You need to find the source of the noise. Walk to the lower left and use the hamper to remove the socks. The sound gets louder. Use the pants on the hamper and take the CELL PHONE out of the pocket (5/5). Look at the phone in your inventory to realize the battery is now dead (1/6). But you should have a full spare one in your drawer. Walk to the right until you find the desk and use the drawer to find it locked.
Use the papers on the floor to take the RESULT NOTES (2/8). Examine the masking tape on the floor (1/9). On the microwave under the sink is a KEY. Pick it up and use it from your inventory on the drawers in the desk to unlock them. Use the drawers again to take the spare BATTERY out and in your inventory combine the battery with the phone to swap batteries (1/10).
Use your phone and use the phone’s address book to see the single entry (2/12). Use the entry to have no one answering. Check the caller ID to realize it must be the lab (2/14). Call Dr. Morales to find out why he called so early. When he asks for the results of your calculations, select them from your inventory. You’ll then discuss them and you’ll have to go to the lab straight away (5/19).
6:27 (lower left)
Use the unlocked door to lock it (2/21). Pick up Senor Bear to remember something. Look at the memory to realize there’s a key. Examine the bear in your inventory to see the tag (1/22). Use the chest on the left and set the code to the tag on the bear (591). Then open the chest (2/24). You now remember your treasure. Look at your memory of the treasure (3/27).
Go under the bed on the right and try to open the vent cover. In your inventory use the jar with pesos to get one PESO out and use that one on the vent cover.
6:55 (upper left)
Anna is entering the tube and you want to talk to her. Pick up the COIN she dropped (2/29). Talk to Anna and try everything to get her to talk. But she’s got other things to do. Give her the coin (3/32) and she’ll tell you more. Ask her all about the coin. When she hesitates, press the subject but she still doesn’t want to talk about it. Select your memory of Anna’s coin as conversation to talk about luck. End the conversation and Anna will get up to exit the train.
Once the train has come to a halt, try to open the doors. They will open slightly but not enough. On the right of the door is a bar which won’t budge but from the top you can take a small piece of PIPE (2/34). Use the pipe on the gap in the door to pry them open (1/35). Then step into the darkness.
07:05 (lower right)
Once out of the car, look at your inventory. Look at your wallet to find the CREDIT CARD in there (2/37). Next to the alleyway on the left is a pile of loose bricks. Pick a piece of BRICK up and walk to the car wreck on the left. Use the brick with the mirror to smash it off, then pick up the MIRROR (2/39).
Go over to the newspaper vending machine and use your credit card on it to get the NEWSPAPER from the machine (1/40). In your inventory use the brick with the mirror to get a SHARD from the mirror (1/41), then use the shard with the newspaper (2/43). Sit at the bench of the bus stop and use the newspaper from your inventory to look into the alley. Now wait for the fish.
07:30 (upper right)
Use the phone in your inventory to read the notes. Just achieve the goals. Use the terminal at the back wall and drag it to short term memory, then use it to talk to the receptionist. It’ll introduce you as the repair man. Use the clock on the wall and drag it to the short term memory, then use it on the receptionist to make her leave.
Use the computer behind the desk and insert the password cracker from your inventory on the USB slot on the lower left. This will give you the password (3/46). Look at the emails. In there will a new username under the drafts. Read the text as it will show you how the username for the terminal is created. Press the ‘send’ button to send the email (1/47). You can also check your notes to see the new username: ajones. At the inbox, the email with subject “What’s my user name?” will show you the email address.
Logout of the computer and use it again, this time change the username into ajones and insert the password cracker in the USB slot again. Once logged in, check all the emails to find nothing that can help you. Leave the computer and use the trash bin and take the SODA CAN from it. Use the drawer under the mainframe and take some COTTON SWABS from it (1/48).
Use the terminal and try to login. You don’t know the password so enter /HELP as command. So /PASSRESET will send an email to the corresponding email. Enter ALEJON as username and an email will be send (3/51). Leave the terminal and use the computer on the desk again. Login as ajones with the corresponding password. There will be a new email in the inbox.
Read the email and the new password (note it, it’s random but you can check the notes in your phone). Logout of the computer and go over to the terminal again. Enter ALEJON as username and the password you got from the email. After successful login, you’ll now be asked for a DNA sample. IN your inventory use the cotton swab with the soda can to get a sample and then use the cotton swab with the terminal. You’re now logged in.
