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Contents



[top]Overview

Players: 1

Online Trophies: No
Online Pass Required for Platinum: No
Estimated Time to Platinum: 30-40 hours
Minimum Playthroughs: 9 (kinda. You can jump around between parts of the story).
Difficulty Trophies: Yes (See "Escapist " and "Redacted ")
Missable Trophies: No (You can jump between plot lines.)
Glitched Trophies: No, but there is save-breaking glitch at the location: "Pressure Exchange Chamber".


[top]Introduction

You can't trust anyone. One wrong step, one bad choice, and you're dead. If you win, you live. If you don't, well...you don't. This is the Nonary Game: Ambidex Edition. Solve puzzles, make alliances, let virtue guide you, and you just might see another sunrise—but remember that Zero III is always watching, eager to send you to your last reward.




[top]Tips and Strategies



You can press to change the pace of the dialogue. When you see "Stop" at the bottom right corner it means you're in manual mode and can either press or tap the screen as you read/listen to the dialogue to move the story along at your own pace.

If you press again it will say "Auto" which means the dialogue will continue along so you can just sit back and relax and read/listen to it without pressing buttons (note that after a few minutes the screen will darken a little because of the Vita's power-save mode, but you can just wiggle the left or right stick to brighten the screen back up).

If you are playing through a scene that you've already read the dialogue for, you can press a third time and it will say "Skip," which will fast forward the scenes you've already seen and save you some time.


During the puzzles you can move around two different ways. One way is to use the touch screen to move around the room and pick up objects. If you prefer using buttons you can use the left stick as a cursor to move around the room and press to zoom in and pick up objects and to zoom out. Whichever you choose is up to you, just pick whatever feels most comfortable to you.



Tap the Menu button to open up more options.



1. Archives - Press this button to access your Files, Passwords, Secrets, or go into the Help screen.
2. Memo - Press this button to pull up a notepad where you can things down. This is helpful if you are solving the puzzles by yourself and are trying to work out a solution.
3. Flow - Press this button to bring up your flowchart, which will let you jump around to parts of the story you have already played so you can make different choices.
4. Save - Press this button to save your game. You can choose between 3 different save slots. We recommend saving often and switching between all three slots. You can always tell which slot is the most recent by what the play time is.
5. Log - Press this button if you missed something a character said and would like to see what it was that you missed.
6. Stop - This is another way that you can change the dialogue mode to "Stop," "Auto," or "Skip."


[top]Roadmap



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If you are missing any trophies after you completed the above steps see the respective trophy descriptions and escape guides below. After you do this you will have a well-deserved new Congratulations!


[top]Trophies

[top]
Virtue's Last Reward
Acquired all trophies.

Once you've finished every plotline and acquired all files and secrets, you will have all trophies and this platinum trophy.

[top]
Bachelor of Escapology
Escaped from the elevator.

This will be one of the first trophies you unlock. The Elevator is the first puzzle you will solve. See the Elevator Escape in the Escapes section at the bottom of this guide for hints or a full walkthrough. The trophy will unlock right after you escape from the elevator.

[top]
Master of Escapology
Escaped from eight rooms.

In order to escape a room you need to search the room and do puzzles to figure out the password to the safe which contains the key to unlock the door. This trophy will unlock when you have escaped from 8 rooms. If you are having any trouble with escaping from any of the rooms, you can see hints and a full walkthrough for each room in the Escapes section at the bottom of this guide.

[top]
Doctor of Escapology
Escaped from sixteen rooms.

In order to escape a room you need to search the room and do puzzles to figure out the password to the safe which contains the key to unlock the door. This trophy will unlock when you have escaped from all 16 rooms in the game. If you are having any trouble with escaping from any of the rooms, you can see hints and a full walkthrough for each room in the Escapes section at the bottom of this guide.

[top]
Escapey
Escaped on Hard difficulty.

This trophy will unlock after you escape a room on Hard difficulty. If you are having any trouble you can see the Escapes section at the bottom of this guide for hints or a full walkthrough for each room you need to escape.

Note: The NA version defaults all escape rooms to Hard, but in the EU version the Elevator escape defaults to Easy so you will need to replay it to solve it on Hard difficulty.

[top]
Escapist
Escaped everything on Hard difficulty.

Each escape room is automatically set to Hard difficulty. If you change it to Easy the puzzles will remain the same, but if you get stuck the characters will start giving you hints. We recommend keeping the escape rooms set to Hard difficulty and using the Escape guides at the bottom of this guide if you get stuck. This will save you time so you won't need to replay the escapes. We give hints, a brief walkthrough, and a detailed walkthrough so that you can decide just how much help you want. There are 16 rooms to escape. Once you have escaped from all 16 rooms on Hard difficulty this trophy will unlock.

Note: The NA version defaults all escape rooms to Hard, but in the EU version the Elevator escape defaults to Easy so you will need to replay it to solve it on Hard.

[top]
Classified
Found a secret.

Secrets are folders that you find in the safe with an alternate password to the escape password (the one that gives you the key and files). Finding the second safe password usually requires a bit more searching around the room and puzzle-solving. When you enter the second password into the safe you will find a folder that will give you secrets about the game. You can view the secrets at any time by going to Menu, Arch, Secret, and then selecting whatever secret you want to view.

The first secret that you can find is in the Elevator Escape. Once you enter the second password into the safe and pick up the folder inside, the trophy will unlock. If you are having any trouble figuring out what the password is you can see hints or a full walkthrough for the Elevator in the Escapes section at the bottom of this guide.

[top]
Redacted
Found ALL the secrets!

Just as stated in the description for Classified, you find secrets by solving the escapes on Hard difficulty and figuring out the secondary password to the safe. If you solve a room on Easy and use the secondary password you will only get a silver folder out of the safe, which will only contain some of the secrets. In order to get the gold folder and all of the secrets you must complete each escape on Hard difficulty. After you have escaped a room you can see if you've found all the files and secrets in a room by pressing Menu then Flow then pressing the Escape room you want to view. It will show you something like 10/10 (each room varies). If you have anything less than the number to the right of "/" that means you're missing something. If you follow along with the Escape guides at the bottom of this guide you will easily be able to find all of the secrets. This trophy will unlock when you've found your last secret in the 16th room you escape from.

[top]
An Eidetic Experience
Found a file.

Files are things that you find by searching the escape rooms and the safes (once you unlock them). They will give you clues on how to solve the puzzles, additional information about the game, maps, etc. You can look at the files you've found at any time by pressing the Menu button, Arch, File, and then press whatever file you want to view. The first file that you will find will be the poster in the Elevator Escape. Once you find it and add it to your files the trophy will unlock.

[top]
A Consumate Collection
Found ALL the files!

Just as stated in the description for An Eidetic Experience, you find files by thoroughly searching the escape rooms and unlocking the safe. After you have escaped a room you can see if you've found all the files and secrets in a room by pressing Menu then Flow then pressing the Escape room you want to view. It will show you something like 10/10 (each room varies). If you have anything less than the number to the right of "/" that means you're missing something. If you follow along with the Escape guides at the bottom of this guide you will easily be able to find all of the files. This trophy will unlock when you've found your last file in the 16th room you escape from.

[top]
To Each According to His Needle
Opened the first lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the first story lock on the path of K's good ending. To be able to clear this lock you need to complete Clover's good ending. Once you clear this story lock the trophy will pop.

