this with the completed Flow Chart to get an idea of which puzzle is which when looking at your map.

 

Elevator (Puzzle 0)

[spoiler=PUZZLE0]Once you have control take note of your surroundings. To help us with our bearings, we're going to give some nicknames to the four walls. The wall with the door will be known as Door Wall. To the left of that, we have Baby Wall. Left again and opposite Door Wall we have ATM Wall. The last wall we'll call Old Wall.

 

Take a look over at ATM Wall. Examine the machine to get some dialogue. Take note of the box underneath it, this is your password box. While solving puzzles, you have the chance to obtain two passwords per room. One is a hidden file password that will give you a secret document. These documents provide a little more depth to the game. The second password is for escaping the room. It's possible to miss the hidden file password but you can't leave the room unless you have the escape password. Also note that the hidden files are gold on Hard mode and silver on Easy mode.

 

Now time to start getting out of the room. The top right corner of Old Wall has a poster, which you can tap to grab. This is going to be stored away for now. Next, let's take a look at the right corner of ATM Wall. Examine the red box, and the sign above it. Looks like you need a key to get into the box. You can find the key by zooming in on the fire extinguisher in the left corner of ATM Wall. Tap the small golden ring to obtain the key. Back at the red box, if you zoom in and tap the keyhole, you'll gain access to a box that contains some items. These are the ends of some tools we'll have to assemble in a minute.

 

To get the handles for our tools take a look first at Baby Wall. The handrail on the wall has two colored handles on each end. Tapping these will allow you to take them into your inventory. Old Wall has two more handles that you need to grab as well. We now have all the pieces for our tools.

 

Take a look at the right hand side of Door Wall. You should see an elevator control console, with a small grate at the bottom. Zoom in on this grate and you'll notice four different colored bolts, in various shapes. Go into your inventory by tapping the top left circle on your screen. You should have four handles and four ends. These are going to allow us to make four tools to unscrew the grate. Select a handle and combine it to an end to create a tool. Match the right color of the handle with the correct shape. To make it easy:

 

Yellow Handle + Triangle End

Blue Handle + Square End

Red Handle + Hexa End

Green Handle + Penta End

 

Equip a tool and unscrew the corresponding bolt on the grate. Once you’ve unscrewed all four, you'll get access to a box with a mini-game. You'll have to tilt your Vita to move the green block from the top left to the blue block at the bottom right. The puzzle isn't too difficult.

 

Once the puzzle is done, you get a Green Memory Card. You can pop this into the ATM machine to turn the screen on. We need at least one more memory card before anything is going to happen.

 

Take a look at Old Wall, Baby Wall and Door Wall. Each has numbered buttons, and a blue placard with a picture. Remember that poster we grabbed off the wall? You can look at it by opening your menu on the bottom left and tapping ARCH. Under the FILE section, you should see the poster. There are a bunch of babies, old people and random others. We need to remember the following info:

 

- There are 4 babies

- There are 7 old people

 

With this info, let’s punch in the number 7 on Old Wall, 3 (for Zero III...the name of the bunny) on Door Wall, and 4 on Baby Wall. This is going to reward you with a Blue Memory Card popping out of the top of the console on Door Wall. Plugging the BMC into the ATM will give you a hidden file password for the safe below.

 

Now we need one more memory card for the ATM machine. Go back to the Door Wall console and punch the number 0. You'll get the Red Memory Card. Plugging it into the ATM will give you the Escape password.

 

Plug the passwords into the safe, collect your goodies, and exit.

 

 

Lounge (Puzzle M-0)

[spoiler=PUZZLEM0]This room is set up like a little bar/lounge area. Let's identify our landmarks first. Face the blue door, with the Bar Area on your left, and the Globe on your right. These two areas will be identified as such. If you move to the left from the Bar Area, you'll come to a Red Couch. Move the left cushion of the couch to get an astronomy magazine. Take note of the Clock above it in the corner. Move left a little more until you come to the Safe. Zoom in on bottom of the shelf the Safe is on and open up the little cabinet here. You're going to get the Bartender's Note and some Golden Hands. Open up your FILES and take a look at the Bartender’s Note. We have a riddle!

 

TEXT OF RIDDLE

 

Hm...so which one is the liar? Take a minute to try and figure it out yourself...

 

Give up? The Son is the liar. Go to the Bar Area and pick up a few things. We need 3 Empty Glasses, Two Needles and a whole bunch of Alcohol. If you zoom in on the shelves behind the bar, you can take the majority of the liquor bottles. As you're grabbing them notice that they have names like Planet, Ocean, Green, Blue etc. Remember how the riddle talked about each member of the family liking certain colors and objects? We need to combine two types of alcohol to make one drink.

 

At first you'll notice that you can't combine then from your inventory. At the end of the bar that's closest to the couch, you’ll notice a small machine. Place a Martini Glass here and two types of alcohol at the top. Push the button on the machine, and you'll have yourself a drink! If you're not sure of what drinks to make, take a look back at the riddle. Since we know the Son is the liar, we can use the Mother and Father's clues to figure out the drinks we need to make. We’ll need the following:

 

- Red Planet

- White Island

- Blue Ocean

 

Once you have your three drinks, go back around to the side of the Bar Area that’s closest to the blue door. Below the shelves that you took the alcohol from, on the top of the bar, you'll see a screen, and three squares next to it from which you took the empty Martini Glasses. The drinks need to be placed in a certain order, something else that the riddle hints at. From left to right, place them in the following order: Blue Ocean, White Island, Red Planet. The squares they're on will turn blue and you'll get a hidden file password.

 

While you've been looking around the room, you may have noticed a few random pieces of the Globe. If you've been oblivious then go around and collect the following:

 

- 1 Globe Piece: On the alcohol shelves, hidden behind some of the bottles you can’t take

- 1 Globe Piece: On the floor in front of the Red Couch

- 1 Globe Piece: In the right cupboard under the Safe

- 1 Globe Piece: On the round table to the right of the Bar Area

- 1 Round Disc: On the round table to the right of the Bar Area

 

Once you have all five pieces head to your inventory and start assembling them to form a globe. You need to form the northern and southern hemispheres first, and then attach them each to the disc. Place the completed Globe in the stand on the round table. There are some words on the wall behind the Globe...to be honest I have no idea what they mean. I solved the next puzzle by trial and error.

 

Head to the Red Couch. Equip the Two Needles in your inventory and examine the Clock. You'll now enter a puzzle where you can move the hands of the clock to a certain time. If you take a look at that astronomy magazine, it talks about a lunar eclipse at 4:50. Go ahead and rotate the clock hands to this time. Little hand on 4, big hand on 50. The words are Green Sun.

 

Finishing the puzzle will trigger a beam of light towards the Globe, highlighting the letter M in red on the wall. Using the dialogue about lunar eclipses as a clue, and the text on the Globe and the Clock, we come up with three more drink names: Green Sun, Blue Planet, Red Moon. Go back to the Bar Area near the screen and grab the three drinks you left there earlier. Take them to the Drink Mixer but instead, look underneath to see a small disposal sink. Equipping each drink and tapping this sink will allow you to flush it and keep the empty glass.

 

Once you have three Empty Glasses again, make the three drinks you need for the next puzzle. Again they are: Green Sun, Blue Planet and Red Moon. Take the three drinks to the Bar Area next to the screen and place them in that order from left to right. The drink stands should turn green this time. Tapping the screen will give you the Escape Password.

 

Enter your passwords into the Safe, grab your goodies and exit.

 

Edited by Terminator
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Infirmary (Puzzle Y-0)

[spoiler=PUZZLEY0]This room can be easy and hard at the same time, if that makes sense. The puzzles aren't difficult but to get the password for the hidden file, you have to play on Easy and get hints from your team. Unfortunately if you want to get through this room in just one try, you have to play on Hard and just guess at the password...or follow this guide.

 

Start first by turning to the left and checking out the Bed, it's missing a patch of the sheet. To the right of it is a Scanner but that's useless to us right now. The Desk has a Metal Coin-Like Thing on it that you can take. Above it is a Monitor with a card reader. Turn right more to find a little table with a Bowl, and a Scalpel. You can take the Scalpel but not the bowl. Under the table, you'll find a Worn-Out Key and an Injection Gun. The Gun is useless to us so just take the Key. Go right from here to find a Medicine Cabinet. The middle-right shelf has a Jar Containing White Powder that you can pick up. The rest of the medicine serves no purpose.

 

At the bottom of this Medicine Cabinet, you'll find two sliding doors. The left side contains the Safe, the right side will give you a Memory Card for your inventory and a Note With Shapes on It for your Archives. Close the doors though take note that there’s a puzzle on the Medicine Cabinet, directly above the doors but below the medicine. We’re coming back to this soon. To the right you'll see a Diagram on the wall with a bunch of squares. We need two keys to unlock this puzzle, and we only have one. Continue going right.

 

You should eventually find a Sink. Keep turning to find Three Beds. The bed to the far back has a Metal Stake. Combine the Metal Stake with the Metal Coin-Like Thing to form a Pretty Key. The middle bed has some odd fabric sewn into it. Equip your Scalpel and cut the fabric out of the bed to get Dirty Fabric. Let's go back to that Diagram near the Medicine Cabinet.

 

You now have two keys in your inventory. The bottom corners of the Diagram have key holes. The Pretty Key goes on the right and the Worn-Out Key goes on the left. This is going to unlock a sliding puzzle. The objective is simple. You have two red, two blue, and two green blocks. You have to slide the blocks to their matching color and all at once have one red, one blue and one green block. The blocks do not lock into place so it can be tricky. Just keep sliding and you will get it eventually.

 

When you're finished you will get a completed diagram. Let's take note of a few things to make the next puzzle easier. The number of colored medicines are as follows:

 

Blue = 5

Yellow = 6

Red = 2

 

Go to that puzzle under the medicine cabinet. You have to enter corresponding numbers with each color. We got this info from the diagram. Plug in the numbers above, and the drawer will open. You're going to get a Note with colored Numbers added to your Archives.

 

You can take a look at your Archives for clues on where to go next. From here, we need to solve the Scanner puzzle by the bed. First head to the big monitor with the memory card reader, equip the memory card from your inventory, and insert it in the slot on the bottom right. The Monitor will give you another hint. Now go to the empty bowl on the table. Equip your Jar of White Power and dump it into the bowl. You'll get an Empty Jar. Take this to the Sink, turn on the Faucet, and fill up the Jar to get a Jar Containing Water. Next, take this back to the bowl and dump it onto the powder. You'll get some bubbles.

 

Take out the Dirty Fabric from your inventory and clean it in the bowl. You'll get Plaid Fabric. This will fit neatly into the spot on the first bed by the Scanner so put it there. In your Archives, examine the Colorful Note. Yellow is 3, Blue is 1 and Red is 2. Push the Red Button under the Scanner to turn on the power. You can now tap the Scanner to start the puzzle.

