Zero's Escape: Virtue's Last Reward
A Walkthrough and FAQ by AjidoMarujido
E-Mail: [email protected]
Version 1.1
Created Nov, 1st, 2012

This document copyright 2012 by Will Young.  This document is for private and
personal use only.  This document may be placed on a web site as long as it
is completely unaltered and in full.  This document is not to be used for
profitable or promotional purposes, including, but not limited to; magazines,
books, guides, etc... in any way whatsoever.


    [[  Table of Contents  ]]
    ---------------------------
    Foreward Notes

    A. Escape Walkthroughs
    - Elevator       ................ ESC01
    - Lounge         ................ ESC02
    - Infirmary      ................ ESC03
    - Crew Quarters  ................ ESC04
    - GAULEM Bay.    ................ ESC05
    - Rec Room       ................ ESC06
    - Pantry         ................ ESC07
    - Prs.Exc.Chamber ............... ESC08
    - Laboratory     ................ ESC09
    - Treatment Center .............. ESC10
    - B.Garden       ................ ESC11
    - Archives       ................ ESC12
    - Control Room   ................ ESC13
    - Security       ................ ESC14
    - Director's Office  ............ ESC15
    - Q              ................ ESC16

    B. Choice Walkthroughs
    - Chromatic Doors 1 ............. CHO01
    - AB Game #1 vs. Luna ........... CHO02
    - AB Game #1 vs. Tenmyouji ...... CHO03
    - AB Game #1 vs. Alice .......... CHO04
    - Chr. Doors 2 Green/Blue ....... CHO05
    - Chr. Doors 2 Blue/Red ......... CHO06
    - Chr. Doors 2 Green/Red ........ CHO07
    - AB Game #2 vs. Luna ........... CHO08
    - AB Game #2 vs. K .............. CHO09
    - AB Game #2 vs. Clover 1  ...... CHO10
    - AB Game #2 vs. Tenmyouji ...... CHO11
    - AB Game #2 vs. Dio ............ CHO12
    - AB Game #2 vs. Quark .......... CHO13
    - AB Game #2 vs. Phi ............ CHO14
    - AB Game #2 vs. Alice .......... CHO15
    - AB Game #2 vs. Clover 2 ....... CHO16
    - AB Game #3 vs. Luna ........... CHO17
    - AB Game #3 vs. Tenmyouji/Quark  ... CHO18

    C. Ending Path Walkthroughs
    - Luna End       ................ END01
    - Luna Game Over 2 .............. END02
    - Luna Game Over 1 .............. END03
    - K Game Over    ................ END04
    - K End          ................ END05
    - Dio Game Over  ................ END06
    - Dio End        ................ END07
    - Tenmyouji End  ................ END08
    - Tenmyouji Game Over 2 ......... END09
    - Tenmyouji Game Over 1 ......... END10
    - Quark End      ................ END11
    - Quark Game Over ............... END12
    - Clover End     ................ END13
    - Clover Game Over .............. END14
    - Alice Game Over ............... END15
    - Alice End      ................ END16
    - Sigma End      ................ END17
    - Sigma Game Over ............... END18
    - Phi End        ................ END19
    - Phi Game Over  ................ END20

    D. Usernames and Passwords ..... PSSWRD
    E. Trophies
    - Platinum Trophy ............... PLTNM
    - Gold Trophies  ............... GLDTRO
    - Silver Trophies .............. SLVTRO
    - Bronze Trophies .............. BRZTRO



    Foreward Notes & Updates
    ------------------------
    - Dice Rolling and Sliding Block puzzles are given step-by-step, however
      However the solution given may not be the most efficient way to do it,
      if you wish to suggest a more efficient way to accomplish the task, feel
      free to e-mail me, and I'll be happy to add it, credit will be given.

    - The Difficulty Ratings are subjective, and based on a curve. So, the
      "hardest" puzzle will be 10/10, and that will set the scale. Obviously
      different people will find different puzzles easier or tougher, so the
      rating is basically just a general consensus of people asking for help.

    - Many of the steps given are redundant, I.E. instructions on how to get
      a hint for a password, that I'm just going to give you anyway. I'm
      well-aware of this, but the steps are given to find every relevant thing
      in a room to completely clear each escape portion. Feel free to skip any
      steps that seem unneccessary.

    - Update 11/12/12 - Fixed some formatting issues

    - Update 1/9/13 - Added descriptions to the ending paths, and fixed minor
                      spelling and formatting issues.



     [[[  ESCAPES   ]]]

     [[ Escape #1 - Elevator ]]  (ESC01)
     ----------------------------------
     Difficulty: 1/10
           Team: Sigma (N/A)
                 Phi (N/A)

    1. Zoom on fire extinguisher, and remove the pin from the top
    2. Use the fire extinguisher pin to open the fire extinguisher case in the
       other corner
    3. Take the socket wrench tips
    4. Zoom in on the red, green, yellow, and blue handles on the ends on the
       rails, and remove them
    5. Combine the handles with the corresponding tips (Red/Hexagon,
       Blue/Square, Yellow/Triangle, Green/Pentagon)
    6. Zoom on the grate under the elevator buttons by the door, and remove the
       colored bolts with their respective socket wrench
    7. Remove the grate to discover a sliding block puzzle, complete the puzzle
       to receive a green memory card
    8. The puzzle can be solved by sliding the blocks in the following order:
       Right, Up, Right, Down, Left, Down, Up, Left, Right, Down, Right, Down,
       Left, Up, Left, Up, Right
    9. Press the buttons on the side walls and near the door based on the
       amount of that figure in the poster on the wall, (7 elders, 4 babies,
       0 rabbits) you will receive a blue memory card.
    10. Put the blue and green memory cards into the machine to receive your
        escape password

    Secret Password:
       After receiving the Escape password, press the '3' button on the panel
       by the door. You will receive a red     memory card, put it into the
       machine to receive your secret password.