[top]
I Can't Believe it's not Murder!
Opened the second lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the second story lock on the path of Tenmyouji's good ending. To be able to clear this lock you need to complete Quark's bad ending. Once you clear this story lock the trophy will pop.

[top]
Gotta Hand it to You
Opened the third lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the third story lock on the path of Quark's good ending. To be able to clear this lock you need to complete Sigma's good ending. Once you clear this story lock the trophy will pop.

[top]
If I Told You You had a Nice Antibody...
Opened the fourth lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the fourth story lock on the path of Alice's good ending. To be able to clear this lock you need to complete Quark's good or bad ending. Once you clear this story lock the trophy will pop.

[top]
He Was Convicted of a String of Numbers
Opened the fifth lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the fifth story lock on the path of Alice's good ending. To be able to clear this lock you need to complete Dio's good ending. Once you clear this story lock the trophy will pop.

[top]
No Lying Down on the Job
Opened the sixth lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the sixth story lock on the path of Sigma's good ending. To be able to clear this lock you need to play through Sigma's good ending path until you get to the story lock. Once you get to the lock, save the game and go to the Flowchart. Select the black box with a question mark that says Lock No. 06 and play it until it gives you a choice of where to go. Select Crew Quarters and you will clear this lock and the trophy will pop.

[top]
Who Set Up Us the Bomb, Part 1
Opened the seventh lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the seventh story lock on the path of Sigma's good ending. To be able to clear this lock you need to complete Dio and Alice's good endings. Once you clear this story lock the trophy will pop.

[top]
Why'd You do that, You Dumas!
Opened the eighth lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the eighth story lock on the path of Phi's good ending. To be able to clear this lock you need to complete Phi's bad ending. Once you clear this story lock the trophy will pop.

[top]
Who Set Up Us the Bomb, Part A
Opened the ninth lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the ninth story lock on the path of Phi's good ending. To be able to clear this lock you need to complete Dio and Alice's good endings. Once you clear this story lock the trophy will pop.

[top]
Some Days You Just Can't Get Rid of a Bomb
Opened the tenth lock.

As you play the game, you will come to story locks. The order of the paths you choose will determine whether you get stopped at a lock or can clear it. If you can't clear the lock you will come to a black screen that says "To be continued..." and your flowchart will show a black box with a question mark. In order to clear a lock you will need to get information from another character's ending. Once you get that information the story lock will change to a blue box with a question mark and you will be able to clear the lock and finish that path.

You will get to the first story lock on the path of Phi's good ending. To be able to clear this lock you need to complete Luna's good ending. Once you clear this story lock the trophy will pop.

[top]
Every Ending Begins Somewhere
Saw any of the endings.

This game has 22 different endings. Each character has two endings (except Luna and Tenmyouji, which both have 3). There is also an ending in another time and the true ending. Depending on the path you choose you may come to a story lock. This means that you need to get more information from another ending before you can continue on that path and unlock that ending. Once you have come to one of the endings (good or bad) this trophy will unlock. After that you can go to Menu and select Flow to make different choices and get to a different ending and so on.

[top]
Tears in the Rain
Saw Luna's ending.

For this trophy you need to follow a certain path until you get to Luna's good ending. You can follow the steps in the spoiler below to get to Luna's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Luna's Good Ending Path

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[top]
Through the Looking Glass
Saw K's ending.

For this trophy you need to follow a certain path until you get to K's good ending. You can follow the steps in the spoiler below to get to K's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

K's Good Ending Path

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[top]
Behind Blue Eyes
Saw Dio's ending.

For this trophy you need to follow a certain path until you get to Dio's good ending. You can follow the steps in the spoiler below to get to Dio's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Dio's Good Ending Path

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[top]
In Root Beer Veritas
Saw Tenmyouji's ending.

For this trophy you need to follow a certain path until you get to Tenmyouji's good ending. You can follow the steps in the spoiler below to get to Tenmyouji's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Tenmyouji's Good Ending Path

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[top]
An Equal and Opposite Reaction
Saw Quark's ending.

For this trophy you need to follow a certain path until you get to Quark's good ending. You can follow the steps in the spoiler below to get to Quark's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Quark's Good Ending Path

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[top]
Secret Agent Woman
Saw Clover's ending.

For this trophy you need to follow a certain path until you get to Clover's good ending. You can follow the steps in the spoiler below to get to Clover's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Clover's Good Ending Path

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[top]
Best Served Cold
Saw Alice's ending.

For this trophy you need to follow a certain path until you get to Alice's good ending. You can follow the steps in the spoiler below to get to Alice's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Alice's Good Ending Path

Toggle Spoiler

[top]
Arms Race
Saw Sigma's ending.

For this trophy you need to follow a certain path until you get to Sigma's good ending. You can follow the steps in the spoiler below to get to Sigma's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Sigma's Good Ending Path

Toggle Spoiler

[top]
Time After Time
Saw Phi's ending.

For this trophy you need to follow a certain path until you get to Phi's good ending. You can follow the steps in the spoiler below to get to Phi's good ending and unlock the trophy. If you have already completed some of the novel or escape rooms in the steps given, you can always go to Menu and then Flow to get to the point you haven't played yet and go from there.

Phi's Good Ending Path

Toggle Spoiler

[top]
Fire and Ice
Saw the end. Or maybe the beginning?

This game has 22 different endings. Each character has two endings (except Luna and Tenmyouji, which both have 3). There is also an ending in another time and the true ending. This trophy is for the ending that occurs in another time. After you have completed all 20 of the character endings, cleared all 10 story locks, and escaped from the Q room another path will open up at the top of your Flowchart. Choose that path and play through it and you will unlock this trophy.

[top]
A Certain Point of View
Caught a glimpse of another time.

This ending will become available after you complete all 20 character endings, clear all the story locks, and complete the Fire and Ice ending. Once you have done all of that a new path will open up at the bottom right of your Flowchart below Phi's path. Select it and play through it and this trophy will be yours.

[top]
That Wasn't Supposed to Happen
Saw any of the bad endings.

Each character has a good ending and a bad ending (except for Luna and Tenmyouji, which both have 3 endings). For this trophy you need to see any of the characters bad endings. Once you get to a bad ending this trophy will unlock. In the spoilers below you can see the paths to get to all of the bad endings.

Dio Bad Ending

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K Bad Ending

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Luna Bad Ending 1

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Tenmyouji Bad Ending 1

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Quark Bad Ending

Toggle Spoiler



Tenmyouji Bad Ending 2

Toggle Spoiler



Clover Bad Ending

Toggle Spoiler



Alice Bad Ending

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Sigma Bad Ending

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Luna Bad Ending 2

Toggle Spoiler



Phi Bad Ending

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[top]Escapes


The overview is here to show you the path and amounts of files. The hints is for the people who want to figure it out themselves, but have become stuck. The detailed walkthrough is for the people who want to know the answers and how the room works. The brief walkthrough is for the people who want to skip as many puzzles as possible while still getting the platinum trophy. This is not possible for every escape though.








Path: Intro
Files: 8


There are instructions above the fire extinguisher container. Can you follow them?

If you have the tips, you need to find some handles. It's at the ends.

Both the tips and the handles play a part in removing the bolts.

There is a number affiliated with old people and babies. What does the poster say?

Lastly we need a number for the bunny. While the bunnies have nothing to do with the poster, there is a number related to a very special bunny.

The microchips go into the red machine.

For the secret: There are actually two numbers associated with the bunny.