 

You have to scan areas of the bed to spell a word. You'll see that it's a five letter word, and we have five shapes. Two of these are conveniently labelled 4 and 5. The rest are just shapes. Remember the Colorful Note? That had colors but no shapes. The Diagram had shapes and colors. Pills were Blue, Triangles were Yellow and Bottles were Red so you need to tap the following shapes in order: Pill, Bottle, Mountain, 4, 5. This will spell "CURED". Hitting Check will give you the Escape Password.

 

Now, remember I said the hidden password is tough to find, because you can seemingly only get hints for it on Easy? Well, basically you have to spell the word "FOUND". We know where the U and the D are, but you have to hunt for the other letters. The F is in the top right corner block. The O is in the first column, fourth row. The U is the Bottle, N is Third column, fifth row and the D is the number 5. Plug this in to get the hidden file password.

 

Enter your passwords into the Safe, grab your goodies, and exit.

 

 

Crew Quarters (Puzzle C-0)

[spoiler=PUZZLEC0]This escape is a little different because it contains a bunch of rooms that you’ll have to travel between. I'll include the name of each room at the start so we know where we are.

 

ROOM 4

 

If facing the door, slightly to the left is a Bed, pull it down and examine it. On this bed and all the others take note of where the fabric is missing. Turn to the left until you see a table. On the table, you can grab Part of a Key that you can take. Examine the pattern above the table. This table has a drawer. To the left even more is a Locker with a keypad. We don’t have enough info to solve this puzzle yet. Keep going left and examine the Poster. Left even more and you’ll see a Phone. Leave Room 4.

 

ROOM 2

 

Let’s work to the left again. First we see another Phone. There’s a Locker with a keypad here too. There's a table that has a Small Piece of Metal you can take. In your inventory, combine this with the Part of a Key to form a Small Key. Examine the table and the pattern on the wall. Turn to the left again and examine the bed in this room as well. Leave Room 2.

 

ROOM 1

 

Examine the bed on the left. On the table to the left of the bed is a book on Schrodinger's Cat. There's a pattern on the wall here too. There's a locker to the left, and a phone by the entrance. Zoom in on the phone and tap the number 4 on the top right to get some info on the way the phones are connected. The buttons on the top correspond to room numbers. Call Room 4 to talk to Phi. She is going to give you a code... "**92". Next press 2 to call Alice. She will give you "25**". Put these together to get "2592". Notice the mirrors above. Let's plug in the mirror image of the password we just got..."2652". This will give us a Small Metal Pin.

 

Take the Small Metal Pin to the locker in the back of the room. Use it on the keyhole in the locker. This locker is now usable but we have to find out what to enter first. Leave Room 1.

 

ROOM 3

 

Room 3 is locked with handcuffs...use your Small Key on them to unlock it and enter. Going around the room to the left you'll see the phone, the locker, and the table. The table has a Box Cutter on it that you can grab. There’s another pattern on the wall here. Examine the bed, just like the other rooms. Go back to the locker...this one opens right up. Grab the Large Roll of Aluminium Foil inside. Combine this with your Box Cutter to get Aluminium Foil (Shapes). Do this combination 3 more times to get Aluminium Foil (Pattern 1), Aluminium Foil (Pattern 2) and Aluminium Foil (Pattern 3).

 

Equip the Aluminium Pattern 3 and go to the table. Slide the drawer open and place the pattern on the table. This will spell "LOCKER". Leave Room 3.

 

Room 4

 

Equip Aluminium Pattern 2, and put it on the table. You should get "3472" here. Go to the locker and tap the keypad to get a puzzle.

 

This puzzle works by taking the number at the top of the columns and adding it to the number in the row, for example if you see 3,6,0 at the top and 3,2,1 on the side...pushing the top left button will get you 6, the top middle will give you 9 etc. You need to enter 3472 using this logic. It shouldn’t be too hard.

 

In the locker you'll find a wall, inspecting it will get you a coin. Remember the poster from earlier? Use the Coin on the poster, this will give you a puzzle.

 

You have to scratch off the sections of the poster that correspond to the missing areas of the various beds. In case you forgot:

 

Room 1 = Right Knee

Room 2 = Left Elbow

Room 3 = Right Shoulder

Room 4 = Left Knee

 

The poster isn't exact but scratching in these general areas will help you solve the puzzle. This should give you a password. Circle 1, Triangle 9, Diamond 8 and Star 6.

 

Leave Room 4.

 

ROOM 2

 

Equip the Aluminium Pattern 1 and put it on the table to get the locker code "4985". Go over and open the locker using the same tactics as before. In the locker you can grab a Small Cassette Tape. Leave the Room.

 

ROOM 3

 

Equip the Tape and use it on the Phone. Leave the Room.

 

ROOM 1

 

Equip your last Aluminium Pattern and place it on the table. This gives us shapes in the following order: Circle, Star, Diamond, Triangle. From Room 4, we have 1986. Enter it to open the locker. This will give you the Escape Password. Don't leave yet.

 

Close the safe and enter. Go to the phone and type in 1986. You'll get an answer and a password...9861. Go back to the locker and enter this for the hidden file password. Enter both into the Safe in this room, collect your goodies and leave. You can exit from the door in the hallway.

 

Edited by Terminator
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GAULEM Bay (Puzzle M-1)

[spoiler=PUZZLEM1]Let’s take a look around the room. Right in front of you there is a Robot with the Safe right under it. To the top left of the platform the Robot is on, grab the little gold piece for a Chevron Block. The bottom left has a Radio, grab it. Zoom out from the Robot and look to the wall directly ahead. To the left of the Blue Door is a small Star Shaped Panel (SSP). If you turn 180 degrees around you’ll see another Blue Door, with the Escape Lock.

 

Turn left from the Escape Door and you’ll see some shelves. Examine the Toolbox to get a Rusty Key. To the left of the Toolbox is a Blue Battery. Turn left to the next set of shelves and grab another Chevron Block. You can combine this with your other Chevron Block to create a set of Combined Blocks. Above the shelves, is a Poster on the wall. Grab it to add "Poster With an Eye On It" to your Archives.

 

To the left of the shelf area you'll see three lockers. Open them all and examine the white coats. The right locker contains a binder that will give you a Frequency List in your Archives. The middle locker will drop another Chevron Block from the white coat. Combine it with your Combined Blocks to get Combined Blocks (Star). The left locker has a coat that will give you a Name Tag.

 

Turn left from the lockers to find a Monitor and a Keyboard. Grab the Radio from you inventory and examine the Cord laying on the desk. You can plug your Radio into this. We’re going to have a puzzle here. Let's take note of a couple things before we start. In your inventory, examine the ID Card you picked up. If you rotate the card, you'll notice something on the back that says "ID 11010" and the front says "HAROLD". In your Archives, you should have a Frequency List. If we find 11010 on here, we see a frequency of 400Hz. Let's start the puzzle.

 

To tune the radio you have to push the buttons on the bottom a total of 4 times and land on the right frequency. The single triangle moves the tuner 3 spaces, the double moves it 5 and the triple moves it 7 spaces. If everyone has the same puzzle as I did, then you'll have to move a total of 20 spaces to reach 400Hz. This can be accomplished by pushing the triple button twice, and the single button twice. No need to touch the middle button at all. Once you’re on 400Hz, hit Check and you should release a lock.

 

The bottom drawer under the computer should now be open, and you can grab a Tablet. Examination tells us that it needs a Battery...which we have but we have no way to unscrew the spot to insert the Battery. We'll get there in a minute. First continue circling the room until you come to a Console with a Red Button on it. Push the Red Button to find out it sounds like it wants to start something up but fails. Go back over to the Robot. Just under the Robot but right above the Safe, is a little button. Push it to light up the Robot. Now grab the Rusty Key from your inventory and zoom in on the top left of the Robot platform to see a small puddle of oil. Tap this and it should give you an Oil-Covered Key.

 

Use your new Key to open the Toolbox. You'll get a Bottle of Detergent, a Screwdriver and a Silver Key. In your inventory combine the Screwdriver with the Tablet, then the Tablet with the Battery. Examine the Tablet after this. You need more batteries.

 

Take the Silver Key, and go back to the Monitor/Keyboard/Radio. You can use the Key to unlock the top drawer now, exposing a Star-Shaped hole. Grab your Combined Blocks (Star) and insert it into the hole. Close the top drawer and open the now unlocked middle drawer to get a Handle. Take this Handle and go to that Star-Shaped hole on the wall next to the Entrance door. Inserting it causes a few more Robots to be lowered from the ceiling. Turn right from the Entrance Door and examine the Robots on the right side, one has a Red Batter. Combine the Batter with Tablet. A puzzle but we need more clues before we’re going to solve this one.

 

Head around the room to the Escape Door, notice that there's a console here. This is another puzzle that we’re going to come back to. Keep going around the room to the other set of Robots...one is wearing Boxers. Take them. Now in your inventory, combine the Boxers with the Detergent to get Boxers Soaked in Detergent. Go back to our original Robot and that oil spill we soaked the key in. Use your Boxers to clean it up. This will reveal a small sign that says 120V. We can now do the Console Puzzle by the exit!

 

To solve this puzzle, tap the yellow screen. You need to rotate the different sections to get 120 Volts flowing from the left, to the right side. It’s not that hard. I combined the 35, 10, 30, 40 and 5 sections to get there.

 

Once the puzzle is solved, we get the power running. Go back to the Red Button and push it. This is going to light up the eyes of the Robots all around the room. Not all the eyes are lit up though. Remember the Eye Poster in our Archives? Open it up. We need to create a word, depending on which eyes are lit up.

 

Top Row: RB EM EA IC ON NI

Bottom Row: OS CF EN HC OE PE

 

Using the poster letters and whichever eyes are lit up, we can form a phrase. The top row corresponds to the left side robots, going from left to right. This gives us: BEACON. The right side corresponds to the bottom row of letters but we need to go from right to left. We get: OFHOPE.

 

BEACON OF HOPE

 

This is the password to our Tablet. Examine it in your inventory, and enter BEACONOFHOPE as the password. This gives you the Escape Password. You get a lot of stuff after punching this into the safe: a Floor B Map, Moon Cards, a Note, a Plug Key and the Escape Key.

 

Don't leave yet if you still want the hidden file. The Eye Poster gave us 24 letters. The password was 12, leaving 12 letters left over, if we take the letters we didn't use, we can spell:

 

REMINISCENCE

 

Punch this into your Tablet for the Hidden File password. Grab it from the Safe, and you’re clear to leave the room!

 

 

Rec Room (Puzzle M-2)

[spoiler=PUZZLEM2]When you start there's a Pool Table directly in front of you. To your right is a Jukebox and to the right of that, you'll see Three Frames. Go right even more, past the Entrance Door, to see a Bunny Ride. You can grab the Extension Cord on the floor. Attached to the Ride is a Blue Box with a lion and a keyhole. Turn to your right to the poster on the wall. You can grab this to add “Poster with Pool Balls On It” to your Archives. Right below this is the Safe. To the right, you're going to see the Escape Lock and a Light Switch next to it. Leave both alone for now.