To see what’s possible, enter /HELP. You can now see you can search the database. Enter /SEARCH and then search database by sample, option 3. Insert the soda can swab again to see that the database contains DNA samples. You should see if you’re in the database. Two possibilities: look at your memory to see your FTTN. /SEARCH the database with option 2 and enter the FTTN: 7992-AQ-4344 (inconsistency?) or in your inventory use the cotton buds with your phone. /SEARCH the database, use option 3 and enter the phone swab into the terminal. The result is the same: they have your DNA! (3/54)
There’s one goal left to do: /SEARCH the database again and enter option 1. Enter ‘A. BATRA’ as query. You’ll get a document ID (random again) (2/56). Leave the terminal and go over to the cabinet behind the desk. Look at the drawers to see the index and find the drawer corresponding your document ID. Use that drawer and enter the document ID to search for. It will give you a next lead (6/62).
Playing as Ed
Talk to the janitor to find out what happened. Let him talk as much as he can to get all the details (and an achievement). Look at the lab, the window, the water and the concrete. Then walk over to the front of the building. Trying to remove the concrete slab you realize you can’t do it on your own. Drag the broken window to your short term memory and walk back to the janitor. Ask him for help but he can’t. Then detective Bennet steps in (2/64).
Talk to the detective and ask him to follow you. Walk back to the entrance and drag the concrete slab to your short term memory. Talk to the detective and ask him to push the concrete slab. Then use the concrete slab to push it out of the way together (3/67). But you can’t get in through here. Use the broken window with your short term memory and ask the detective to give you a boost into the building (1/68).
You need to stop the sprinkler and cut the power. Look at the valve to notice the handle missing. Add the valve to your short term memory. Look at the door to the maintenance room: it’s locked. Add this to your memory as well. Look at the sketch left of the maintenance room door to see the non-smoking sign (no points, just achievement). You can look around further but there’s not much you can do so walk south to return outside.
After the conversation with the detective, walk to the left and ask the janitor about the valve handle. He’ll tell you about the maintenance room. Tell him it’s locked and he’ll give you the KEYS to the room (2/70). Walk back to the entrance and talk to the detective about the window to get back inside. Use Saul’s keys on the maintenance room to unlock it (2/72). Take the stepladder and you’ll give the detective the chance to join you inside (1/73).
Take the DUCT TAPE from the shelf in the maintenance room and take the SCREWDRIVER. But there’s no wrench. Walk south to leave the building again and walk left to visit Saul again. Select the long term memory about Saul’s story to talk to him and he’ll give you the MONKEY WRENCH (3/76). Go back to the entrance and ask the detective to follow you. Use the broken window to get inside again.
Give the wrench to the detective. Then use the screwdriver on the panel of the ventilation shaft to take it off and enter the duct. Crawl to the right and see the leak.
Playing as Bennet
Use the monkey wrench on the valve and turn it to the right to divert the flow (2/78).
Playing as Ed
Use the rusty pipe to have it disintegrating in your hands. Use the pipe from your inventory with the now missing pipe to replace it (1/79). Use the duct tape on the replacement pipe to make the repair a bit sturdier (1/80).
Playing as Bennet
Use the monkey wrench on the valve and turn it to the left to divert the flow again (3/83).
Playing as Ed
Use the screwdriver on the fuse box to open it and use the fuse box to take out the fuse of the main entrance. Walk south to leave the building and walk to the left to return to Saul. Give the keys back to him (3/86) and return to the front of the building. Use the ladder to go inside and use the panel next to the door to have a closer look. Use the cover to open it and use the screwdriver on the screws to look inside.
Use the power switch at the top to power down the unit. Take the burned wire from the board to secure the circuit board. Look at the indicator lights to see what needs to be done. You need to get the right amount of power to the terminal pin power at the bottom.
Take the LOOSE WIRES from the bottom and connect them to the primary pin at the top. Then number the pins from 1 to 9 from left to right from top to bottom. Connect the loose wire to the primary pin, then connect it to pin 7 and to the terminal pin. Switch on the power and you’ll see 17 lights lit at the bottom. Switch off power and take the loose wire again to reset it. This time connect from the primary pin to pin 7, around pin 8 and to the terminal pin. This will show 8 lights. So the value of pin 8 is -9. Repeat the process with pin 4 and 7 to see 11 lights so pin 4 has a value of -6. Again do the same with pins 2 and 7. You’ll see 12 lights so pin 2 has a value of -5.
Reset and connect only through pin 9 to see 12 lights. Reset again and use pins 9 and 6 to learn that pin 6 has a value of -8. So that leaves pins 1, 3 and 5. Connect from the primary to pin 1, to pin 4 to pin 7 to the terminator. This will show 8 lights. So if pins 4 + 7 show 11 lights, 1 must have a value of -3. Repeat with 3, 6 and 9 to see no lights. 6 + 9 show 4 lights so pin 3 must have a value of -4. Now only pin 5. Connect from the primary to pin 7, around 5 and to pin 8, to the terminating pin. This will show 7 lights. 7 + 8 had 8 lights so 5 must have a value of -1. So the values of each pin: 1=-3, 2=-5, 3=-4, 4=-6, 5=-1, 6=-8, 7=+17, 8=-9 and 9=+12. To get to a value of 10 (to the green light at the bottom), you need to connect from the primary to pin 4 (-6), pin 5 (-1), pin 7(+17) and to the terminal pin leaving 10 lights on and opening the door (10/96).