Okay, here is how it goes. To the left of the big red machine is a fire extinguisher. You can take the pin from it, as shown on the instructions to the right of the big red machine. With the pin you can open the case to the fire extinguisher to the right of the big red machine. Inside is tips for socket wrenches. We need some handles. Look around ... under the pictures of the baby and the old man is a metal rod.

The handles are at the ends of those two metal rods (totaling 4 handles). Grab them and turn to the elevator door. At the bottom of the elevator control panel is a vent sealed with some bolts. You need to combine the tips and handles so they match the bolts. It goes like this: Yellow handle plus triangle tip, Green handle plus pentagonal tip, blue handle plus square tip, and red handle plus hexagonal tip.

Inside is a puzzle. You need to move the green square to the marked space, by pressing the directional buttons. It's quite easy actually. At the first part you need red squares to fill out the holes and then in the second part you need to make the red squares go to the end to give room for the green square. Doing this will award you with a memory card. This is one of three we need.

You probably have noticed the poster on the wall with the all of the people on it. Under the blue signs of the baby, the old man, and the bunny there are some numbers. For the baby and the old man the answer is quite simple. Count the number of babies and old people (4 and 7 respectively). The bunny's name is Zero, so press the 0 to get another key card. Plug in the two key cards in the big red machine to get the code for the safe. Before putting in the code in the safe, go back to the bunny display and press the button 3 instead (the bunny's name is Zero III). You get another keycard. Plug that in to get the safe password for the secrets.




This one is completely unskippable, so just read the detailed walkthrough for this one.











Path: Mangenta Door
Files: 12



You found pieces of a globe, now where would be a good place to set a globe?

The clock doesn’t seem quite right. What is missing? Have you seen anything that could make it complete?

Setting the clock to a certain time will give us another clue. Examine the magazine for a clue about what time it should be.

You need to make three different drinks out of all the bottles you’ve found, but which should you combine? The clock, globe, and wall behind the globe will tell you which drinks are needed.

3 coasters sit on the bar awaiting some drinks, but they need to be in a certain order. Test them with the drinks you made to find out the order.

For the secret: Figuring out who the liar is in the riddle will give you the names of the 3 drinks you need to make.




Let's take a look around. Look at the couch and behind the left pillow is an astronomy magazine. Take it. Also take the globe part. Look at the bar and take the three martini glasses and the clockwork hands. Look behind the counter and take all bottles on the upper and lower left shelf (5 of each type of bottle, 10 in total). Look at the table and take the two globe parts. Lastly look at the cabinet with the safe in it. The lower part of the cabinet has some slides in them. In the left side is a note, and in the right is the last globe part.

Let's repair the globe first. Combine the two lower parts and the two upper parts. Now combine one of the halves of the globe with the center, and then combine that with the last globe half. Put the globe on the stand on the table.

Put the clockhands on the clock. Looking at the astronomy magazine the eclipse will start at 4:50, so set the clock to that and some light will shine through it. It will hit the globe and display text on the wall behind it. We need to mix three drinks from the clues here. Look at the clock. The hands are at "Green Sun", on the globe it says "Blue Planet" and if you only read the black letters on the wall, it says "Red Moon."

Using the drink mixer on the table, make those three drinks. It works like this. You need to put a martini glass on the tray, and a bottle in each of the black holders at the top. Press the button and the two bottles will mix into the martini glass. You need to make a green sun, blue planet and red moon. After all martini glasses have been filled, put the green sun on the left coaster, blue planet on the center coaster, and red moon on the right coaster. The screen will light up and give you the escape password.

Look at the note from the cabinet to get a classic riddle, with a lying party and two telling the truth. The father contradicts the son, and the mother contradicts the son, but since the father doesn't contradicts the mother, the son is lying. From these clues it's easy to figure out that the father likes white island, the mother likes red planet, and the son likes blue ocean. Mix those drinks and put them on the coasters in any order. The screen will light up again and give you the secret password.





Look behind the pillow on the sofa to acquire an astronomy magazine.

Look in the bottom drawers of the nearby cabinet to get another note.

Take the bottles behind the bar counter, and the martini glasses on the counter.

Use the mixer machine on the counter to make a green sun, blue planet, and red moon in the three martini glasses and put them on the coasters.

For the secret mix white island, green planet, and blue ocean in the martini glasses and put them on the coasters.










Path: Yellow Door
Files: 14



The puzzle on the wall requires two keys to open it. You found one key but where is the other? Two of the items you found can be combined to make a key.

Use the scalpel to cut out the dirty fabric on one of the beds.

The number of powder containers, pills, and bottles will give us the answer to another puzzle.

A monitor in the room contains a memory card slot. Inserting the memory card will give you another hint.

The dirty fabric needs to be cleaned. What two ingredients do you need to make fabric clean? Put these two items into the bowl to clean the fabric.

Your newly cleaned fabric can now go back to where it belongs. Where have you seen an empty spot where it could go?

Scanning the bed will give you a word, but which are the correct areas to scan? The colorful note will give you a clue.

For the secret: Trial and error will provide you with another word.




Okay, let's take a look around. Look at the table with the bowl. Take the scalpel. Look at the lower part of the table to find a key. Look at the desk to get a part of a key. Look in the lower parts of the cabinet. Open the right slider to get a keycard. Now focus on the beds. Use the scalpel on the piece of fabric on the middle bed. Get the other key part on the right bed. Combine the two key parts. You see that box with the puzzle on the wall? Stick the two keys into the slots at the bottom of it and it will open.

For this puzzle you need to tilt it to make the green, red, and blue block land at the indicated places. Your main goal here is to get the red block in the top left corner and have the blue block directly underneath it. After that it's easy to navigate the green block to the bottom of the screen and then tilt right to have all get to their place. Solving the puzzle should make the puzzle full. Count the number of the powder containers (6), pills (5), and bottles (2) and enter the number in one of the cabinet doors. This will give you a colorful note.

Insert the keycard into the big TV and it will give you some instructions (remember to click the tv for an easy missable note). Take the powder from the cabinet and pour it into the bowl. Use the empty glass to fill it with water from the sink and pour it into the bowl. Cleanse the fabric in the bowl. Place it on the bed by the scanner.

Click the scanner to take a scan of the fabric. The colorful note tells you what number 1-3 is in this puzzle. First is blue (the pills), second is red (the bottles), and third is yellow (the pill container), and then the ones marked four and then five, which spells "cured". The screen will light up and give you the escape password.

For the secrets, scan the fabric again and spell "found" this time. It takes some trial and error. First the top right corner then row four of the first column, then the pill bottle, then the bottom of the center column, and lastly the one marked with a five. The screen will light up and give you the password.




Look in cabinets lower right slider. Take the keycard.

On the upper drawers of the cabinet, press the right one. For the password, enter 5-6-2.

Insert the keycard into the TV. Press the TV.

Take the powder from the cabinet and put it in the bowl on the table. Take the scalpel from the table. Pour water into the jar at the sink. Use the scalpel on the fabric piece of the bed to take it off. Pour the water into the bowl and then put the fabric into the bowl. Put the fabric on the bed where the fabric has been torn off.

Press the scanner and start the puzzle. Press the buttons in this order: The pill, the bottle, the powder, the four, and the five to get the escape password.

Scan again and insert this order: Top right corner, then row four of the first column, then the pill bottle, then the bottom of the center column, and lastly the one marked with a five.











Path: Cyan Door
Files: 10



Calling the other rooms with other people in them will give you some clues as to the number you need to call.