 

To the right of the Escape Door, you can grab some Billiard Balls. Inside the little Fridge, you'll find some Luminol and a Scrap of Felt. You can take both of these. Go right to find a Dartboard. Grab the poster on the wall to add it to your Archives. To the right you can zoom in on the Knights. Examine the Console first. Press the Triangle Button to activate the Knights. Nothing really happens though. Let's hit the Red Switch to turn it Green. Turn around to where the Light Switch was, and flick off the lights. The Knights now have shadows. Examine them to learn that one of the Knights is holding the wrong weapon. Turn the lights back on.

 

Let's grab some items from these Knights. The one on the left gives up a Pool Cue, the second one gives a Lance. Trade the Lance to the third Knight for his Axe. Give the Axe to the second Knight. Now hit the Triangle Button on the console again. You should hear some glass breaking, the shield on the third Knight is broken thus revealing an Allen Wrench for you to take.

 

At the Pool Table, equip your Scrap of Felt and tap the table to fix it up. Bust out your Luminol and tap the table to spray it. Quickly turn off the lights to reveal letters near each hole. Turn the lights back on. Now grab your Billiards Balls and put them on the table to start a mini-game.

 

This one can be a little tough to figure out at first. There are 6 holes, and 15 balls. Each hole represents a letter, A-F. Each letter is a color...either solid or striped. We need to figure out which balls go into which holes. We already know that the bottom right corner is E...in our diagram, we see that E is a solid color. Pull out your Billiards Poster from your Archives. Take note of the colors, numbers, and solid/stripe patterns. I've jotted them down below...a - next to a number indicates it’s a stripe (you could also just remember that any number 1-8 will be solid and 9-15 will be striped):

 

Yellow: 1, 9-

Green: 6, 14-

Orange: 5, 13-

Purple: 4, 12-

Red: 3, 11-

Brown: 7, 15-

Blue: 2, 10-

Black: 8

 

Based on the diagram, we know the following:

 

A = Purple = Solid = 4

B = Yellow = Solid = 1

C = Orange = Striped = 13

D = Blue = Solid = 2

E = Green = Solid = 6

F = Yellow = Striped = 9

 

Now as for where to put them...that's why we sprayed the table! Here's the solution if you still can’t figure it out:

 

A = 4 = Top Right

B = 1 = Bottom Left

C = 13 = Top Left

D = 2 = Middle Right

E = 6 = Bottom Right

F = 9 = Middle Left

 

Solving the puzzle gets you some Dart Tips. Are you ready? Because this part makes total sense...combine the Cue Stick with the Allen Wrench to form a Key With Circular Tip. Go to the Bunny Ride and use the Circular Key to open the Blue Box. You'll be rewarded with some coins. Use the Coins on the Lion Head to see a humorous scene. You'll also get a Photo of K after. The photo has a code on the back that says "Z9, D1".

 

Edited by Terminator
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Rec Room Cont. (Puzzle M-2)

[spoiler=PUZZLEM21]Go back to the Jukebox and equip your Extension Cord. Tap the Jukebox to plug it in. Put some coins in the slot. Once the Jukebox lights up, punch in Z9 and grab the Gold Record at the top. Then punch in D1 and grab another Gold Record. These go in the Frames to the right of the Jukebox. The left and right Frames can be opened to hold these Gold Records. This will unlock the middle Frame, giving you a Dart Case.

 

Combine the Dart Tips with the Dart Case to make Darts. Take another look at the Dart Case first. Notice that the Red Target is smallest, Blue is medium, and Green is the largest. It also says: "Score: 91". This will make sense in a minute. Let’s head to the Dartboard for another mini-game.

 

You have to score a 91. The scores have to go in order of Red, Blue, Green. For example, if Red is 18...Blue has to be higher, and Green even higher than that. Open up your Archives to get some info on the game from the Darts Poster. Looking at the Dartboard, the outer ring gives you numbers...if you score in that wedge, you get that score, multiplied by whatever ring you’re on. The outermost colored ring is x1, the next ring in is x2, and the next in is x3. The bullseye is useless to us. We need 91 in increasing scores from Red, to Blue to Green.

 

If you can't figure it out, here you go:

 

Red = 18 (6x3) = In the 6 wedge, hit the red spot on the innermost ring.

Blue = 33 (11x3) = In the 11 wedge, hit the blue spot on the innermost ring.

Green = 40 (20x2) = In the 20 wedge, hit the green spot on the middle ring.

 

This will give you 91 and your prize is the Escape Password.

 

To get the hidden file password, you play the darts game again. Reverse your scores with Red being the highest and Green being the lowest, but still totalling 91.

 

Green = 24 (8x3) = In the 8 wedge, hit the green spot on the innermost ring.

Blue = 33 (11x3) = In the 11 wedge, hit the blue spot on the innermost ring.

Red = 34 (17x2) = In the 17 wedge, hit the red spot on the middle ring.

 

Punch in our two passwords to the Safe, collect your goodies and exit.

 

 

 

Pantry (Puzzle M-3)

[spoiler=PUZZLEM3]This room is a little tough to get your bearings in. On one wall you’ll notice two Blue Doors with a Faucet in the middle. To the right of that is the Escape Lock. Turn to the right to see a small machine on the floor with a 5x5 Grid, we’ll call this the Dolly. Slightly to the right is the Safe and a little more right is the Ice Machine. To the right again, are some Boxes and further to the right is the Drawer Wall. Turn right some more to see a Calendar on the wall...tap it to add it to your Archive. There's a note on the back of the Calendar. To the right of that you’ll see a screen. Tapping it will cause it to light up. This is a puzzle but obviously we need some clues before we’ll get our answer.

 

Ok let’s grab some items. The bottom of the Dolly has a few boxes we can pick up. They are going to be 4 Empty Boxes, labelled Acidic Water, Basic Water, Basic Water, and Neutral Water. You'll also see a drawer on the right side. Open it up to get a Metal Piece. You'll also obtain the Waaaaarm Drawer. Under the drawer you'll see a few post-its with some fractions/dates on them.

 

To the right of the Safe we can grab an Empty Glass and Button Parts. On the bottom right of the Ice Machine you’ll see a small diagram. Examine each part to get some info on where to go from here. Go into your inventory and combine the Button Parts with the Metal Piece to make a button. Place this into the hole next to the Red and Green stickers. Push the button to unlock the Ice Machine.

 

Zoom out and tap the Ice Machine to open it up. You're going to play an ice sliding mini-game. You have to slide the Cube at the top into the hole by tilting your Vita. Each cube can only be moved a certain number of times before they lock into place. Not too difficult.

 

Here's a solution for the ice game from MainComptonese:

 

1st ice cube:

Right, down, left

 

2nd ice cube:

down, right

 

3rd ice cube:

down, left

 

4th ice cube:

right, down, left, down

Grab the Ice Cub from the top of the Ice Machine when you’re done. Go to your inventory, and examine the Waaaaarm Drawer...and then combine it with the Ice Cube. Stick the Drawer back into the Dolly. A little bit of time will pass and once you open the Drawer back up, you'll be able to grab an ID Card. Zoom in on the monitor on the Dolly and insert the ID Card into the slot. Hm...looks like we need to do something else here.

 

To the right, inbetween the two shelves of boxes, you'll see a small corridor. Zoom in here to get access to the Cabinet. Open the door to obtain Nutritional Balance Chart and Staff Nutritional Chart. This Cabinet moves. You need to look to the bottom left to release two red buttons on the wheels. Do the same thing on the bottom right side. The Cabinet will move, and you’ll have access to the right side.

 

You’ll now get the pH Scale and the pH Detection Chemical. Let's head over to the Faucet, and with the Empty Glass equipped, tap the Faucet to fill it up. You should now have a Water Filled Beaker. In your inventory, combine the WFB with the pH Detection Chemical. You're going to get a greenish colored water now with a pH of 6. Take note of what Alice and Clover say. We had the Faucet set to 0, and we got a pH of 6. So if we set it to +1, we'd get a pH of 7. -1 would give us a 5.

 

In your FILES take a look at the pH Scale. 10 is a Base, while 4 is an Acid. Our current 6 is just below Neutral. Head back to the Faucet. Remember the Empty Containers we grabbed earlier? Let’s fill them up. Equip the Neutral Container, set the Faucet level to +1, and tape the Faucet to fill it. Do the same for the Basic Containers (use +3) and the Acidic Container (use -2). Once you have all 4 containers full, return them to the bottom of the Dolly where you got them.

 

Now...remember those post-its on the bottom right of the Dolly, under the drawer? These are dates. The Drawer wall is actually a giant Calendar. using the dates on the post-its, we have to match them up with their coordinates on the wall, using the Calendar in your FILES. Sections 123 are for January, February, and March. 456 is April, May, and June...and so on. Each section has 7 columns labelled A-G, and 14 rows. Using the Calendar, we decipher the following coordinates:

 

1/13 - 123 E 3

3/27 - 123 B 14

5/7 - 456 A 7

7/30 - 789 A 6

11/11 - 101112 G 6

 

Go back to the area where you grabbed the Calendar off the wall and tap the screen. Start entering the coordinates above and you’ll notice that boxes are opening up on the Drawer wall. Enter all the coordinates, and then go claim your Rations. Head back to the Dolly, equip each Ration and put it in it's place...then the screen will light up and give us a puzzle.

 

Using the Staff Nutritional Chart and the Nutritional Balance Chart we received earlier will make this puzzle a lot easier. Basically you have to sort the rations in a way that provides the appropriate balance to each column. One column might need a lot of Protein but very little Fat...you need to use the Staff Chart to figure it out. Each meal has a certain nutritional value, which is listed on the Nutritional Chart.

 

If you can’t figure it out, here's how you need to sort them:

 

Column A = Orange, Blue, Green, Purple, Yellow

Column B = Yellow, Blue, Green, Green, Yellow

Column C = Orange, Orange, Green, Purple, Yellow

Column D = Orange, Blue, Blue, Green, Purple

Column E = Blue, Orange, Purple, Purple, Yellow

 

The screen will reveal the Escape Password. Punch it into the safe to get some Keycards, a Map, and the Escape Key. You don't want to rush for the exit just yet. We have to get the Hidden File. In your FILES you should have a note that you picked up earlier that has a clue. It'll say "THE DAY THE MAN WAS ABDUCTED". You can search everywhere for a meaning to this but it was actually given to you earlier.

 

The only man in your group is Sigma. If you were paying attention to his flashbacks, you'll remember he was abducted on Christmas Day.

 

12/25 = 101112 B 13

 

Go back to the console puzzle that gave you the Rations and enter these coordinates in to get a Safe Password. Entering it into the Safe gives you the Hidden File! We can now leave the room by using the Key on the Lock.

 

Edited by Terminator
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Pressure Exchange Chamber (Puzzle Y-1)

WARNING: There have been reports that the game can crash whilst in this room and can result in a corrupted save file. Thus far all the reports I've seen have been for the 3DS version, but that doesn't mean the Vita version is immune. I highly recommend backing up your saves before attempting this escape.