Walk to the right and use the door to Dr. Morales’ lab. You’ll find the doctor but you need to get him out of the simulator. Look at the keypad to see three keys being used. You need 4 and key 1 is more worn than the others so probably used twice. You can brute force your way in but there’s another way.
Look under the metal beam to find a book. But the beam is too heavy so add the metal beam to your short term memory and use it to talk to Bennet. He’ll lift the beam so you can take the BOOK (3/99). Look at the book in your inventory to find a lock on the book. There’s also a LOOSE PAPER in the book. Take the paper and leave the book for now (1/100). Look at the loose paper in your inventory and see the symbol next to the keypad (Pi). If you know the Pi number, you’re done, if not, leave the paper and use the terminal next to the entrance.
Press the button to start and once logged in, select utilities and then scroll down to the calculator. Start the calculator and press the Pi symbol to see its value. Leave the terminal and use the keypad on the simulator. Enter 3141 as code and find the doctor (5/105).
Talk to Anna in the hospital to learn it wasn’t an accident. After showing the diary you’ll automatically be
Playing as Anna
Look at the cover of the diary and at the angel, together with 1982. Dr. Morales called Anna his little angel. In your inventory, look at the hospital badge to see your date of birth: April 22, 1982. Enter 422 as code and use the clasp to open the diary (3/108). Inside you’ll find a lot of code and a piece of paper. When Bennet asks you what happened, any answer will do.
You’re in a maze. It’s random each time so no exact help here but advice is to draw the maze and look around. There are three levels to go through and each level has a long term memory for you. If you go to the next level without getting the memory, you can always come back later. On level 1 you’ll find the Hansel & Gretel memory (2/110). Look at the memory so you can now use the pesos in your inventory inside the maze to drop ‘breadcrumbs’.
On the second level (3/113) of the maze you can find the Where’s Mama memory (3/116). When dropping to the third level (3/119), you can find the Papa memory (5/124). Now find the exit and you’ll wake up (5/129) and remember the cypher (5/134).
To gain some time, use the bookshelf and when asked, push it. When asked for the direction, push it to the right to block the door (2/136). Use the window on the left to climb onto the balcony. Use the ladder on the left to climb down. There’s a mechanism on the right to lower the ladder but when you use it, you’ll notice the ladder gets stuck. Use the center of the mechanism to break the HANDLE off (2/138). Climb the ladder on the left back to your window and use the ladder on the right to climb further up.
On the left there’s a mechanism without a handle so use the one from your inventory and then turn the handle counter clockwise to raise the ladder until it’s fully extended. (5/143). Climb the ladder and use the broken window in the middle to get a SHARD of glass from it (2/145). Before the villain tries to climb up, use the shard on the rope to cut it and make use of the ladder impossible. It’s tricky to get the edge of the shard to cut the rope but you should be able to succeed eventually (3/148).
It doesn’t matter if you trust Bennet or not, the outcome is the same. You’ll automatically continue
Playing as Bennet
Ask about Morales’ research (1/149) and everything else you can find out about the current situation. When you detect someone hiding and shows himself, tell him he looks familiar, then select the “Ed & Anna at Hospital” long term memory to realize you’ve seen him before (1/150).
The next day you all get together on the field (10/160) and memories will be shared.
Playing as Anna
To find out more about the vault you need to decipher the diary. Look at the cypher in your long term memory. You can see A, B and C in the top row of a grid, the D in a rotated grid. Note the lines that go with the letter: the A has a line to the right and bottom ( J-shape), the B has a line to the left, bottom and right (U-shape) and the C has a line to the left and bottom (L-shape). The D is in a V-shape. Repeat the same for the next row: I is top, right and bottom, J is a box, K is top left and bottom, L is in a >-shape and M is in a < shape. The same for the bottom line: S has a line top and right, T a line left, top and right and the U has a line left and top. V is in a ^ shape.
Look at the journal in your inventory and replace the symbols with the corresponding letters: on the first line, the first letter is a D, the third letter is an A etc. Select the corresponding symbol in the journal and enter the correct letter. This will replace all these symbols in the journal. Once you’ve replaced all symbols you definitely know, try to select a word that would be obvious. On the fourth line the second word could be ‘decision’ so fill in the ‘E’ and see what other words become ‘obvious’. Note that a letter can have multiple symbols.