You can use the aluminum foil to create some different shapes, but you need something to cut them out with … have you seen something that is used for cutting?

The 4 patterns belong in 4 particular spots. There are four rooms and each of them have a flat spot that you can use. Do you remember where you’ve seen something like that?

The lockers each require a code. You have already found 2 sets of numbers. Use them on the lockers in the same rooms from which you found them. Place the cassette into the spot that would be most appropriate.

The poster will reveal the numbers that go with each symbol. The aluminum foil pattern in one of the rooms will give you the correct order that these numbers should go in. This set of numbers will help you get into the locker and escape.

For the secret: If you enter the safe password into a certain phone it will give you another password for the locker you just visited.




Go to room 4 and take the key part on the table here. Go to room 2 and take the small metal part on the table. Combine these two parts in your inventory to create a key. Go to room 1 and look at the book there. Then go to the working phone. Press the number 2 on it to call Alice, and she will tell you this code: "25**". Call Phi in room 4 and get: "**92". That's "2592" combined. Call that and nothing happens. The mirror reflects the code and it becomes "2652". Call that and get a metal pin. Use it on the locker, but we do not know the code yet for it.

Use the key to unlock room 3. Take the boxcutter in there and then open the unlocked locker. Combine the aluminum foil you find in there with the boxcutter 4 times to get 4 different patterns. Use pattern 3 on the drawer under the table to get the word "Locker" reflected. Do the same principle at the other rooms. Use pattern 1 in room 2 to get "4985", use pattern 2 in room 4 to get "3472", and use the shapes pattern in room 1 to get the sequence: "Circle, star, diamond, triangle".

Now to open the lockers. The numbers and the sequence you got is the code for the locker in every respective room. The puzzles are easy. You need to press either the "plus" or "minus" to get the right numbers. The numbers on the left either gets added or subtracted to the number at the top depending on the row and column that gets combined. The lockers in room 2 and 4 are easy, but there is still room 1. Locker in room 2 will give you a tape, and the locker in room 4 will give you a coin.

In room 4 there is a poster. Scratch off part of the poster, using the coin, to reveal the symbols getting assigned a number. You need to scratch in the places shown by the beds in the rooms. That is the right knee, the right shoulder, the left knee, and the left elbow. The codes are like this: "Circle 1 - Star 6 - Diamond 8 - Triangle 9".

Go to room 3 and place the tape in the phone. Go to room 1. You can now deduct from your clues that the correct order is 1986. Enter that in the locker and you get the escape password. Enter the number in the phone and you get a reply: "9861" and enter that into the locker to get the secret password.




This one you can skip almost entirely. Go to room 1. Go to the phone and type in: "2652" and take the pin. Look at the locker. Here you need to use math to add or subtract the numbers depending on where the numbers are located under the plus or minus symbol to match this code: 1986 for the escape password and 9861 for the secret password.










Path: Luna end
Files: 14



The ID Card and Frequency list will give you the answer you need for one of the puzzles.

The key to the toolbox fits, but won’t turn because it is rusty. Have you seen something in the room that could help lubricate the key?

Use something you’ve found to open the Tablet so you can insert the batteries.

The chevron blocks can be combined with something else to create a useful object. Where have you seen something that’s the same shape where this can go?

The Tablet still needs another battery, but where could it be? Remember that beauty (or actually battery) is in the eye of the beholder.

You can use the boxers and detergent to clean up a mess. Have you seen something in the room that looks like it could use a good wipe?

The eye poster will give you a way to decode the sets of lit up eyes.

For the secret: 12 sets of eyes weren’t lit up. Using these eyes you can get another word.





Let's start out by looting a little. Go to the table and take the radio. Check the oil stain at the head of the robot, where a weird piece of something is. Turn around to see some shelves. Here you need to take a poster and another weird piece. Those two pieces can be combined. Go to the lockers and open them. Inside all of them is some lab coats. Here you need to take a name tag, another piece (and combine it with the other two), and lastly a list of frequencies. On one of the shelves is a toolbox. Get a key from it and a blue battery. The key unlocks the toolbox but it doesn't work since it's rusty. Dip it in the oil from the operating table and then it works giving you a screwdriver, detergent bottle, and another key.

It's puzzle time. Look at the computer nearby. Place the radio down here and take the computer's power cord and give it to the radio. Now click on the radio. From the back of the nametag and the frequency list you can see that you need a frequency of 400 Hz. The different buttons skips different amounts of frequencies. To get there in 4 moves press the 1 arrow button --> 2 arrows buttons --> 2 arrows button --> 3 arrows button. You will be rewarded with a blueprint on the computer. In the drawer below the computer is a tablet. The other drawer is locked and you need to use the key from the toolbox. Inside is a star slot. Those three weird pieces you have combined looks like a star. Put it inside it to open the middle drawer and get the handle inside. Use that handle on the slot close to the table with the robot laying on it. This will make scary robots appear. One of the robots have a red battery and another has a pair of boxers. Combine the bottle of detergent with the boxers and use them to clean up the oil. It says "120V" underneath the oil.

Get to the yellow screen next to some of the robots where you need to fuse some wires so it matches 120 volt. From start make the wire go in these directions: down, right, down, left, down, right, down, right, up, right, up, right, up, right, down, right. Now hit the red button at the big technology machinery thingie to turn on the robots' eyes. Combine the tablet and screwdriver to take out the bottom of the tablet and then put in the two batteries. You need a password. Remember the poster that had some letters on it? They're in pairs like the robots' eyes. Take each letter that is represented by a turned on eye and you get the password :"BEACONOFHOPE". Insert that in the tablet to get the escape password.

For the secret insert the password: "REMINISCENCE" which is found the same way, but with the unlit robots' eyes.





Take the radio from the table and plug it in at the computer. Examine it and press the buttons in this sequence: 1 arrow button --> 2 arrows buttons --> 2 arrows button --> 3 arrows button. Then tap the screen. Turn around and open the third locker and take the clip. Also take the poster on the wall nearby. Under the computer is a drawer. Take the tablet in that drawer. Take the key in the toolbox and dip it in the oil and open the toolbox with it. Take the screwdriver and the battery nearby. Combine the screwdriver with the tablet and then combine the tablet with the battery. Tap the tablet and type in the code: "BEACONOFHOPE" for the escape and "REMINISCENCE" for the secret password.










Path: K end
Files: 11



If you turn off the lights, the knights shadows will reveal something isn’t correct.

One of the knights is holding something that will break through glass if you press the button.

Use the coins that you find for a fun ride!

On the back of the picture is a clue for you to use on the jukebox.

The jukebox will give you 3 gold records. Where have you seen a spot where these should fit?

The pool table is missing a felt spot. Fix it with an item you’ve found. If you spray it and turn off the lights it will reveal something to you.

If you examine the Billiards poster and the letters on the table it will tell you where to put the correct balls in the puzzle.

The darts case will give you a clue for how the scoring system works for the darts puzzle.

For the secret: Reverse the colors for scoring in darts to get a different password.




Go to the knights dressed in armor and take the pool cue. Take the spear from the one knight and exchange it with the axe from the other knight. Look at the display and press the button to break the shield. Take the allen wrench from the shield. Combine it with the pool cue. Go to the minibar fridge and take the billiard balls. Open the refrigerator and take the piece of fabric and the luminol. Go to the pool table and put the fabric on the bare piece of the table and then spray it with luminol.