 

[spoiler=PUZZLEY1]From the start, tap the lift directly ahead of you. Once you're in you can use the buttons to go up to the second floor. Once you're off the elevator turn to the left to spot some lockers. you can open the second from the left to reveal some Hazmat suits which you'll eventually put on. Back out of the lockers, and turn left to see some pipes...keep going left to see the Safe. To the left of that is a little bench. Tapping here will add an Instruction Manual for the Outside of the PEC Door to your Archives.

 

Take note of this bench, particularly where the tear is and the shapes in relation to the tear. If we keep the tear to the bottom left corner, the shapes on the left column, in order are: Trapezoid, Arrow Pointing Up, Cylinder. The right column has: Diamond, Star, Two Triangles. Turn left to see the Escape Door. Turn Left even more and you'll notice a strange little hole in the wall with a puzzle. We'll come back to this later. Head back to the lift, and go to the bottom floor.

 

From the lift turn left to the pressurized door, you'll have to solve a puzzle to open it up. Basically, you have to connect certain dots with others. The path you use, cannot cross with another path. You can check your archives for the PEC: Outside document to get some hints. You need to connect Red with Orange, Yellow with Green and White with Black to open the door.

 

Once you have the door open, you'll be on the other side of the glass wall. Turn right first to find a bench. Grab the Tablet here. Now take note of this bench, just like we did before. With the tear in the bottom left corner, the left column has: 6, 4, 2. The right column has: 3, 1, 5. This will come in handy in a few minutes. Turn right and tap the door here for some dialogue. This is also going to cause the room to decompress. No big deal, let's just keep exploring.

 

Turn right to notice a box on the wall with a red wire coming from it. There are some flimsy panels here but we can't do anything with them yet. Continuing to the right, you’ll see a weird, giant model of Zero Jr. Creepy. Turn right a little more to find a console. You can grab a Small Key here. You need to use this console to return the pressure to normal, but first it needs some power.

 

With your key equipped use it on the giant model of Zero Jr. this is going to pop it thus shaking the whole room. Grab the Zero Jr. Doll that comes out. Turn left to those flimsy wall panels from before, you can now remove them. This will reveal a whole set of wires. You need to get the power from the far left, all the way to the right. First, notice on the bottom that there are 2 yellow and 2 purple items. Grab these to add Laser Emitter (Yellow) and Laser Emitter (Purple) to your inventory. Turn to the leftmost panel.

 

This first panel is already taken care of. The second panel is as well. In the third panel use a yellow laser emitter on the yellow spot. Now on the right side of this left panel, attach a purple laser emitter to the top purple spot. Now attach a purple laser emitter to the bottom purple spot in the third panel, and a yellow one to the middle yellow spot. This will fully power the console. Tap the console to return the pressure to normal.

 

Zoom out from the panel and tap on the glass to your right. You need some help from the character on the other side of the glass. Direct the character to pick up the binder under the barometer. The barometer is the machine to the right of the cardboard box. This will add another instruction manual to your Archives. Head back to the door you came in. You'll need to solve another puzzle to get out.

 

In your archives check PEC: Inside to find out how to solve this. Connect White with Purple, Yellow with Red, and Blue with Green. Connect the dots and head back to the other side.

 

First take out your Small Key and use it on the lockers directly opposite the pressurized door, it will open the rightmost locker. In here grab a journal to add some notes to your Archives. Now head to the lift and go in but don't go up. On the bottom of the lift controls, you probably noticed a puzzle. Due to our thorough examination of the benches in the PEC, we know how to solve the puzzle.

 

The glass says: "25113" on it. There are five numbers and five shapes. You have to match the shapes with the numbers. The bench on floor two had the shapes, and the bench on floor one had the numbers. Combine these to figure out that:

 

1 = Star

2 = Cylinder

3 = Diamond

4 = Arrow

5 = Two Triangles

6 = Trapezoid

 

If your code is 25113, you need to make sure your shapes are Cylinder, Two Triangles, Star, Star, Diamond. This will solve the puzzle and net you another Small Key from behind the glass. Exit the lift, go back to the lockers, and use the Small Key to open the middle locker. You can grab a Small Protective Suit. Combine this with the Zero Jr. Doll to get Zero Jr. in Suit. Now head back to the lift, and go up.

 

Back on the second floor, head to that small cubby area. You can place the Zero doll on the seat here. Take out your Tablet and plug it into the cord coming out of the machine here. You’ll have a puzzle here.

 

You’re going to have to enter a three digit code here. Notice the left side looks like a number 8. If you tap a section, you'll reveal it's color. There are seven sections with the following colors: Green, Cyan, Red, Black, Blue, Yellow, and Purple. Make note of where each color is in each section. Open your Archives and find the Paper with Colorful Picture. Each row is missing some colors.

 

Row 1 is missing Green

Row 2 is missing Purple and Red.

Row 3 is missing Red and Blue.

 

Go back to the puzzle. If you find the Green section on the number 8, and cover just the Green section, you’ll see that your number changes from an 8 to a 6. Cover up Purple and Red to get a 2. Cover up Red and Blue to get a 3. Plug 623 into the machine to get the Escape Password. Don’t leave yet.

 

Notice in between the Zero and the Tablet that there's a colorful decal here.

 

Row 1 contains Green and Purple

Row 2 contains Green and Purple

Row 3 contains Cyan, Green and Purple.

 

Go back to the figure 8 puzzle. This time, the sections we're covering up will reveal letters. Cover up Green and Purple to get 1. Add Cyan to the mix to get a 7. Punch in 117 to get the hidden file password.

 

Enter your passwords into the Safe, collect your goodies, and exit.

 

 

Laboratory (Puzzle Y-2)

[spoiler=PUZZLEY2]The Safe is right in front of you. To the left of it, on the table is a small console looking thing. Zoom in on it, and then tap the Jar to get two Empty Capsules and some Seed. Above that you’ll see two binders. The left one will add Steps for Dissecting a Frog to your Archives. The right one will give you Hydroponics Research 1 and 2 in your Archives. To the right of the Safe, you'll find a Microscope. On the table next to it you can grab more Seed.

 

Go around the room to the right. You're going to see a set of Pipes, with some numbers and various colors. We’re not ready for this puzzle yet, so keep searching the room. To the left of that Pipe puzzle, you'll see a nook in the wall where you can grab more Seed and a binder that will add DNA Extraction Instructions to your Archives. There’s also a Blender here. To the left of this area, you'll see a set of Shelves. There’s some Seed on one of the bottom shelves. At the top of the Shelves, you can grab some Saline Solution and a Frog. The bottom right side of the Shelves will have a Root. This is it for the right side of the room.

 

Back at the Safe go left. You'll see the Escape Door here, keep moving. In the first Cubby area you'll see a Scalpel so grab it. To the right of this area is a Waste Sink, on the bottom right grab some more Seed. You now have everything you can pick up in this room for the time being.

 

Staying at the Waste Sink area, equip the Frog and tap the sink to drain the ethanol. Zoom out from the sink and grab the Liquid Waste Tank at the bottom. Now equip your Scalpel and tap the Frog on the counter. Grab the Blue Capsule that comes out of the Frog. You can take this right over to the Microscope and drop it in.

 

Go to that set of Pipes and start the puzzle, it's really easy. Any spot that you can turn the levers, just tap them once so that they all point down. Then pull the breaker on the right hand side. The small light above each number should be Blue and not Red. This is going to unlock the Seed puzzle.

 

Research has shown that there is a distinct and repeatable relationship between the fluid used and the type of seed. These relationships can be characterised in the following manner:

 

- The long seeds failed to germinated in three of the fluids.

- Round seeds in fluid B (yellow) and fluid D (Cyan) failed to germinate.

- None of the marked seeds germinated if put in fluid C (Green).

- Non-marked seeds failed to germinate in fluid A (Red) or fluid B (yellow)

- When the striped seeds were put into fluid D (Cyan) and fluid E (Blue), only one of them failed to germinate.

 

Use your high class riddle-solving skills to come up with the answer. Note that you can check any time to see if what you currently have is right. Any right pairings will give you a Green light and wrong pairings give a Red light. If you can't get it then look below:

 

Round, plain = Green

Long, striped = Yellow

Long, plain = Cyan

Round, half = Red

Round, stripe = Blue

 

Your reward is a Red Capsule. Drop it into the Microscope with the Blue Capsule from earlier.

 

Edited by Terminator
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Laboratory Cont. (Puzzle Y-2)

 

[spoiler=LAB2]Go to the Blender. Take out your root and throw it into the Blender, then pour the Saline Solution into the Blender. Next equip the Liquid Waste Tank and pour some Ethanol into the Blender. Now equip an Empty Capsule and grab the DNA from the Blender to get a Green Capsule, pop it into the Microscope. Now go ahead and examine the Microscope for another puzzle.

 

The DNA puzzle is a lot of trial and error, no real strategy. I would start with lining up the bottom block. Once that's in place focus on the top two. This should be a piece of cake. Remember that A has to touch T and C has to touch G. Your reward is the Escape Password. We still need to do a couple more things before leaving though.

 

You still have a lot of Seeds in your inventory. Go back to the Blender, and equip any of the Seeds. Tap the Blender and you'll end up putting all the Seeds you have into it. Next put in the Saline Solution...then the Ethanol...and finally, scoop it out with the Empty Capsule to get a Yellow Capsule. Pop this into the Microscope to get a password...no puzzle required!

 

Enter both passwords into the Safe, collect your goodies, and leave the room.

 

 

B. Garden (Puzzle C-1)

[spoiler=PUZZLEC1]If you turn to the left, you can see the safe, the Escape Door, and a Panel on the wall. There’s nothing else here so tap the blue arrow on the walkway to move to the next area. Look to the left and grab the Metal Rod sitting on the bench. Notice the Waterfall near the bench. The walkway goes under it. There’s a Console here with three red buttons. Go to the right and inspect the little shack area. You can grab a Large Shovel here and a Bronze Key. There's nothing else here so tap the next arrow to move on.

 

Turn to the left to see a Garden Map so inspect it then move left to see a flower pot, inspect that to get a Silver Key. To the left of the flower pot is a small garden. On the ground to the left is a pepper...inspecting it gets you a Yellow Coin. Tap the blue arrow to inspect the next area. There's a small pool here. Behind it you can grab a Metal Detector. The tombstone here has a keyhole but we don't have a key that fits yet. The pool has a lion mosaic on the bottom. Inspect the various things around here...white flowers, trees then turn left until you see the Scale. Grab the Gold Key from the right plate and the Small Knife from the left plate. Open the drawer on the scale to get a Piece of Metal. Combine this with the Metal Rod to create a Lever Handle. Use your Shovel on that Skunk Cabbage to dig up a Box With Gold Lid. Combine this with your Gold Key to get a Torn Scrap of Paper.