Once the majority has been found, go through the whole journal to fill in the missing few letters that do not appear a lot (the V, X, Q and Z). Now that you can read the whole text, you’ll know more about the vault and the missing device (10/170).
Select long term memory ‘Angelo’s Grave’ and drag it to Ed to make him aware that you’re ready to go. With Ed’s ‘Let’s go’ you’ll visit the cemetery and look at the headstones. You’ll learn Anna’s parents’ name and the middle name of uncle Angelo (3/173). You’ll automatically return to the field.
Playing as Ray
Select the other players and ask them to follow you. Walk south to see the map and select the National Credit Systems on the right. Use the red curtain to try to talk to Ozzy. He’ll close them again and if you listen to him, he’s not happy with the law enforcement present.
Playing as Bennet
Walk to the right and go back to the baseball field.
Playing as Ray
Use the red curtain again and this time Ozzy is prepared to talk. After the smalltalk, use the ‘Get Financial Information’ long term memory to discuss this with Ozzy. To help you he needs the FTTN and $10.000. He then drops his bottle (1/174). Pick up the PILL BOTTLE and look at it in your inventory to see what the pills are and that they are not in Ozzy’s name. Look at your phone and ‘Goals2’ under ‘Memo’ to see the new goals.
Talk to Anna and tell her to follow you. Leave on the right and on the map select the hospital. Once you get there, take the cotton swabs from your inventory and give them to Anna.
Playing as Anna
Enter the hospital and use your badge on the card reader to unlock access (1/175). Then push button 9 to visit the morgue. After the conversation, Irina will leave you alone (2/177). Take the DEATH CERTIFICATE from the first table and the ULTRA SONOGRAPH from the third table.
Look at Uncle Javi’s body to say your last goodbye’s (3/180). Use the cotton swabs from your inventory on the body to get MORALES’ SWAB. Leave the morgue and in the elevator press button 1 to return to the lobby. Give Morales’ swab to Ray.
Playing as Ray
Enter the hospital and press button 7 to visit the research center. Talk to the receptionist and ask why she doesn’t work the morning shift (2/182). Use the terminal and put it in short term memory, then use it on the secretary as conversation. This will allow you to use the system.
Use the terminal and enter /SEARCH as command. Select option 3 and insert Morales’ swab from your inventory. You’ll now see Javi’s FTTN and note it. Leave the lobby on the right and push button 1 to return to the lobby. Walk south and on the map select the National Credit System. Once there, use the red curtain to speak to Ozzy and put Javi’s FTTN in short term memory to use it as conversation (2/184). Now you need to get the money.
Playing as Anna
You’re still at the hospital. You need to find out more about Ozzy’s ‘prescription’. Go inside again and push button 2 to visit ICU. Walk to the left and look at the Autopharm. So that’s how you get the drugs. Left of the machine are patient’s folders. Look at them until you find the patient that’s prescribed Comfocil. Note the name and the code behind it. (Denise Boye/8468E).
Use the Autopharm and use the ID badge from your inventory on the card reader to authenticate. Then enter the code, followed by the suffix. Click on the options button and select to fill with placebo to get the PRESCRIPTION MEDS (3/187).
Walk to the right and use the elevator. Push button 1 to the lobby and walk south to see the map. Select the National Credit System and use the prescription meds with the red curtain to trade the meds for the MORALES CREDIT (3/190). If you’ve replaced the meds for placebo you’ll get an extra point (1/191). In your inventory look at the credit report and see the large payment. This location will be added to the map.
Walk to the right to return to the map and select the new location from it (Tortoise Security). Press the bell on the desk to get attention and go through all dialogs to learn more about J.P. and the safes. He loves making puzzle boxes.
Use the Morales credit on J.P. to ask him about Javi’s safe. He won’t give you any information without a death certificate and a will (3/194). The first one you have, the second you need to get.
Playing as Bennet
Walk south and select the Police Administration on the map. After your conversation with officer Berry, walk up the stairs and into the corridor on the left. You’ll talk to officer Johnson and ask for the document which he will try to get from the computer archive. Use the city archive on the left and it’ll ask you for a fingerprint. Touch the scanner to be notified that you don’t have the correct clearance for this document (1/195).
Look at the certificate left of the archive to see who designed the system. Maybe they can help. Use the City Archive on your short term memory and talk to officer Johnson some more to learn about the archive and what documents it holds. Use the ‘Get will and death certificate’ from your long term memory on the officer to request a copy of the document. Since it’s the case you’re working on, it’s not a problem so go over to the City Archive and touch the scanner again. While the machine is getting your document, note the box number it’s seeking (a random letter and number, in my case G18). You now have MORALES’ WILL (2/197).