Turn off the lights and the pool table will glow and mark the holes with letters. Turn the lights on again and take the poster nearby. Go to the Zero Jr. kids' entertainment ride and take the extension cord. Then use the self-made key to open the part for coins and take the coins inside. Put a coin inside and K will ride it and it will take a picture. Behind the picture it will say: "Z9 D1". You can use the extension cord to plug into the jukebox.

Use a coin to turn on the jukebox. Getting the record Z9 and afterwards D1 will both give you a golden record. Put them into the frames to your right and you will be able to get a box for darts. It's puzzle time at the pool table.

By using the clue from the poster, the ball representation at the upper right corner, and the luminol you can figure out where the balls need to go. You need to use the poster to match a ball to a letter and then use the luminol to figure out where to put it. Here is a cheat sheet:

Ball 13 --> top left
Ball 4 --> top right
Ball 2 --> center left
Ball 9 --> center right
Ball 1 --> bottom left
Ball 6 --> bottom right

You'll get the tips for the darts.

You need to use the darts on the dart board to get a score of 91. The three arrows on the darts box give you a hint as to how the scoring works. The green arrow needs to be more worth than the blue arrow and the blue arrow needs to be more worth than the red. Therefore you need to score like this:

First dart --> 2x20 --> Score of 40 --> green
Second dart --> 3x11 --> score of 33 --> blue
Third dart --> 3x6 --> score of 18 --> red

You will then get the escape password.

For the secret you need to do the darts game again but with the order of the darts worth reversed:

First dart --> 2x17 --> Score of 34 --> red
Second dart --> 3x11 --> score of 33 --> blue
Third dart --> 3x8 --> score of 24 --> green

And you will get the secret password.




Take the poster with the billiard balls and then the poster with the darts. Go to the bunny ride and take the extension cord. Use it to plug into the jukebox. Go to the knights dressed in armor and take the pool cue from one of them. Exchange the spear and the axe between the knights armor. Press the play button on the console to break the shield. Take the allen wrench. Combine it with the pool cue and used the "key" on the console on the ride. Take the coins and use one on the jukebox. Press "D1" and "Z9" on it and take both gold records and insert them in the cases next to the jukebox. Take the darts and go to the darts machine. Throw them in this order:

First dart --> 2x20 --> Score of 40 --> green
Second dart --> 3x11 --> score of 33 --> blue
Third dart --> 3x6 --> score of 18 --> red

... for the escape password and in this order:

First dart --> 2x17 --> Score of 34 --> red
Second dart --> 3x11 --> score of 33 --> blue
Third dart --> 3x8 --> score of 24 --> green

... for the secret password.










Path: Dio end
Files: 15




Notice that the cabinet is on wheels. If you move it, it will reveal more things to you.



The warm drawer needs to be cooled down. Something you get from a puzzle will help cool it down and give you another item.



Use the pH scale and detection chemical to find out the pH of the water that comes out. Use the pH scale to figure out what water goes in each container.



By examining the dates on the post-it notes with the Calendar you picked up we can figure out the correct coordinates to put into the computer.



The Staff Nutritional Chart and the Nutritional Balance Chart will help us figure out how to organize the meals in the puzzle.



For the secret: A note can guide you to another set of coordinates to put in. Do you remember when Sigma was abducted?






Let's look around. Take a look at the ice machine. There is a piece of a button and a beaker to be taken there. The aisle further down has a cabinet with a note about nutrition. The cabinet is actually on wheels and on the wheels is a red button. The right side of the cabinet has a pH indicator liquid and the pH scale. Keep moving to the left and there will be a machine and there is a drawer with a metal contraption inside and you'll automatically receive the drawer too. Combine the metal contraption with the part of a button to make a whole button, and plug it in the ice machine.

Sliding box puzzle time! For the first ice cube slide right and then down, for the next slide left and then down, for the third slide right, down, left, and down. You can now get ice cubes. You can combine them with the drawer. Put the drawer back where you find it. Once the ice is melted you get an ID card. Take all four containers. Find the water faucet and you need two ionized (or basic) water containers, one neutral water container, and one acidic water container. So fill two with +3 water, one with 0 water and one with -2 water. Find the ration boxes and take the calendar.

On the machine is some numbers: "5/7, 1/13, 3/27, 11/11, and 7/30". With that and the clues on the calendar you can easily figure out that the codes are for:"

1-2-3, E, 3
4-5-6, A, 7
7-8-9, A, 6
10-11-12, G, 6
1-2-3, B, 14

Take the ration boxes corresponding to the clues and return them to the machine and put the water containers back where you found them. Put the ration boxes in the machine and the machine will give you a puzzle. You need to move different rations on certain columns by using the clues. Give up? The right answer is:

A --> Meat, Fish, Salad, Pasta, Soup
B --> Fish, Salad, Salad, Soup, Soup
C --> Meat, Meat, Salad, Pasta, Soup
D --> Meat, Fish, Fish, Salad, Pasta
E --> Meat, Fish, Pasta, Pasta, Soup

Then you will get the escape password.

At the back of the calendar is the hint: "The day the man was abducted". It's referring to Sigma. Sigma was kidnapped 12/25 and that is the ration box you need to find: "10-11-12, B, 13". Put it in the machine and you get the secret password.






This one is completely unskippable, so just read the detailed walkthrough for this one.












Path: Quark End
Files: 15



A frog and a scalpel could mean only one thing … time to dissect!

Above the microscope are four circular spots where you can place things. Have you found anything that is circular?

The notes you picked up will give you some further clues to the seed puzzle.

There are some more notes that will help you figure out what you need to put in the blender to give you some more objects to put in the microscope.

For the DNA puzzle remember A goes with T and C goes with G. Besides that you just need to do some trial and error.

For the secret: You still have seeds left. Time to do some more blending!




Let's loot! On the table take the two capsules, jar of seeds, the two folders, and another jar of seeds. Go to the wall near the shelves and there is another jar of seeds and another folder. On the shelves you will be able to find 3 jars and saline solution. Get to the drain and there is the last jar and a scalpel. There are some pipes. Click on them to start a puzzle. Use the notes to do this. Turn all levers straight-up with the exception of the lever on the right side. Turn that once more.

There are some beakers. Examine them to get a new puzzle. The other notes can be used here. This is to figure out which seeds need to be used where. The solution is:

Half-Colored fat seed - red
Striped Slim seed - yellow
Plain fat seed - green
Plain slim seed - light blue
Striped fat seed - dark blue

Completing the puzzle gives you a red capsule.

Empty the jar with the frog in the drain. Use the scalpel on the frog to get a blue capsule. Get to the bottom of the drain area to retrieve a tank filled with the ethanol. There are some instructions in your archive. Get to the blender and follow them to retrieve a green capsule.

Put the green, red, and blue capsules on the microscope and look through it to see bases in DNA not working because they come in pair of either A-T or C-G. Set the DNA strings to match. It's easy, but may require some trial or error. You will then get the escape password.

For the secret password, do the blending procedure again, but with one of the seeds and you get a yellow capsule. Put that in the microscope and voila.





This one is completely unskippable, so just read the detailed walkthrough for this one.










Path: Tenmyouji End
Files: 13



To open the door to the Pressure Exchange Chamber you will need to solve a puzzle. The answer is in one of the instructional manuals you picked up.

This looks like it needs to be popped just like a balloon. Find something to pop it with.

Placing the emitters you picked up and putting them in the right spot will power the control panel. Play around with them until you get them right.