 

Go back to the garden and use your Metal Detector on the middle section. You’ll dig up a Freshly-Excavated Onion. Combine this with your Small Knife to get a White Coin. Examine the left section of Tomatoes with the Metal Detector equipped to get a Freshly-Picked Tomato. Combine it with your Small Knife for a Red Coin. Now take the Metal Detector to the right section of cucumbers to get a Freshly-Picked Cucumber. Again combine it with the knife and get a Green Coin. Take a look at the garden map again. We have the Gold Box, so let’s find the other two. Go back to the section with the Waterfall. Face the area you just came from and you'll see a greenish rock on the right hand side. Pull out your shovel and dig here to get a Box with Bronze Lid. Combine it with your Bronze Key to get another Torn Scrap of Paper.

 

Go back to the very first area. There’s a tree here, with a mushroom on the ground. Use the Shovel on the mushroom to get a Box with Silver Lid. Combine this with your Silver Key to get a Doubly-Torn Scrap of Paper. Combine all three scraps in your inventory to get Paper With Dots. Take out the Lever Handle and use it on that wall panel we saw earlier. This will cause it to change to night. Go back to the third area (with the small garden and potted plant) and you’ll see some shapes are now lit up in the water. There are five stars. Go back to the waterfall area to find a Purple Star. The garden area has a Blue and Yellow Star and the pool area has a Green and Red Star. Pay attention to the sizes of each.

 

Red = Biggest

Blue

Yellow

Purple

Green = Smallest

 

Head all the way back and turn the lights on.

 

Go back to the pool area, and examine the scale to get a puzzle.

 

First, fail five times to trigger an animation of the scale throwing the coins everywhere. Be careful here. If you fail the scale puzzle too many times, the difficulty will automatically change to Easy. This really isn’t a puzzle, you don’t need to solve anything here. Your mission is to find the heaviest to lightest coin. The order is: Green, Yellow, White, Red.

 

Head back to the waterfall and the control panel. The Paper with the Dots tells you how to hit the red buttons. Rotate the paper so that the red arrow is pointing down the left side. Imagine three columns. Press the buttons in the order you see them, going down the paper. The order is: Left, Right, Right, Left, Center, Center, Right.

 

This will open up the area behind the waterfall. Now we need to put our coins in from lightest to heaviest so going reverse from what we have above...Red, White, Yellow, Green. This will open a puzzle.

 

We have to press the star buttons in the correct order. Let’s start with largest to smallest. We got this info when we examined the stars with the lights out. Enter Purple, Blue, Yellow, Green, Red. This will give you the Escape Password. Don't leave yet. To get the hidden file password, play the Star game again and enter Red, Blue, Yellow, Purple, Green. You'll now have both passwords.

 

Enter them into the Safe, collect your goodies, and leave the room.

 

Edited by Terminator
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Treatment Center (Puzzle Y-3)

[spoiler=PUZZLEY3]Go right from the start to see a Green Door. This gives you a password puzzle. We'll come back. Keep going right until you see a Clock. Examine it for some dialogue. There are a number of things going on with this Clock, but nothing we can do yet. Go down to find the Safe. To the left of the Safe is a binder that adds Instruction for unlocking the Pod Room to your Archives. To the right of the Safe, you can grab a Tablet. Zoom out, continue right around the room to find the Escape Door. To the right of that is a Plant...it'll be added to your inventory as Withered Plant. Keep going right to find the Fish tank with some jellyfish. Head Right even more and you'll see a painting of a Lion.

 

Go right some more, past the Entrance Door to see a Monitor on the wall. Tap the Monitor and you'll push the button underneath. Tap the screen again to add Image of a Board Game to your Archives. To the right of the Monitor is another Plant. This will add Healthy Plant to your inventory. Let's go all the way back to the Green Door.

 

Check your Archives to read the Door Puzzle Instructions:

 

- The door is protected by a 4-digit password.

- You can use the HIT/BLOW count hints displayed on the screen to figure out what the four digits are.

 

* If one of the numbers you select is in a number in the password and in the right place, that will add to your "HIT" count.

 

* If one of the numbers you select is a number in the password but is not in the right place, that will add to your "BLOW" count.

 

- You get ten tries for each password.

- If you exhaust your ten tries, the password will reset.

 

This puzzle is tough and there isn't a solution I can give, because the password can change each time. You have 10 tries though on the current password. I started with 1234 and if then tried 1256. Eventually I got 4 BLOWS, which meant I just needed to rearrange my numbers. Write down every combination you try and the results. This will help you out a ton.

 

Solving the puzzle will let you into the Pod Room. Start by turning left and checking the screen in the corner...nothing. Pod 3 is right here. Tap it to find out you might be able to open it up. You can do so by tapping the round handle on the side. Flip it open...there's a clue on the back of the lid that says 11:1. Close this pod. Check out Pod 2 to find a Silver Key. The lid has a clock that reads 6:20. Close the pod. The last screen seems usable. Keep this in mind. Open Pod 1 to grab a White Key. No clue on the inside cover...but there is one on the outside that you’ll see when you close the pod...a clock that says 7:15. Exit the Pod Room.

 

Take out your Silver Key and use it on the Fish Tank, you're going to get a puzzle here.

 

This is really easy. Move the Purple one to the top. Start by moving the Yellows down to the bottom, and all the way to the right. Now you should be free to move the Purple to the exit. You'll get an Artificial Jellyfish. Examine the Artificial Jellyfish in your inventory to change it to a Circular Tile. Go to the Lion painting and insert the tile into his mouth. This is going to reveal a Laser so head to the Pod Room real quick. Open Pod 3. The laser should be shining on it, giving you a slightly different time than before...0:15.

 

Let's go back to the Clock, use the White Key to open it up. Grab the green thing to get a Chip With NO1 Written On It, equip this and head to the Pod Room then insert this Chip into the leftmost screen. You'll get some instructions that you have to treat and freeze vegetation. Good thing we have plants.

 

Take out the Withered Plant, open Pod 1 and place the plant in the pod. After it’s done, you'll get a Red Memory Card. Equip the Healthy Plant and put it in the pod. Now you'll get a Green Memory Card. Exit the Pod Room. Take your Green and Red Memory Cards and head to the Clock. Insert them into the slots on the lower right. Two hands will form, pointing to 4:05. We should now have a total of 4 times:

 

Pod 1 = 7:15

Pod 2 = 6:20

Pod 3 = 0:15

Pod 4 = 4:05

 

Inspect the Tablet in your inventory. The screen will say:

 

"Four pieces for the first password. One piece for the second password".

 

If you go to your Archives and open the Instructions for Dice Game, you’ll see a game board. In the middle is an H and an M. The M has a clockwise circle, the H has a counter-clockwise circle. The H stands for hours, the M for minutes. Starting with the first time, 7:15. That tells us 15 spaces clockwise, 7 counter-clockwise.

 

Pod 1 = 7:15 = P (We move 15 clockwise, starting with the top left corner, and then reverse direction to go 7 spaces counter-clockwise)

Pod 2 = 6:20 = A

Pod 3 = 0:15 = S

Pod 4 = 4:05 = T

 

The password PAST will get you the Escape Password. We still need the hidden file password though. Go back to the Tablet and pull up your game board again. Let’s play the game a little differently this time. Instead of starting at the top left corner each time, let’s start where we left off. With our last letter.

 

Pod 1 = 7:15 = P

Pod 2 = 6:20 = O (Start at P)

Pod 3 = 0:15 = U

Pod 4 = 4:05 = R

 

Punching POUR into the Tablet gets us the hidden file password. Let’s collect our Safe goodies and leave this room.

 

 

Archives (Puzzle C-2)

[spoiler=PUZZLEC2]Notice that the Safe is right near the Escape Door. From the start, look right to spot a Blue Book. Grab this. Keep going right to see a Red Book that you can take. To the right again is an Orange book. And once more to the right you can get a Green Book. Examine each book in your inventory and spin them around to get the clues on their backs. We can place the books back into the empty shelf spots where we took them but we need to put them in a different order, using the clues on the back.

 

Going from the leftmost shelf to the right: Red Book, Blue Book, Green Book, Orange Book. This will move the shelves. You can now tap the Stuffed Lion on the top shelf to add it to your inventory. Examining it will give you a Memory Card. Now, the door you’ve been facing is the Escape Door. Turn to the left to notice a small box on the ground. Zoom in to grab the Green Die. Zoom out and go left to see a desk. Here you can take the Blue Die, Music Box, Notebook Paper and Blue Ink. Go left from here to see a scale. Grab the Red Die. Open the drawer under the scale to get a Screwdriver. Touch the scale to start a puzzle.

 

You have to measure the dice and the weight to determine the weights of each. You can use the following combinations:

 

- Place the Green Die on the left, and the 50g on the right.

- Place the Red Die on the left, 50g on the right.

- Blue Die on the left, 50g on the right.

- Green Die on the left, Red and 50g on the right.

- Blue Die on the left, Red and 50g on the right.

- Blue Die on the left, Red and Green on the right.

 

What does this tell us? The Red Die and the 50g weighed the same so the Red Die weighs 50g. The Green Die weighed the same as the Red Die combined with the 50g, so the Green weighs 100g. The Blue Die weighed the same as the Green and Red combined so the Blue weighs 150g.

 

Red = 50g

Green = 100g

Blue = 150g

 

Go back to that small box on the floor. Notice the picture here indicates: Blue + Green x Red. Let's use some basic maths to fill out the problem.

 

Blue + Green x Red

150 + 100 x 50

150 + 5000

= 5150

 

Tap the lock on the box. You have to enter a 5 digit combo. Enter 05150 to unlock the box. Grab the Book With Bookmark from inside. Let's go to our inventory to check some of this stuff. Combine the Screwdriver with the Music Box to get a Cylinder. Combine this with the Blue Ink to get a Cylinder Covered in Ink. Combine this with the Notebook Paper to get a pattern added to your Archives. Examine the book you just got to add a Bookmark to your Archives.

 

Head to the middle of the room and examine the console here. Equip your Memory Card and tap the screen, you'll get a puzzle here.

 

First open your Archives and take a look at the file marked Report. If you look closely you’ll see the dots aren’t just random, but actually represent dice. Take a look at the Bookmark to get a look at how the dice should be placed. Let’s place them in the following order:

 

Assuming the left side of the paper is the starting area.

 

First spot = Green Die, 3 facing up

Second spot = Blue Die, 1 facing up

Third spot, top = Red Die, 2 facing up

Third spot, bottom = Green Die, 4 facing up

Fourth spot, top = Blue Die, 6 facing up

Fourth spot, bottom = Red Die, 5 facing up

 

This will give you the Escape Password. Don't leave yet, play the dice game again.

 

This time, enter the following:

 

First spot = Green Die, any facing up

Second spot = Blue Die, any facing up

Third spot, top = Red Die, any facing up

Third spot, bottom = Green Die, any facing up

Fourth spot, top = Blue Die, any facing up

Fourth spot, bottom = Red Die, any facing up

 

Make sure you don't enter the same numbers facing up as the Escape solution. As long as one die has a different number than that solution, you’ll get the hidden file password.

 

Head to the Safe, collect your goodies, and exit.