Walk to the right and look at the door of the copy room to learn that officer Johnsen always needs to help you with the copying. Walk further to the right and down the stairs, then south out of the station. On the map select Tortoise Security to join Anna. Give Morales’ Will to Anna.
Playing as Anna
Use the bell on the desk to get J.P.’s attention and end the conversation. Show Morales’ will from your inventory to him and then Morales’ death certificate. You’ll get more information about the safe and it’s fingerprints. J.P. also tells you all other details got stolen and gives you a SECURITY CAM PRINT (5/202).
Show the print to Bennet and he can’t place the person although he has seen the person before. Whilst in the conversation, use the ‘Alleyway Door’ long term memory to remember who it was. Pay attention to the knocking sequence. You’ll end up in the alley (1/203) and you’ll be
Playing as Bennet
Use the middle door (XI) and for the sequence knock twice, knock once and knock three times, then stop knocking. You’ll enter the room and a Japanese lady will give you a PAPER SWAN (2/205). You’ll end up at the baseball field. Use the paper swan in your inventory to see it’s the vault plans. Look at the plans to see the layout of the vault and the temperature of the battery.
Talk to Anna and tell her to follow you, then walk south and select Tortoise Security on the map. Use the bell on the desk to get J.P.’s attention and talk to him. Use the vault plan in the conversation and he’ll tell you it’s part of the stolen documents. He’ll also tell you you need a thermal scanner and he doesn’t have one.
Playing as Ed
Walk to the right to leave National Credit System and on the map select Juno Laboratory. Use the window to get inside and walk to the right to the destroyed part of the lab and enter Morales’ lab. Use the terminal on the left and touch the start button to gain access. Select the utilities button and then the Thermal Scan button.
Use the arrow on the left to set the temperature to 185°C. Press the Scan For Anomalies in the center to see if there’s any on this floor. If not, slide the floor indicator on the right one down and try again. Repeat the process until you find an anomaly (on floor B8). Now you need to get the blueprints to find where the vault might be located on floor B8.
Exit the thermal scanner and leave the terminal.
Playing as Bennet
Use the bell on the desk to get J.P.’s attention. In the conversation use the City Archive from your short term memory to ask him about the archive and how to get access to the documents. You can’t without a warrant. Talk to him again and ask how to crack the archive. He doesn’t want to help you. To convince him, use the security cam picture from your inventory as a conversation point. He’ll give you a MASTER KEYCARD that can recalibrate the retrieval arm of the archive (5/210).
Whilst at Tortoise Security, we might as well have a look at the ornate safe.
Playing as Anna
Use the ultra-sonograph from your inventory on the ornate safe to see the inner workings (3/213). Now you need to solve the four sides to unlock the safe. You need to slide the small box onto the ‘exit’, with help of the larger boxes. Leaving the puzzle will reset the side you were looking at. U=up, D=down, L=left, R=right:
Blue: D, R, U, U, L, L, D, D.
Green: R, D, L, U, U, L, R, D, D, R, U, U, L, D, L, D, R, R, U, L, U, R, D, D, L, L, U.
Yellow: L, U, R, R, D, D, L, U, U, L, D, R, U, L, D, D, R, R, U, U, L, L, D.
Red: D, R, U, U, D, L, L, D, R, U, U, L, D, R, D, L, U, R, R, D, L, U, L, U, R, D, D, R, U, U.
Once all sides are solved, J.P. will appear and says he’ll make you a new puzzle box (5/218). Now to get the blueprint, some cooperation is needed. Talk to Bennet and ask him to follow you. Walk south to leave the shop and on the map select the Police Administration.
Playing as Ray
Walk to the right to leave the National Credit System and on the map select the Police Administration.
Playing as Bennet
Give the Master Keycard to Ray. Go up the stairs and select to bring Ray. He’s allowed in the interrogation room but nowhere else. So some distraction is needed. Walk to the left and use the Copy Room as discussion with officer Johnsen. Remember it always takes a long time to help out? (2/220) While they are there copying
Playing as Anna
Use the control panel left of officer Berry as discussion with him and he’ll start rambling about the inner workings. So he’s now distracted as well (2/222).
Playing as Ray
Leave the interrogation room and walk all the way to the left to Johnson’s desk (2/224). Use the computer and use the slot on the lower left to expose the USB port and then use the password cracker from your inventory on the USB port. Now you’ll get Johnsen’s password (1/225). Press enter to access the system.
Select the ‘Recent Documents’ and note the code for the Juno Lab blueprints (it’s random so make note. In my case: J20) and Morales’ Will (in my case G18). Leave the computer and use the maintenance card from your inventory on the City Archive on the left. Select ‘Retrieval Arm Manual Alignment’.