To get out of the PEC you will need some help from a character on the other side of the glass. Get them to find a manual for you.

Examining the shapes on the benches will give you a clue to the puzzle on the lift.

You will eventually find a very small suit. Who or what could this go on … is there something small that you found earlier you could put it on?

The colorful picture you found will give you a clue to figure out the Tablet puzzle.

For the secret: Look at the booth by the Tablet to find a colorful decal with a clue for this puzzle.




There are two floors. There is actually not a lot to do at the lower floor so take the lift to the left and go up. Up here you can check out a bench. There is an instructional manual to be taken here. The bench also has some noticeable patterns. There are also some lockers. Open them and put on the suits. Go down again and try to enter the door to get a line puzzle. It's very easy. Use the instruction manual to figure out which dots need to be connected with each other. Go to the nearby control panel and take the key there. Check the other bench and note the those symbols on there too. Get to the lift and by the benches the answer to the glass montré in the lift is "cylinder, hourglass, star, star, diamond" and that will give you a key.

There are some locked lockers on this floor. You can open them using the two newly acquired keys, giving you a small suit and sheet of shapes. Go back to the decompressing room and try to go back out the door you came in and you will get trapped. Examine the glass and you can direct Clover. Direct her to go underneath the clock thing and you will get another line puzzle clue. The Zero Jr. inflatable doll has grown due to the pressure. Examine it with the key in hand and it will pop and reveal a smaller doll inside, take it. On the wall is some pipes and and panels and lasers. There are some emitters there to get you to solve the puzzle. You just need to place an emitter at the top right place, center left place, bottom left, and bottom right place. Doing this will reveal the red button at the control panel. Hit it to return the pressure to normal. Now you can solve the line puzzle at the exit door to get out.

Use the lift to go back up a level. Put the Zero Jr. figure into the small suit and put it in the booth. Then take the tablet and plug the cable into it. The colorful picture has the clue to figure this one out. The answer is "623" and the tablet will give you the escape password.

The booth itself has a color code. Use it to solve the booth puzzle again, but with the code on the booth instead. The code is "117". Type that in and get the secret password.




This one is completely unskippable, so just read the detailed walkthrough for this one.










Path: Alice End
Files: 11



Shovels are for digging and we are in a garden so that means you should ...

The keys correspond with the boxes and the type of metal that they are made of.

Turning the garden from day to night will reveal some more clues.

Pay attention to the sizes of the stars as they are important.

The scale will help you figure out the weights of the various coins. Take note of the weight differences.

If you put the scraps of paper together it will give you a clue on what order to press the buttons on the control panel.

The coins need to go in a certain order … remember the weights from the scale?

The sizes of the stars you found earlier will give you a clue on how to solve the star puzzle.

For the secret: Use these colors this time - red, blue, yellow, purple, green.




This one uses arrows to move. Go forward and look at the pavilion and take the shovel and the key, then look at the bench and take the rod. Move forward and get the key under the potted plant. Go forward and look at the gravestone to find a metal detector. Look at the scale and take the key and the knife. Inside the drawers you see a funny-looking contraption, combine that with the rod to get a form of handle. If you use the shovel on the cabbage you get a golden chest. One of the keys should be golden too, so use that to open the chest and you will receive a piece of paper. In the vegetable garden you can use the metal detector on the tomatoes, onions, and cucumbers. You will receive a plant of each. Combine them all with the knife to get a coin from them and inspect the pepper to get a yellow coin. There is a small mound of dirt near the river. Dig in it with the shovel and you will get a bronze box. You can combine it with another key to get another piece of the paper. Go back to the beginning area and use the shovel on the mushroom at the tree and get the last box which you can use the last key on to get the last piece of the paper. Combine the pieces of paper and you get the whole paper.

The handle can be used at the door to turn off the lights and there are some stars. Notice their position and size, but other than that you don't need the lights off. Go to the waterfall and examine the waterfall. The dotted paper will show which of the three buttons to push to turn it off. It goes like this: left, right, right, left, center, center, right. The waterfall will be turned off and reveal another panel.

This panel requires you to put coins in the right order. It's by weight; the lightest to heaviest which you find out via the scale. The correct order is red - white - yellow - green. And this will reveal yet another panel. Here you need to press the stars in the order of appearance. It's: Purple - Blue - Yellow - Green - Red. This gives you the escape puzzle.

For the secret press the stars from the largest to smallest: Red - Blue - Yellow - Purple - Green.





Go to the scale and take the knife. Look at the grave to take the metal detector. Go to the vegetable garden and take the yellow coin at the broken pepper. Use the metal detector on the tomatoes, the onions, and the cucumbers to get a vegetable of each. Combine the knife with each vegetable to get a coin from each. Go to the panel near the waterfall and press the buttons in this sequence: Left, right, right, left, center, center, right. At the next panel put in the coins in this sequence: "red - white - yellow - green". At the stars press them in this sequence for the escape password: "Purple - Blue - Yellow - Green - Red". And in this sequence for the secret password: "Red - Blue - Yellow - Purple - Green".










Path: Clover End
Files: 13



The binder that you picked up will tell you how to solve the puzzle to open the pod room door. Writing down notes while doing this puzzle will help you greatly.

The tile from the jellyfish looks like it would fit this animals mouth perfectly.

Check the pods to see if the laser has changed something about one of them.

The microchip from the clock looks like it would fit somewhere else. Have you seen a place it would fit in the pod room?

The pod screen instructs you to freeze and treat vegetation. Have you seen something that would help you with fulfilling these instructions?

The clock conveniently has two memory card slots.

There are four different times that you should have found while inspecting the rooms. Use these times on the Instructions for the Dice Game to make a word that can be used in the Tablet.

For the secret: This time start off where you left off on the Dice Game using the four different times again.




Check out the couch area. Here you can get a tablet and piece of paper from the folder. Look around the room to see two plants at two different places. Pick up both. Try going through the door and you will get a puzzle. This is actually a very famous kind of puzzle called mastermind. You choose a number between 1 and 9 and you do that for four places. The goal is to get the correct 4 numbers at the right places. You get a hit if the right number is at the right place and a blow if you have the right number but the wrong place, so you need to get 4 hits to win. The trick is to first figure out the numbers and then figure out the places.

Once you get inside to the treatment pods, open the lids on all of them. Pod 3 has "11:1" printed on the lid, pod 2 has a key in it and a clock showing: "6:20", and on pod 1 is a clock showing: "7:15" plus inside it is another key. Go back to the clock on the wall and use the dimple key on it to unlock it and take the blue chip. Go back to treatment pod 1 and the screen next to it. Insert the chip into it to begin. You need to run two tests. First put the withered plant into the pod and close it to get the red chip and do the same for the nutritional plant to get the green chip. Insert them both into the clock. It now shows: "4:05".

Use your other key on the jellyfish tank. Now it's puzzle time. You need to slide the jellyfish this way: "right - down - down - left - left - up - right - right - up". Examine the jellyfish to get a tile. Insert that tile into the hole in the lion picture and a laser will travel the room. Open pod 3 and it will now show: "00:15" instead of: "11:1".

Go to your inventory and get out your tablet and it will show you need to insert a password. To figure out the password you need to use the four times on the dice game board (which can be found in your archives). Go the value of minutes from the start and then go the value of the hour hands backwards. Do this for the times you got from pod 1, 2, 3, and the clock. This gives the password: "Past". Put it into the tablet and you will get the escape password.