 

Edited by Terminator
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Control Room (Puzzle C-3)

[spoiler=PUZZLEC3]To your right from the start is a Control Panel. Examine the panel to get some info but keep going right, around the small bend, until you come to a laptop. The screen has the letter T on it. Grab the USB Scanner from the right side of the laptop. Grab the TEST Clipboard to the left of the laptop. Zoom out, and keep going right. You'll see some Levers but we'll come back to these. Keep going right and you'll see the Escape Door. To the right are some boxes and eventually you will find the Safe.

 

To the right of the Safe is a Clock. The clock says "11400sec" on the face. To the right of the Clock are some boxes. Tap the left one to move it and you'll reveal a "Numbers Clipboard" that you can take. Turn right to see some shelves. Here you can grab a Protractor and a Compass, combine these two items to get an Extended Compass. The shelves have nothing else so continue to the right to find another clock. This one says "510min" on the face. Go right again to find some lockers. Skip these for now and continue right to see a piece of paper on the wall. Touching this will cause you to use your Extended Compass to create a circle. Make a note of this as we'll need it in a bit.

 

To the right, is a set of Pipes with a missing lever. To the right of that is an analysing machine. Let's go back to the Laptop. Combine your USB Scanner with the Test Clipboard to get a USB Scanner: Yellow. Plug this into the laptop and you'll get the hidden file password. Remove the USB and combine it with the Numbers Clipboard to get USB Scanner: Green. Plugging this into the laptop will give you a set of numbers...7213. Let's head back to the lockers. For the locker on the left, notice that when you tap the keypad there are two clocks at the top of our screen. We're going to use the clock information we've obtained. Remember the red clock said 11400secs and the blue clock said 510min. Obviously we need a 4 digit code to enter into the keypad. If we take these numbers and turn them into an hours format, we get the following:

 

Red Clock = 11400 Secs = 3 hours, 10 mins (3, 10)

Blue Clock = 510 Min = 8 hours, 30 mins (8, 30)

 

The Blue Clock needs to come first, then the Red Clock. Input 8, 30, 3, 10 into the keypad to unlock the locker.

 

Inside the locker, you can grab a Rainbow Tree Root. Let's open the right locker. This one will use the password from the computer screen. Enter 7213 into the keypad to unlock the right locker. Note that this locker uses multiplication and division symbols, so it’s not as simple as the rest. Still pretty easy though. You can grab a Disc-Shaped Part from this locker. Head to the analysing machine we ignored earlier.

 

At the machine, first use your Rainbow Root on it then your Disc Part. Leave here and head all the way back to those levers we saw to the right of the laptop. If we took proper notes of that white paper on the wall...the one we drew the circle on...we know how to arrange these levers. If you don’t have good notes, we'll set them in the following order from left to right:

 

ON - OFF - ON - OFF - OFF - OFF

 

Doing this will give you a Lever Handle. Remember the set of pipes with the missing lever? Go back there. Use your Lever Handle on the pipe set to start a puzzle.

 

I'll admit I had trouble with this one. Make sure you pay attention to the starting clues you get about the puzzle. Basically, you need to make sure the bottom numbers are correct by getting the right amount of water to flow from the top. Each top section has the appropriate numbers but the bottom numbers are masked. You can figure out what they should be by figuring out what possible amounts they can get from the top. Take the right most bottom option. Since the liquid can only come down, this means it can only get water from the 240 above. Since the clue is ??, this indicates it must be a two digit number...to get two digits from 240, we have to half it twice to 60.

 

To halve a number at the top, you leave the lever pointing straight down. Point it to the left or right to block flows completely.

 

Here's a solution for the lever game from MainComptonese:

 

Control Room note regarding the lever mini-game:

The 240 on the top left... you want to switch the bottom lever to the left.

The 210 bottom lever to the left

The 320 bottom lever to the left.

 

Make sure all the other levers are pointing downwards and leave the top levers alone.

Solving the puzzle will turn the power to the analysing machine on. Let's head over for another puzzle. Touch that screen to start the puzzle.

 

As Phi says...trial and error is the best method. You can scroll up on the root picture to get some maths problems to your advantage. Figuring out the problems, we see that 6 goes to yellow, 9 to green, 8 to red and 10 to blue.

 

Solving this puzzle gets you the Escape Password.

 

Head to the Safe, enter both passwords, grab your goodies then exit.

 

 

Security (Puzzle M-4)

[spoiler=PUZZLEM4]Directly in front of you, there's a Yellow Chair and some monitors. Examine the monitors, and the console in front of the chair. The screen will turn on but needs a password. Go to the right to find a Red Chair and another console screen that also requires a password. To the right a little more, you'll see some binders and a machine. Keep going right and you'll find the Safe in the distance, in front of a Sofa. To the right of the Sofa, is a Red Button. Push it to turn the lights off. Turn the lights back on and keep exploring.

 

If you exit the Sofa area and go right, you'll see a small cabinet. Open this to reveal 9 switches. Flip all the switches to green and close the cabinet. To the right, you'll see a Green Chair and the same set up as the Red Chair. Go right and back to the starting area...all the Monitors are turned on now. Examine them for some dialogue.

 

Let’s head back to the Sofa area. Flip the Switch to turn the lights out. Look to the left of the Sofa to see some shelves. In the middle, you can grab two items: an Hourglass with Red Sand and an Hourglass with Yellow Sand.

 

Leave the Sofa area, with the lights still off. Turn around and face it but don't go up. You should see some letters on each step.

 

Under Red Line: TMJYUVGJ

Under Magenta Line: ZYKGLPE

Under Cyan Line: TISG

Under Yellow Line: SGDQNY

Under Green Line: ADGB

Under Blue Line: ESDMAS

 

Let's head over to the Red Chair. Tap the console and enter the password above. This is going to cause an icon to appear on the screen. Tapping it will start a puzzle.

 

You need to change all the colors to the correct color scheme. This shouldn't be too difficult. Note that when you tap something, it changes the colors around it.

 

Once complete, the Monitor above you will turn on and display "WILL BE ME".

 

Next, let's go to the Green Chair. Enter the password from above and start this puzzle.

 

Basically for this one just tap all the Magenta Circles.

 

After solving the puzzle and tapping the new icon, the Monitor above will display: "I WAS YOU".

 

On to the Yellow Chair! Enter password, solve puzzle.

 

For this one you need to figure out the value in seconds for each hourglass. This one is very easy. Just count the lines on each hourglass...each line is 1 second.

 

Tap the new icon and the screens will change. We have another puzzle.

 

Take note of the order of the words:

 

Top Row: "ME."; "BE"; "I"

Middle Row: "WAS"; "WILL"; "EVERYTHING."

Bottom Row: "YOU"; "KNOWS"; "SHE"

 

Notice that the words "ME." and "EVERYTHING." have periods, indicating the ends of sentences. Also, remember what the previous two Monitors said: "WILL BE ME." and "I WAS YOU". The only words without a connection to these Monitors are "SHE KNOWS EVERYTHING".

 

Remember all those switches we turned on in the cabinet? We need to turn them off and on in order to get the Monitor to form a sentence. First head back to the Light Switch and turn the lights back on. Next go to the cabinet with the 9 switches. Turn off the following switches: The entire top row, first middle, second middle, and first bottom. Back at the Console, drag the green boxes to the bottom row to spell out "SHE KNOWS EVERYTHING". This will give you the hidden file password.

 

Go back to the switch cabinet. All the switches are off now so turn on the following: The entire top row, first middle, second middle, and first bottom. Go back to the Console and rearrange the words to spell: "I WAS YOU" on the top row and "WILL BE ME." on the bottom row. This will give you the Escape Password.

 

Head to the Safe to collect our goodies. After entering both passwords, you should get: a Hidden File, a Star Keycard and the Escape Key. Your Escape Door is to the left.

 

Edited by Terminator
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Director's Office (Puzzle Y-4)

[spoiler=PUZZLEY4]Directly ahead of you is a Computer. Examine it for some dialogue. On the desk to the left of the Computer is a Business Card Holder. We're going to need some clues before we can solve this one. The drawer in the middle of this desk is locked. Move away from the desk and go to the left. You'll see a machine on the wall which will end up being a Facial Recognition Device or FRD for short. Go left some more to see a Balloon. Behind that is a Credenza. You can grab the Globe on top and take note that the Safe is here as well. Zoom in on the Credenza to open the glass panels. The left side has a green coaster and a laser. The right side has some Expensive Brandy that you can grab. The screen on the right side is useless to us right now.

 

Move away from the Credenza, to the left and you'll see an Armor set. You can grab the Slingshot from it’s left hand, and the Short Spear from it's right. Behind the Armor is an unknown device. To the left of that you'll spot a Red Spot on the top of the wall. There's an Outlet here as well. Below this you'll see a Bookshelf. Grab the Cheap Brandy and the Tablet. Below those, on the bottom shelf, grab the Literary Analyses, Philosophy Books and the Historical Adventure Saga. Zoom out, and continue left to find a Locked Door. You can open this door the same way you opened the pressurized doors in the PEC...but first you need to find out which dots to connect.

 

In your inventory take a look at the Globe. You'll pull a piece of paper off, that adds a World Map to your Archives. Go take a look at it. Aha...we need to connect White to Blue, Green to Red and Purple to Yellow. Use this to solve the door puzzle. Not too difficult. Just remember the most obvious route isn’t always the right one.

 

The door will unlock, revealing a binder that will add Business Cards Page 1 and 2 to your Archives. The Mounted Deer will also be added to your inventory. Close the door, go back to the Outlet, and mount the Deer up there. Zoom out and it appears that the paint forms a letter E. You can see the E but it's technically not revealed yet. Zoom in on the bookshelf again and put the Expensive Brandy on the green coaster. Go back to the Credenza and put the Cheap Brandy on this coaster. A parallelogram will form.

 

Let's go back to that Business Card Holder. Take a look at the instructions in your Archives. They tell you exactly where the Male cards should go. The Female cards can be placed if you manage to solve the riddle.

 

The women are requesting the following positions:

1. Carole likes being on the left.

2. Ann prefers to be near Bob.

3. Ellen would like to be above Ann.

4. Sophie likes to be on the very right.

5. Kate likes to be next to Michael.

 

Not too tough. If you tap the arrow on the right, you'll see that the back of the cards spell something. If you can't figure out what it’s spelling, rearrange the cards. The solution is below:

 

Bob, Ellen, Sophie

Ann, Chris, John

Tony, Lola, Ian

Carole, Michael, Kate

 

The back of the cards spell: BOOK 334. This means we need to head back to the bookshelf. In your inventory, you have three sets of books. Two sets contain 3 books, and one set contains 4. Arrange them in the order listed above...3...3...4 on the bottom shelf. Now leave the bookcase.

 

You can grab a Small Key by using the Short Spear to unlock the middle drawer on the desk. The Small Key can be used on the FRD to turn it on. Eventually you'll get the FRD to work and Chair will appear. Grab the Helmet off it. Pull the lever near the chair to get taken to another area.