The trick is to get the start position and ‘shift’ the difference between the new document and the current one. We want to get document J20 so that is three letters down and 2 numbers to the right from G18. To calibrate the arm it tells you to find M20. So we need to ‘offset’ the arm from position M20. In my case it’s P22 (three letters down, 2 number to the right).
Use the arrow keys to set the arm to the new location (P22 in my case). Then click the Save button.
Playing as Bennet
Interrupt Johnsen and talk to him (Ray will be sent back to the interrogation room). Ask for another copy of Morales’ Will and instead of the will you’ll get LAB BLUEPRINTS (4/229). Ed can do something with these.
All four of you will automatically meet up at the baseball field and then go to the tunnel entrance leading to the vault. This is where Ed will explain the tunnel system and the magnets. You need to work in teams to raise the containers and making a path from tunnel 2 to tunnel 6 where Ed and Bennet cannot pass when the magnets are activated. To get to the other side
Playing as Ray
Walk into tunnel 2 and open the fuse box. Then use the fuse box to activate the switch above.
Playing as Bennet
Walk into tunnel 2 and climb the ladder to the walkway above. Use the switch to activate the magnet and raise the container in tunnel 3 (1/230).
Playing as Ray
Walk to tunnel 4 and climb the ladder. Use the switch on the right to raise the container and ramp in tunnel 5 (1/231).
Playing as Anna
Walk to the right to tunnel 5 and stand under the N of the ‘Magnets’ sign.
Playing as Ray
Release the container and ramp.
Playing as Anna
Climb the ramp and use the switch to set it in the off position. Go down the ramp again and wait between the ramp and the container.
Playing as Ray
Use the switch again to raise the container and ramp.
Playing as Anna
Walk to the right to tunnel 6. Use the fuse box to open it, then use the fuse box again to activate it. With both containers raised, a barrier will slide underneath them (1/232).
Playing as Ray
Release the container and ramp. Use the ladder to climb down and then walk to the right to join Anna.
Playing as Bennet
Release the container. Climb down the ladder and walk to the left to join Ed. Talk to him and tell him to follow you, then walk all the way to the right to join Anna and Ray. Use the door next to the switch to leave the tunnels and find the vault (3/235).
Ray picks up a PIPE and Anna gets her UNCLE’S KEY and Morales’ Note in her Long Term Memory (3/238).
Playing as Ed
Use detective Bennet to get his DETECTIVE BADGE and his CREDIT CARD. Use the door controls on the left to open the door and see the steel bars behind it (1/239). Use the bars to see inside the vault and the fuse on the floor, just out of reach. Leave the vault. Give the duct tape from your inventory to Ray.
Playing as Ray
In your inventory combine the duct tape with the pipe (1/240). Use the bars of the vault to see inside and use the pipe with tape on the FUSE to get it from the floor (1/241). Use the fuse panel on the far right and take the FUSE from it to see everything shut down. Take the PENCIL from the desk and the SMALL BOX. In your inventory use the small box to find another FUSE inside. Look at the fuses in your inventory to see them numbered.
Put fuse 1 in the bottom slot. Put fuse 2 (from the box) in the middle slot (1/242). Try fuse 3 (from the floor) in the top slot but notice it doesn’t fit. Have a look the fuse again in your inventory and use the bent pin to straighten it (1/243). Insert the fuse in the top slot.
Leave the fuse panel and look at the yellow notepad on the desk next to it. The top sheet has been torn off but there’s still part of a number left. Use the pencil on the paper (1/244) to see what’s been written before. Leave the notepad and use the small code panel left of it.
Since you inserted the fuses from 1 to 3 from bottom to top, the diagram here shows that the bottom one (1) goes to the middle, the middle one (2) goes to the right and the top one (3) goes to the left. So the order from left to right becomes 3, 1 and 2. Use the sequence from the pad (31322133) to touch the panels. Using L for left, M for middle and R for right, converted to positions this becomes LMLRRMLL. The vault will open (2/246).
Playing as Anna
You’ll enter the vault (5/251). Use the vault computer on the left and use the Touch to Start button. It will recognise your fingerprint but wants a password. Ed will ask Anna to try to remember something. She’ll remember being a little girl.
Playing as Young Anna
Use the stairs to bring back memories. The last memory at the top of the stairs will reveal your father’s name (Dante).
Playing as Anna
Use Your Uncles Key from your inventory on the headstone of Dante’s grave. Use the pencil to transfer the letters to the paper and make a sentence visible. Enter it as password: TE PROMETO. You’re now able to see a video file (3/254).