For the secret do the same thing with the times, but instead of going back to start every time, start off where the last letter ended for the password: "Pour". Enter that and you get the secret password.





This one can get skipped easily. Look at the TV and press the button to turn it on, and then look at the screen. Go to the sofa and take the binder and then take the tablet. Examine it and type: "Past" for the escape password and "Pour" for the secret password.










Path: Sigma End
Files: 12



The clues on the books will give you a hint about the order they need to be put back on the shelves.

Use the scale to figure out the weights of the dice. Figuring this out will help you unlock the small box on the floor.

Combining the ink with the cylinder will create something like a stamp. Did you find something that you could use this stamp on?

Using the memory card on the monitor will open up another puzzle for you. Looking at the Report and Bookmark will help you figure out how the dice need to be placed.

For the secret: Place the dice in order by color as you did last time, but one of the dice needs to have a different number on top than you used the first time.






In here there is a big book shelf. There are in total four brightly colored books. Take them all. You need to reorder them. The title of the books give away. From left to right you need to place the books so they form a sentence: "Go up" "The Stairway" "To the Sun" "and Lion". That will make a staircase appear. On top is a stuffed lion toy. Examine it to get a memory card.

There are a lot of things on the nearby table. There is ink, paper, a music box, and a blue die. Take the green die from the top of the locked box. Go to the scale and take the red die and open the little container inside the scale to get a screwdriver. Combine the screwdriver with the music box to get its cylinder.

Go to the scale and with the weight in the puzzle you can use it to determine the dice's weight. The red weighs 50 g, the green 100 g, and the blue 150 g. On the box it says: "Blue + Green x Red" do the math with the dice's weight and you get 5150. That's the answer to the box (05150). Inside is a book; take it and examine it to get the bookmark added to your archives. Combine the cylinder with the ink to get an inked cylinder and combine it with the paper and you get dice marks. Insert the memory card into the console in the middle of the room and you will get the final puzzle.

Use the bookmark to figure out where the dice should go and use the inked paper to figure out what value the dice needs to have showing face up. Do it like this:
Lower green die: Down - right - right - up - up - up.
Upper green die: Down - right - down - right - down - right - right -up - up
Upper blue die: Down - right - right - right - down - right - down - left - left
Lower blue die: Up - up - up - left (move the green die a little out of the way and then move it back)
Upper red die: Left - down - left - left
Lower red die: Up - up - left - left

This will get you the escape password.

Getting the secret password is actually easier. Do the dice puzzle again but it doesn't matter which value they face up. Just makes sure it isn't the same and you win.




This one is completely unskippable, so just read the detailed walkthrough for this one.










Path: Phi End
Files: 10



You can combine your USB scanner with the clipboards to produce a different result both times. Now you can plug each new USB into where you got it from.

Take note of what the clocks say on their faces. Convert these numbers to create a 4 digit number that you can use on the locker.

The next locker will use a password you previously got from the laptop.

The analyzing machine has a large empty spot where you can put something. Have you found something that could fit in this spot? And now how about something that fits on top of that object?

Combining the protractor and compass will give you a useful item to use on the paper on the wall. Take note of the order of the words the circle covers. You can use this to tell you which levers to pull down.

A certain spot was missing a lever handle, do you remember where it was?

Pay attention to the instructions before the lever puzzle starts as this will help. Also note that one of the spots is ?? which indicates it is two digits.

Using some trial and error will help you solve the rainbow tree root puzzle.
For the secret: You will have gotten this password back when you combined the USB with one of the clipboards.




This room is a bit hard. As soon as you start you can take the protractor and the compass on the shelves behind you. Combine the two. Right next to the panel with the pipes is a note. Used the extended compass to make a circle on the paper. The line will go through six words that say "on" or "off". These are the levers positions. One of the "on"'s have white fillings, meaning where to start. So in the line of levers you need to pull down the first and third lever to the on position. And then you will get a lever handle.

There is a laptop on the console. There is a clipboard and a USB-scanner for the taking. The screen now shows that there is something stuck behind some boxes and a wall. Turn around and find the clipboard with numbers on it. Combine it with the USB-scanner and plug the scanner into the laptop and reveal "7213".

Now focus on the lockers. Try opening the rightmost locker. It goes by the same principle as the one in the Crew Quarters where you need to get the right form of equation. Do it with the "7213". Inside there is a weird thing. Take it. To open the left locker look at the two clocks. "510 minutes" and "11400 seconds". Translate that to hours and you get 8 hours and 30 minutes and 3 hours and 10 minutes. Those 4 numbers are what you need to open the left locker. Inside there is a rainbow root. Take that. Use the thing on the top of the machine near the door you came in and put the rainbow root in the same machine.

Examine the pipes and insert the handle at the missing joint for a puzzle. You need the right amount of pipes, but since some of the amounts are unknown it takes some trial and error. Here is the solution; from left to right the pipes needs to be positioned like this: "Down - left - down - left - left - down - down - down". Pull the slider and the water will start flowing, solving the puzzle. This turns on the computer on the CT scanner device and the final puzzle will begin.

You need to figure out what the different colors amount to in percent, so of those hundred percent, 3/15 is red, which is 20% percent. So the answer here is: Move the 6 to the yellow part, the 8 to the red, the 9 to the green, and the 10 to the blue. You then get the password.

Getting the secret password is easy. Take the "Test" clipboard and scan it with the USB-scanner. Put the scanner into the computer and there you go.




This one is completely unskippable, so just read the detailed walkthrough for this one.










Path: Luna End
Files: 8



Experimentation with the breaker box will reveal something in the room.

If you turn the lights off you will be able to find some more clues in the room.

The codes on certain colored steps correspond with certain colored chairs (and the monitors in front of them).

The main monitor has a bunch of scrambled up words. Two of the words have periods after them. Some of the words correspond to phrases from the other screens.

Using the breaker box will help you hide three of the words to reveal the two main phrases.

For the secret:
Now you can hide two of the phrases and reveal the other phrase.




Go up the stairs and look at the shelves there. You will find two hourglasses wedged in there. Press the light switch over the sofa to turn off the lights. If you turn on one of the computers on the console it will need a password. if you look at the stairs with the lights turned off there will be passwords. Match the line on the stairs with the corresponding colored chairs at the consoles to find the right password. Do that for all three computers to unlock them all. Examine the red chair computer. Open the program and a puzzle starts. You have 4 moves to have all the triangles light red and the hexagons light green. Pressing any of the shapes will make it and the surrounding shapes change color, a puzzle well known in video games. Here is the solution: Pres the hexagon close to the center, but a little to the left, then the hexagon near the center, but a little to the right, then the upper triangle in the middle of the hexagons you just pressed, then the triangle just below the last pressed triangle. The same principle goes for the green chaired computer. The solution here is to press all the red hexagons. The computers open a program each that gives a fraction of a sentence each that is displayed on the monitor above each chair.

Now to the yellow chaired computer. Here you need to determine how long each hourglass takes, based on the two hourglasses you've collected that has been marked with 4 for red and 11 for yellow. You do this by setting timers and have them finish at certain times. The answer is: 04, 07, 09, 11, 15. This will make a program appear, but it doesn't work yet. Turn on the lights and to the left of the green chair is a cabinet with some switches inside. You need to turn on the switches so the screens represents the words you got from the green chaired computer and the red chaired computer. You basically need to turn all the upper switches on, the left and middle switches at the center, and only the lower left switch. Go to the yellow chaired computer and open the program and switch the words to create at the top: "I was you" and at the middle: "Will be me". This gives you the escape password.