 

The letter P is on the wall. To the left, on the table, is a Battery that you can take. Combine the Battery with the Tablet, pull the lever to return. Pop the Helmet on the Armor and you'll see the letter L. Go back to the chair and tap it to sit down. Equip the Slingshot and use it on the Balloon. This reveals the letter E on the wall, H on the bookshelf and L on the Armor.

 

We have four letters...check the Tablet to see it needs a 4 digit code. Punch in our letters...HELP to get the Escape Password. Don't leave yet.

 

Check the Credenza screen...we have a new puzzle.This is a Tangram puzzle...and I hate them. Basically you have to use the shapes in the square to make a parallelogram. Here's a tip...go to Google and look up Tangram solver. I used this one:

 

http://www.logicville.com/tangram.htm

 

Once you have that, you get the letters: IILP. Punch these letters into your Tablet for the hidden file password. Collect your goodies from the Safe and exit the room.

 

 

Q (Puzzle C-4)

[spoiler=PUZZLEC4]This escape is like no other in the fact that, before you can solve it, you need to reveal most of the objects in the room first. In the center of the room is a floating cube that will act as our main puzzle. This cube has 4 sides. If you're facing the Escape Door then that'll be the North Side. To the right is the East Side. Directly behind you is the South Side and to your left is the West Side.

 

Tap the cube to reveal the game and pay attention to the rules. The game is sort like Minesweeper. Basically, each time you tap a spot on your grid you'll reveal a number. This indicates how many active spots are around this spot. Say you tap a spot and it gives you a 0...that means that there are no active spots bordering this spot. The game does not take into account diagonals, only directly adjacent to the top, bottom and two sides. If you tap a spot and it reveals a 3, that means there are 3 actives around this spot. However it could also include itself.

 

The easiest way to solve this is to jot a grid down on some paper. Make it 7x7 and fill in each spot as you tap it. Remember that if there's a 0...any spots touching that 0 cannot be active.

 

You have to do this puzzle for each wall to reveal a total of 8 items in the room. Below are my solutions:

 

North Wall = Column 1, Row 4; Column 1, Row 5; Column 1, Row 6; Column 1, Row 7;

 

East Wall = Column 1, Row 5; Column 1, Row 6; Column 1, Row 7; Column 2, Row 5; Column 2, Row 6; Column 2, Row 7; Column 3, Row 5; Column 4, Row 6; Column 4, Row 7; Column 5, Row 6; Column 6, Row 6; Column 6, Row 7; Column 7, Row 7

 

South Wall = Column 2, Row 7; Column 3, Row 6; Column 3, Row 7; Column 7, Row 5

 

West Wall = Column 1, Row 6; Column 1, Row 7; Column 7, Row 5; Column 7, Row 6; Column 7, Row 7

 

Once you're done with this, each item will have been revealed. Facing the North Wall, let's turn left to see one of those hexagon/triangle puzzles. Same as you’ve done in the past, you have to reveal the right colors in 5 moves. In this case all spots have to be red.

 

1. Upside-down red triangle on the bottom left

2. Upside-down red triangle on the bottom right

3. Green hexagon on the left end of the middle row

4. Green hexagon on the right end of the middle row

5. Green hexagon on the middle top

 

This will open some glass windows to your right, revealing a Memory Card (Red) and a binder that will add notes to your Archives. Turn around to face the South Wall. Notice a darts game in the right corner. You can grab some darts slightly to your left to play the game. You need to get a score of 100 with three darts. Remember the rules from the Rec Room?

 

According to the rules here, the first dart must be Green, the second must be Blue and the third must be Red. This one is pretty simple. Remember that the innermost ring is x3, middle is x2 and outer ring is x1.

 

Green = 39 (Hit the innermost green spot on the 13 wedge)

Blue = 28 (Hit the middle blue spot on the 14 wedge)

Red = 33 (Hit the innermost red spot on the 11 wedge)

 

This will give you the Memory Card (Green). Continue moving around the room, until you come to the East Wall. In the corner is a bookshelf with a set of purple books. Tap these to get some hints added to your archives for the next puzzle. Then go to the middle of the East Wall to start the dice puzzle.

 

Like before, you have to position the dice in a certain pattern. Use your archives to take note of where the dice should be and how they should be positioned. Look at the Blue dice...it has to be in the second column, fifth row...with a 1 facing up. However, in addition to this the 3 has to be facing down and the 2 has to be showing to the left. This isn't hard, once you get the dice in the right positions just make sure to keep moving them around to rotate them to the correct spots.

 

Once you've solved this dice puzzle, you get the Memory Card (Blue). Take all three memory cards and turn left. You should see a console just to the left of the dice game. Insert your three memory cards here to start an AB game.

 

Check your Archives for a File that says "AB Game, Q Edition" Pay attention to these rules. Most importantly the fact that it says you'll have a mirror man. It also tells you that you’re striving for two results:

 

1. Strive for 9 with six cooperators.

2. We must be the only ones to surpass 9.

 

I'd suggest doing just one round of voting to get an idea of how each letter votes. You should pick up on the following patterns:

 

A always votes Betray.

B always votes Ally.

C is the mirror.

D always votes Ally.

E always votes Betray.

 

Using this info, let's go for our first result. Here are the results:

 

Rounds 1, 2 and 3::

US with D

A with E

B with C

Vote: Ally

 

Do the above for all three rounds. This will achieve your first result, granting you the Escape Password. Don't leave yet and instead go back to the voting screen again. This time we have to shoot for a result that allows us to be the only group with 9.

 

Round 1:

Us with D

A with C

B with E

Vote: Betray

 

Rounds 2 and 3:

Us with D

A with E

B with C

Vote: Betray

 

This will give you the hidden file password.

 

Punch both passwords into the Safe, grab your goodies then exit.

 

Edited by Terminator
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Ending Path Guide

 

This section will contain details on how to achieve each ending. The order of these endings is not the optimal path but instead is just a list of how they appear on the Flow Chart from left to Right. If you're missing an ending, compare this list with your chart to see which one it may be. There are absolutely no spoilers here so I'm not bothering with spoiler tags.

 

Luna Good Ending

 

  • Escape: Elevator
  • Door Choice: Magenta
  • AB Vote: Ally
  • Door Choice: Green
  • Escape: GAULEM Bay
  • AB Vote: Ally
  • Escape: Security
  • AB Vote: Ally
  • Ending: Luna Good

Luna Game Over 2

  • Escape: Elevator
  • Door Choice: Magenta
  • Escape: Lounge
  • AB Vote: Ally
  • Door Choice: Green
  • Escape: GAULEM Bay
  • AB Vote: Ally
  • Escape: Security
  • AB Vote: Ally
  • Ending: Luna Game Over 2

 

Luna Game Over 1

  • Escape: Elevator
  • Door Choice: Magenta
  • Escape: Lounge
  • AB Vote: Ally
  • Door Choice: Green
  • Escape: GAULEM Bay
  • AB Vote: Betray
  • Ending: Luna Game Over 1

 

K Game Over

  • Escape: Elevator
  • Door Choice: Magenta
  • Escape: Lounge
  • AB Vote: Ally
  • Door Choice: Blue
  • Escape: Rec Room
  • AB Vote: Ally
  • Ending: K Game Over

 

K Good Ending

  • Escape: Elevator
  • Door Choice: Magenta
  • Escape: Lounge
  • AB Vote: Ally
  • Door Choice: Blue
  • Escape: Rec Room
  • AB Vote: Betray
  • Story Lock 01
  • Ending: K Good

 

Dio Game Over

  • Escape: Elevator
  • Door Choice: Magenta
  • Escape: Lounge
  • AB Vote: Betray
  • Escape: Pantry
  • AB Vote: Ally
  • Ending: Dio Game Over

 

Dio Good

  • Escape: Elevator
  • Door Choice: Magenta
  • Escape: Lounge
  • AB Vote: Betray
  • Escape: Pantry
  • AB Vote: Betray
  • Ending: Dio Good

 

Tenmyouji Good

  • Escape: Elevator
  • Door Choice: Yellow
  • Escape: Infirmary
  • AB Vote: Ally
  • Door Choice: Blue
  • Escape: Pressure Exchange Chamber
  • AB Vote: Ally
  • Story Lock 02
  • Escape: Director’s Office
  • AB Vote: Ally
  • Ending: Tenmyouji Good

 

Tenmyouji Game Over 2

  • Escape: Elevator
  • Door Choice: Yellow
  • Escape: Infirmary
  • AB Vote: Ally
  • Door Choice: Blue
  • Escape: Pressure Exchange Chamber
  • AB Vote: Ally
  • Story Lock 02
  • Escape: Director’s Office
  • AB Vote: Ally
  • Ending: Tenmyouji Game Over 2

Tenmyouji Game Over 1

  • Escape: Elevator
  • Door Choice: Yellow
  • Escape: Infirmary
  • AB Vote: Ally
  • Door Choice: Blue
  • Escape: Pressure Exchange Chamber
  • AB Vote: Betray
  • Ending: Tenmyouji Game Over 1

 

Quark Good

 

  • Escape: Elevator
  • Door Choice: Yellow
  • Escape: Infirmary
  • AB Vote: Ally
  • Door Choice: Red
  • Escape: Laboratory
  • AB Vote: Ally
  • Story Lock 03
  • Ending: Quark Good

 

Quark Game Over

  • Escape: Elevator
  • Door Choice: Yellow
  • Escape: Infirmary
  • AB Vote: Ally
  • Door Choice: Red
  • Escape: Laboratory
  • AB Vote: Betray
  • Ending: Quark Game Over

 

Clover Good

  • Escape: Elevator
  • Door Choice: Yellow
  • Escape: Infirmary
  • AB Vote: Betray
  • Escape: Treatment Center
  • AB Vote: Ally
  • Ending: Clover Good

 

Clover Game Over

  • Escape: Elevator
  • Door Choice: Yellow
  • Escape: Infirmary
  • AB Vote: Betray
  • Escape: Treatment Center
  • AB Vote: Betray
  • Ending: Clover Game Over

 

Alice Game Over

  • Escape: Elevator
  • Door Choice: Cyan
  • Escape: Crew Quarters
  • AB Vote: Ally
  • Escape: B. Garden
  • Story Lock 04
  • AB Vote: Ally
  • Ending: Alice Game Over

 

Alice Good

  • Escape: Elevator
  • Door Choice: Cyan
  • Escape: Crew Quarters
  • AB Vote: Ally
  • Escape: B. Garden
  • Story Lock 04
  • AB Vote: Betray
  • Story Lock 05
  • Ending: Alice Good

 

Sigma Good

  • Escape: Elevator
  • Door Choice: Cyan
  • Escape: Crew Quarters
  • AB Vote: Betray
  • Door Choice: Choose No
  • Escape: Archives
  • Story Lock 06
  • AB Vote: Ally
  • Story Lock 07
  • Ending: Sigma Good

Sigma Game Over

  • Escape: Elevator
  • Door Choice: Cyan
  • Escape: Crew Quarters
  • AB Vote: Betray
  • Door Choice: Choose No
  • Escape: Archives
  • Story Lock 06
  • AB Vote: Betray
  • Ending: Sigma Game Over

 

Phi Good

  • Escape: Elevator
  • Door Choice: Cyan
  • Escape: Crew Quarters
  • AB Vote: Betray
  • Door Choice: Choose Yes
  • Escape: Control Room
  • AB Vote: Ally
  • Story Lock 08
  • Story Lock 09
  • Story Lock 10
  • Escape: Q
  • Ending: Phi Good

Phi Game Over

  • Escape: Elevator
  • Door Choice: Cyan
  • Escape: Crew Quarters
  • AB Vote: Betray
  • Door Choice: Choose Yes
  • Escape: Control Room
  • AB Vote: Betray
  • Ending: Phi Game Over

 

True Ending

  • Complete all other endings
  • Available on Flow Chart

Edited by Terminator
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Optimal Path Guide

This guide was made with the sole purpose of getting you from start to finish, with minimal jumping around. Because of the story locks some endings must be completed before others or you won’t be able to proceed. If you encounter a story lock and you've already met the requirements for unlocking it, you'll continue through without running into any stoppages. The completed Flow Chart will be enormously helpful in this step, as it’ll be referenced a lot. Remember, always keep the game on Hard and follow a guide if you really get stuck.