With Ed outside the vault, press Play to see the video. At the end of the video you get the choice to open or destroy the vault. It doesn’t really matter at this stage what you choose (3/257).
Playing as Ray
Ask Bennet what he wants with the Resonance research. Repeat the question and then ask him to explain the note. When he asks which note, use ‘Bennet’s letter’ from your long term memory (5/262). Bennet will explain more. Use ‘Morales’ Note’ from your long term memory and ask Bennet to explain that. He will and then realises something.
Use the ‘Ed and Anna at the hospital’ from long term memory in the conversation to realize how Ed and Anna met and then use the subway map from your inventory in the conversation to realize there must be a clue on the map (3/265). Then the story takes a turn…
Use the console to shut the door and keep Ed inside.
Playing as Bennet
Talk to the detective Reggie and when you reply: “You know I didn’t do those things”, use ‘the Alleyway door’ from your long term memory as proof (3/268). When Reggie wants to know how the stakeout is connected, use ‘the Alleyway door’ from your long term memory again for the conversation and Reggie will give you another PAPER CRANE. He’ll also give his phone number to Ray (2/270). All you can do now is go back to Edgetown so select it on the map.
In Edgetown, look at the paper crane in your inventory to see there’s something written on it, then use the crane to turn it into a HAIKU. Read the haiku and note the numbers in it. Enter the alleyway and knock on door XI using the numbers in the haiku: Knock Once, Knock Four Times, Knock Twice, Stop Knocking (2/272).
Go through all dialogs except ‘Arrest them’ and then ‘Let Ray talk’.
Playing as Ray
Since Ray recognises the name, use the ‘DNA Database’ from your long term memory to realise who he is (3/275) and get a new long term memory. Then let Bennet ask questions.
Playing as Bennet
Tell to arrest them and select the security cam picture from your inventory (3/278). Go through all dialogs to learn the distance of the Resonance device and Ray gets a DRAFTING COMPASS.
Playing as Ray
Look at the compass in your inventory and use the compass with the map of the subway. Click the ruler at the top and set the distance of the compass to 4 km. On the map place the compass on the little circle pointing to the Lab to see that Ed’s apartment is within the 4 km zone (3/281).
Walk south to leave the alleyway, then all the way to the left to see the map. Select Ed’s apartment and find the Resonance device.
Playing as Bennet
Use the tripod to take the RESONANCE DEVICE B and a new long term memory about the number 14B (3/284). Use the Resonance Device B to see the cell phone attached and then check the text messages on that phone to a message from number 14A. It will go into your long term memory (3/287).
Use the drawers of the cabinet and take all Ed’s belongings including MORALES’ JOURNAL.
Playing as Ray
Use the phone from your inventory and use Reggie’s number from your long term memory to call him. Go through the dialogs and then use the 14a number from your long term memory to ask him about it. He’ll arrange for you to visit police headquarters so you can trace the number (1/288).
Use the apartment door to leave the room and on the map select the police administration (1/289).
Playing as Bennet
Go up the stairs and walk to the left, then try to enter the Tech Room. It’s locked. Use the credit card from your inventory on the door to gain access (1/290). Once inside, look at the electronic lock on the wall and note the number (random, mine is 3424). Leave the Tech Room, walk to the right and down the stairs to the front desk.
Use the control panel on the left and click on the Manage button under the Magnetic Locks on the lower left of the panel. You’ll get a database error at first but if you click the button again, you’ll be asked for a serial number. Enter the number you read on the lock and click the padlock symbol. The magnetic lock is now released (3/293).
Touch to continue and walk up the stairs again. Walk to the left, enter the Tech Room again and use the magnetic lock which is now unlocked to open the door. Now the door is open you can see the small magnet on there. You can’t take it off by hand so use the screwdriver from your inventory on the SMALL MAGNET (1/294).
Use the terminal screen on the desk you can use to trace phone numbers (1/295). Use the ’14A Number’ from your long term memory on the terminal to trace the number. It will lead you to a new location (1/296).
Walk south to leave the Tech Room, to the right and down the stairs, then south to see the map. Select the warehouse on it.
Playing as Ray
There’s no direct sign of a Resonance Device. Use the mobile phone from your inventory and check your email. There’s one from J asking where you are. From the main menu on your phone click the phone symbol and select the ’14A number’ from your long term memory to dial that number. You’ll hear a phone ringing. The sound is coming from upstairs (1/297). Stand onto the front of the forklift.
Playing as Bennet
Use the forklift to see it needs a key. Read the sticky note on the forklift to find out where the key might be. Use the locker to find Todd’s (1/298). In the close up, looking at the vent at the top you’ll notice a small gap. Use the sonograph from your inventory on the gap so see ‘inside’ the locker.