For the secret all the switches have been turned off again. This time turn on all the switches you didn't turn on last time. With the three words create the sentence at the bottom: "She knows everything" and you will get it.




To the left of the green chair is a cabinet. Open it and switch on the all the upper switches, the left and middle switches at the center row, and only the lower left switch. Go to the computer at the yellow chair and type in: "SGDQNY". Open the hourglass program and type in "04 07 09 11 15". Open the new program and switch the words to create at the top: "I was you" and at the middle: "Will be me". This gives you the escape password. For the secret password, go back to the switches and switch on all the switches that you didn't turn on last time. Go back to the computer and rearrange the words to "She knows everything" at the bottom this time.










Path: Tenmyouji End
Files: 11



Examining the globe will reveal a clue about how to open the door.

Where would be a good spot for a deer’s head to go?

The brandy’s look like they belong in the coasters so maybe they should switch places.

The business cards need to be placed in a certain order. Using the instructions you found will help you solve the riddle.

The back of the business cards will help you to figure out which order the books need to be placed in.

Putting everything in its proper spot will reveal 4 letters than you can place in the Tablet.

For the secret: Making a parallelogram out of the shapes in this puzzle will give you 4 different letters to put in the Tablet.




Let's take a look around. There is a set of armor. Take the dagger looking spear and the slingshot from the armor's hands. There is a glass box. On top of it is a globe you can take. Examine it to get an archive file. The big safe needs to be opened with the same method as the doors in the P.E.C. and the dots you need to connect can be seen on the globe. It's an easy puzzle. Inside is a deer head and a business card instruction. You can put the deer head on the stripe on the back wall.

Now get to the desk and open the drawer with the spear and get a key inside. Look at the weird tall black thing in the corner, which is a face recognition device. Use the key on it to turn it on. This will make the wall turn and you can take the head of the armor from the chair and put it on the suit of armor.

On the table is a folder filled with business cards. Use the clues in the instructions to figure out where the business cards need to be placed. The answer is (from left to right):
Upper row: Bob - Ellen - Sophie
Upper middle row: Ann - Chris - John
Lower middle row: Tony - Lola - Ian
Lower row: Carole - Michael - Kate
The back of the cards now shows: "Book 334".

Take the fine brandy from the cabinet and go to the bookshelf. Replace the cheap brandy with the fine brandy. On the bottom shelf you need to rearrange the books so it matches the back of the business card, so there is 4 books to the right and 3 books at the left and in the middle. Use the slingshot on the balloon to pop it, but you need to sit on the chair first. You should see an "H", an "E", and an "L". Flip the lever next to the chair to flip it. There is a "P" and a battery. Take the battery and then return to the big room. Take the tablet and combine it with the battery to put it in. The password is "Help" since those are the what the letters form. You now get the escape password.

The secret password is a bit annoying. The big credenza has a screen. That screen has now activated. First put the cheap brandy on the coaster so the laser reflects and makes a parallelogram. Touch the screen and you have to solve a Tangram puzzle. You need to use those pieces to create the parallelogram. I made a quick draft of the solution:



You will then get the password: "IILP". Enter that in the tablet and you get it.






Take the spear from the armor and use it on the drawer at the table. Take the key and use it on the tall black thing. This makes the wall turn around. Locate the globe on the glassbox and examine it. Solve the quick puzzle using the globe on the safe to retrieve the business card instructions. Sit on the chair and pull the lever to turn around. Take the battery and turn back. Go to the bookcase and take the tablet. Examine it and enter the password: "HELP" for the escape password and "IILP" for the secret password.










Path: Phi End
Files: 12



Use the cube in the center to reveal different parts of the room. Pay attention to the instructions of how to play before you begin. This game is like minesweeper except in this case you are trying to find the mines.

Use the same rules from the Rec Room for this game of darts.

Examining the books will give you some hints of how to place the dice in the dice game, similar to before.

The “AB Game, Q Edition” file will tell you what you need to do in the AB Game puzzle … you need to play twice to get different results.

Each letter in the AB game puzzle votes a certain way. Play a practice round to figure out their patterns.

For the secret: You need to solve the AB game puzzle and be the only group to surpass 9 points.




It's minesweeper time! As soon as you start, touch the weird magical hovering cube. This starts a minesweeper puzzle, except you need to find the mines. The numbers represents the amount of mines that are in the four adjacent tiles and the tile itself. These "mines" represent tiles in the actual room. You can press the tiles in the walls and they will light up. Here are the solutions to the puzzle (rows are counted from the bottom and up, and columns are counted from left to right):

At the side you face starting out: Tile on row 1, row 2, row 3, and row 4 on column 1.
To the side to the right of the previous side: Row 1 and 2 on column 1 and row 1, 2, and 3 on column 7.
To the side to the right of the previous side: Row 1 on column 2, row 1 and 2 on column 3, and row 3 on column 7.
The last side: Row 1, 2, and 3 on column 1 and 2, row 3 on column 3, and row 1 and 2 on column 4, 5, and 6.

The cube will deactivate. This room is now filled with puzzles you've solved before in other rooms. First of all, get to the puzzle with the panels from the security room. You know the deal with these puzzles, except you have five presses and the entire thing needs to be red. The solution is: Press the hexagon that is near the center but a little to the left, then press the hexagon just to the right of the last one, then press the hexagon in the center of the upper row, and lastly press both of the lowest placed triangles. You will get a red chip for that.

Take some darts from the case and now it's time to do the recreation room darts puzzle again. The middle of the dartboard reveals we need 100 points and each of the three darts needs to be on the three different colors. You know how it works but here is the solution:

First dart --> 3x13 --> Score of 39 --> green
Second dart --> 2x14 --> score of 28 --> blue
Third dart --> 3x11 --> score of 33 --> red

This will give you a green chip.

Lastly, go to the books in the shelf and take the pictures of dice from it. Yup, another dice puzzle. You need to place them correctly with the right value faced up as illustrated in the pictures. The solution is:

Upper red die: Right - down - down - down - down
Lower red die: Left - down - down - down - left
Upper green die: Down - right - right - right - down
Lower green die: Down - right - up - up - up - up - right - right - up - left - down - left - up - right - down - right - up - left - down
Leftmost blue die: Down - right - up - right - up -up - right
Rightmost blue die: Left - down - down - down - left
(if any of the dice collide, just move the die a little out of the way and then move it back).

This will give you a blue chip. Insert the chips into the machine and the final puzzle arrives. This is a mini ambidex game marathon here. There is: "Us" and then there is A, B, C, D, and E. We know from the rules of the game that two letters always betray, two always ally, and one chooses what the other party chooses. Through simple experimenting you can figure out that A always betrays, B always allies, C mirrors the other, D always allies, and E always betrays. To get out you need 9 BP. The solution is to pair "Us" (choosing ally) with D, pair A with E, and pair B with C. Do that two more times and you will get the escape password.

For the secret you need to play the Ambidex game again, but you need to play it so that only "US" gets out. The solution is:

First round: Pair "Us" (choosing betray) with D, pair A with E, and pair B with C.
Second round: Pair "Us" (choosing betray) with C, pair A with D, and pair B with E.
Third round: Pair "Us" (choosing betray) with D, pair A with E, and pair B with C.

And there you go, that is all the escapes.




This one is completely unskippable, so just read the detailed walkthrough for this one.





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