 

It's also important to note that when jumping to a spot you've already been to, you can skip all dialogue you've already heard by pressing Square two times. You should see the bottom right of your screen switch from STOP to SKIP. This will make things go a lot faster.

 

There are a few spoilery things that I've made sure to tag.

 

NOTE: While this guide is very comprehensive, it's still expected that you're paying attention to the story. This game is an interactive novel and the story is the most important aspect. Also, every now and then characters will drop hints that might help you solve some puzzles on your own.

 

Start

 

Escape: Elevator (Puzzle 0)

Door Choice: Magenta

Escape: Lounge (Puzzle M-0)

AB Vote: Betray

Escape: Pantry (Puzzle M-3)

AB Vote: Betray

Ending: Dio Good

 

6 Trophies obtained: Bachelor of Escapology, Escapey, Classified, An Eidetic Experience, Every Ending Begins Somewhere, Behind Blue Eyes

 

***Using your Flow Chart, jump to the AB vote right before this ending***

 

AB Vote: Ally

Ending: Dio Game Over

 

1 Trophy obtained: That Wasn't Supposed to Happen

 

***Using your Flow Chart, jump to the AB Vote after you cleared the Lounge.***

 

AB Vote: Ally

Door Choice: Blue

Escape: Rec Room (Puzzle M-2)

AB Vote: Ally

Ending: K Game Over

 

***Using your Flow Chart, jump to the last door choice, between Green and Blue.***

 

Door Choice: Green

Escape: GAULEM Bay (Puzzle M-1)

AB Vote: Betray

Ending: Luna Game Over 1

 

***Using your Flow Chart, jump to the door choice after clearing the Elevator.***

 

Door Choice: Yellow

Escape: Infirmary (Puzzle Y-0)

AB Vote: Ally

Door Choice: Blue

Escape: Pressure Exchange Chamber (Puzzle Y-1)

AB Vote: Betray

Ending: Tenmyouji Game Over 1

 

***Using your Flow Chart, jump back to the last door choice between blue and red.***

 

Door Choice: Red

Escape: Laboratory (Puzzle Y-2)

AB Vote: Betray

Ending: Quark Game Over

 

***Using your Flow Chart, jump back to the AB Vote before Tenmyouji Game Over 1.***

 

1 Trophy obtained: Master of Escapology.

 

AB Vote: Ally

Story Lock 02

Escape: Director’s Room (Puzzle Y-4)

AB Vote: Ally

Ending: Tenmyouji Good

 

2 Trophies obtained: In Root Beer Veritas and I Can't Believe It's Not Murder!

 

***Using your Flow Chart, jump back to the previous AB Vote.***

 

AB Vote: Betray

Ending: Tenmyouji Game Over 2

 

***Using your Flow Chart, jump to the AB Vote after clearing the Infirmary.***

 

AB Vote: Betray

Escape: Treatment Center (Puzzle Y-3)

AB Vote: Ally

Ending: Clover Good

 

1 Trophy obtained: Secret Agent Woman

 

***Using your Flow Chart, jump back to the previous AB Vote.***

 

AB Vote: Betray

Ending: Clover Game Over

 

***Using your Flow Chart, jump to the AB Vote before the K Game Over ending.***

 

AB Vote: Betray

Story Lock 01

Ending: K Good

 

[spoiler=”MILKEVOLI”]You will obtain the Director’s Room login password here. It is: MILKEVOLI.

 

 

2 Trophies obtained: Through the Looking Glass and To Each According to His Needle.

 

***Using your Flow Chart, jump back to the Door Choice after clearing the Elevator.***

 

Door Choice: Cyan

Escape: Crew Quarters (Puzzle C-0)

AB Vote: Ally

Escape: B. Garden (Puzzle C-1)

Story Lock 04

AB Vote: Ally

Ending: Alice Game Over

 

1 Trophy obtained: If I Told You You Had A Nice Antibody...

 

***Using your Flow Chart, jump back to the previous AB Vote.***

 

AB Vote: Betray

Story Lock 05

 

Be careful that you're paying attention to the story here as you get a puzzle to decipher. Using the code given to you, compare it with the string of numbers. Basically, the code starts with a 1 so our first letter is C. Count out the next number of spaces to get the next letter and eventually you'll have your password. If you're unable to figure it out or got impatient and skipped t0o far, look below for the password.

 

Ending: Alice Good

 

[spoiler=COMPLETED]The password is "COMPLETED"

 

 

2 Trophies obtained: Best Served Cold and He Was Convicted of a String of Numbers.

 

***Using your Flow Chart, jump back to the AB Vote after clearing the Crew Quarters.***

 

AB Vote: Betray

Door Choice: Choose No

Escape: Archives (Puzzle C-2)

Story Lock 06

AB Vote: Betray

Ending: Sigma Game Over

 

1 Trophy obtained: No Lying Down on the Job

 

***Using your Flow Chart, jump to the previous AB Vote.***

 

AB Vote: Ally

Story Lock 07

Ending: Sigma Good

 

[spoiler=GTFDML016]You will obtain the Director’s room login ID here. It is GTFDML016.

 

 

2 Trophies obtained: Arms Race and Who Set Up Us the Bomb, Part 1.

 

***Using your Flow Chart, jump back to the AB Vote after clearing the Laboratory.***

 

AB Vote: Ally

Story Lock 03

Ending: Quark Good

 

[spoiler=KURASHIKI]You will obtain the ID and password required for the login at Phi’s Good ending.

 

ID: KURASHIKI

Password: JUMPYDOLL

 

 

2 Trophies obtained: An Equal and Opposite Reaction and Gotta Hand It To You.

 

***Using your Flow Chart, jump back to the AB Vote after clearing GAULEM Bay***

 

AB Vote: Ally

Escape: Security (Puzzle M-4)

 

[spoiler=DIRECTOR]When you get to the Director’s Room, you’re going to have to enter a Login and a Password. This info was given to you during the Sigma Good and the K Good Ending.

 

ID: GTFDML016

Password: MILKEVOLI

 

 

Enter the login info into the computer to continue.

 

AB Vote: Ally

Ending: Luna Good

 

1 Trophy Obtained: Tears in the Rain

 

***Using your Flow Chart, jump back to the previous AB Vote.***

 

AB Vote: Betray

Ending: Luna Game Over 2

 

***Using your Flow Chart, jump back to the door decision where you had to pick Yes or No...far right Cyan path.***

 

Door Choice: Choose Yes

Escape: Control Room (Puzzle C-3)

AB Vote: Betray

Ending: Phi Game Over

 

***Using your Flow Chart, jump back to the previous AB Vote.***

 

AB Vote: Ally

Story Lock 08

Story Lock 09

 

[spoiler=BOMBS]You’re going to have to deactivate 4 bombs. You obtain the locations and activation codes from the various endings we've completed. See below for the codes.

 

Bomb 0 = LXAQNSGDQ (Obtained from Dio Good ending)

Bomb 1 = BQZRGJDXR (Obtained from Tenmyouji Good or Tenmyouji Game Over 2 endings)

Bomb 2 = EQDDYRNTK (Obtained from Sigma Good ending)

Bomb 3 = LXQLHCNMR (Obtained from Alice Good ending)

 

Deactivate all bombs to continue.

 

 

Story Lock 10

Escape: Q (Puzzle C-4)

 

[spoiler=IDCARD]You will eventually encounter another login screen. You need the information given to you in the Quark Good ending.

 

ID: KURASHIKI

Password: JUMPYDOLL

 

 

***Using your Flow Chart, jump to the top to see a new path has been revealed. This will be the Fire and Ice "ending"***

 

You can now jump back to the bottom right to finish off the Phi branch.

 

Ending: Phi Good

 

9 Trophies obtained: Time After Time; Fire and Ice; Why'd You Do That, You Dumas!; Who Set Up Us The Bomb, Part A; Some Days You Just Can't Get Rid of a Bomb; Escapest; Redacted; A Consummate Collection and Doctor of Escapology.

 

***Using your Flow Chart, you should now be able to jump to a new path opened on the bottom right. Just watch the story play out***

 

2 Trophies obtained: A Certain Point of View and Virtue's Last Reward.

 

You're all done!

Edited by Terminator
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Woah, I was about to make a guide for this game, guess I don't have to worry about that anymore :D

Looking good, keep up that good work

 

Would be good if we had some story discussion thread for this game, but I'm not sure if normal users can make them, I think only staff members can, still I'm not sure about that

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Hope you guys like my graphic and all, took a few hours and I suck at Photoshop. I couldn't help professor as much as I did in the Disgaea 3 Vita Guide (Cause this game was released in Q4, and I had to review 16 games in the past 4 weeks) but as always was a pleasure to work with.

 

I would recommend to download the flow chart to make it easier to read and if you guys have a suggestion dor it let me know.

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Hope you guys like my graphic and all, took a few hours and I suck at Photoshop. I couldn't help professor as much as I did in the Disgaea 3 Vita Guide (Cause this game was released in Q4, and I had to review 16 games in the past 4 weeks) but as always was a pleasure to work with.

 

I would recommend to download the flow chart to make it easier to read and if you guys have a suggestion dor it let me know.

 

Haha what are you talking about? You did a great job. Looks a bit... messy, but hey, the storyline is pretty complicated as well, is hard to make order

 

The only thing I would add is the location of the "Keys" and "Codes" if you know what I mean. But since that is incluided in the optimal path guide I guess it isn't totally necessary

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Looking good the only question I have is this: how exactly do you jump around to the different sections in the Optimal Path guide to complete all the endings? Does the game never really end and you back track? Do you start from beginning and work your way towards the different decision? Something else like save/load at certain points?

Edited by TheNukes
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