Pan down and see the key at the bottom of the locker. Use the small magnet from your inventory on the key and slide it up between the coat and the locker mechanism. If you make sure you put the key on the left side of the magnet (you can use the bottom of the coat to position the key on the magnet) you should be able to slide it up and to the right of the cap to the opening in the vent. Now you have the FORKLIFT KEY (5/303).
Use the forklift key on the forklift to start the engine (1/304). Use the green lever on the right and slide it into the green slot on the right, then use the red lever and push it up to raise Ray to the first half. Then move the green lever from the green slot to the blue slot and then use the red lever to raise Ray even further.
Playing as Ray
Step off the forklift to the right (if he says he’s stuck, let Bennet raise it slightly higher. It’s a bit fiddly) and use the phone from your inventory again. Select the phone icon and drag the ‘A14 number’ from your long term memory again to call the device again. You’ll see one of the pipes flashing. Use the pipe to get the RESONANCE DEVICE A (3/307).
Look at the device in your inventory to see the cell phone attached and look at the text messages from that phone to get the ‘Cellfish number’ in your long term memory (2/309). Step back onto the forklift platform.
Playing as Bennet
Use the forklift and reverse the raising process: push the red lever down, then slide the green lever into the green slot and push the red lever further down until Ray is back at terra firma. Walk to the right to leave the warehouse and on the map select the Police Administration.
Go up the stairs, walk to the left and enter the Tech Room. Use the Terminal Screen and use the Cellfish number from your long term memory to trace the number. But the signal is too weak so suggest to call the number, hope Ed answers and then trace the phone that way. But it means that Ray must keep Ed talking.
Playing as Ray
Ask Bennet what to say. Bennet will give you the strategy: hammer away, then when he becomes defensive, start asking questions. Tell Bennet you’re ready and when Ed answers the phone:
– Be Aggressive
– Call him a murderer
– Command him to stop
– Go Interrogative
– Ask why he did it
– Ask about Amul & Reno (this option will let Bennet trace the signal)
Use the ‘Antevorta file’ from your inventory in your conversation with Bennet to realise Ed is trying to stop Antevorta (2/311). Therefore you need to go to the hospital.
Enter the hospital and in the elevator push button 7 to visit the research department. Ed is not here but use the ‘DNA database’ from your long term memory on the secretary to find out more (3/314). Walk to the right and in the elevator push button ‘B’ to visit the basement.
You notice that there’s no signal here. That also means that the Resonance Devices can’t operate here since they need a signal to be activated. In your inventory use your smartphone. Click on Setup, Alerts and set Signal to On. Now you will be notified as soon as there’s a signal.
Use each of the maintenance doors in this hallway but don’t kick it in. Look at the signal at the bottom of the screen to see which door has a strong mobile signal. Once you’ve found that door, kick it in (1/315). Inside you’ll now find a resonance device. Take the LIVE RESONANCE device from the tripod and you’ll realize where the other one must be located (1/316).
Leave the room and walk all the way to the right to enter the elevator. Press button 1 to leave the hospital. Once outside use the wire gate on the left and enter the enclosure. Use the TV to see the shocking news reports (this is where the game started) (2/318). You’ll end up at the top of the building. You’ll meet Ed again and see him attach another Resonance device to the railing.
You now have two options:
1: Stop Ed
Note where Ed attached the Resonance Device. It’s at the far left at the beginning of 4 grates on the floor. So if Ray stands on the other end, holding the second live device and Ed stands exactly in the middel of the 4 grates, he’d be the target.
To achieve this,
Ask Ed to educate you (2/320). Once he’s done talking, let Bennet do the talking.
Playing as Bennet
Step forward. Ed will step back. Ask Ed: “What happens now?”. Ed will tell you that we can stop everything. Ask Ed: “We?”, then step forward. Ed will take another step back. Ask Ed: “More murder?”. Let Ray say something.
Playing as Ray
Take a step back. Then let Bennet do more talking.
Playing as Bennet
Ask Ed: “Can’t you see the irony?”. Then take another step forward. Then let Ray say something.
Playing as Ray
Tell Ed: “You’re delusional”.
This will eliminate Ed. Watch the news and at the baseball field decide weather to publish or delete your article (5/325). You can then see the credits and the newspaper headlines (15/340).
2: Don’t Stop Ed
To achieve this,
Ask Ed to educate you (2/320). Once he’s done talking, tell him he’s a sociopath. Then ask him: “How do we stop them?”. Then show him the device in your pocket. The select the ‘News Report’ from your long term memory to realize what the Eleven Foundation is up to (5/325).
You automatically publish the article. You can then see the credits and the newspaper headlines (15/340).