    Completing this escape will lead you to Choice 1 (Go to CHO01)


    [[ Escape #2 - Lounge ]]  (ESC02)
    --------------------------------
    Difficulty: 2/10
    Team: Sigma (3 BP)
          Phi (3 BP)
          Luna (3 BP)

    1. Zoom on the countertop and take the two needles from the glass, as well
       as all three empty glasses themselves.
    2. Zoom on the liquor shelf, take all five colored bottles of liqueur from
       the top left shelf, and all 5 bottles of alcohol from the bottom left
       shelf. Also, take the globe piece from behind the bottle on the top
       right shelf
    3. Zoom on the couch, and pick up the globe piece off of the floor, then
       move the left pillow out of the way to find an astronomy magazine.
    4. Zoom on the bookshelf and open the bottom cabinet, take the globe piece
       from right side, and the bartender's journal entry from the left.
    5. Zoom on the table, and pick up the last globe piece and the mysterious
       disc.
    6. Combine the southern hemisphere globe pieces together, and the northern
       hemisphere globe pieces together. Combine either of the hemispheres with
       the mysterious disc, then combine that with the other hemisphere piece,
       that will give you a complete globe.
    7. Place the globe into the fixture on the table
    8. Place the two needles into the clock that's above the couch, and set it
       to the time mentioned in the astronomy magazine, 4:50. This will make
       the clock point to "Green Sun"
    9. The light from the clock will cause "Blue Planet" to appear on the
       globe and "Red Moon" to appear in the black letters on the wall.
    10. Zoom on the drink mixer on the counter, place the alcohols and liqueurs
       into the top with an empty glass placed at the bottom and hit the
       button to make the three drinks hinted at (Green Sun, Blue Planet,
       Red Moon)
    11. Place the three drinks on the the coasters where the glasses were
       originally found, and check the screen to get your escape password.

    Secret Password:
       Solve the puzzle on the bartender's journal entry to learn which
       drinks to make, Blue Ocean, White Island, and Red Planet. They must be
       put in that order on the coasters, the screen will then display your
       secret password.

       If you've already used the empty glasses to get the escape password,
       you can pour them out into the drain that's underneath the mixer.

    Completing this escape will lead you to Choice 2 (Go to CHO02)



    [[ Escape #3 - Infirmary ]]  (ESC03)
    -----------------------------------
    Difficulty: 6/10
    Team: Sigma (3 BP)
          Phi (3 BP)
          Tenmyouji (3 BP)

    1. Zoom on the desk and take the metal-coin thing. The notebook is not
       related to the escape.
    2. Zoom on the top of the cart with the basin and scalpel on it, and take
       the scalpel.
    3. Zoom on the bottom of the cart and take the Worn-Out key, the injection
       gun is not related to the escape.
    4. Zoom on the shelf, and take the white powder on the middle-right shelf.
    5. Zoom on the bottom of the shelf, and open the cabinet, take the memory
       card and scrap of paper off of the clipboard in the right cabinet, the
       left cabinet contains the safe.
    6. Zoom on the third bed and take the Metal stake, combine it with the
       "coin" to make a key.
    7. Use the scalpel on the second bed to cut out the dirty fabric.
    8. Zoom on the puzzle panel on the wall near the door, and use the keys to
       open the two locks at the bottom, the worn-out key goes into the left
       keyhole, pretty key in the right one. The panel will give you a
       sliding-block puzzle. Complete the puzzle to make the last pieces of the
       panel appear.
    9. The puzzle can be solved by sliding the blocks in the following order:
       Up, Right, Up, Right, Down, Left, Up, Left, Down, Right
    10. Zoom on the puzzle buttons on the drawer under the medicine shelves,
        enter the numbers corresponding to the number of times that each symbol
        appears on the panel you just completed. (5 Blue, 6 Yellow, 2 Red). You
        will receive a "colorful note."
    11. Zoom on the cart and put the white powder into the basin.
    12. Zoom on the sink and turn on the faucet, collect some of the water
        using the empty jar.
    13. Zoom on the cart again, and put the jar of water into the basin with
        the powder to make soapy water. Put the dirty fabric into the soapy
        water to receive the plaid fabric.
    14. Zoom on the bed with the torn sheet, and use the plaid fabric.
    15. Zoom on the machine by the bed and turn it on. Use the scanner on top
        of the machine to complete the puzzle on the fabric sheet.
    16. Using the color order shown on the colorful note, hit the squares on
        the sheet in order. Color is not shown on the sheet puzzle, so the
        icons must be matched up, according to the color they were shown as.
        The order to hit the panels in is:
        Pill (Blue), Bottle (Red), Triangle (Yellow), 4, 5
    17. Hitting the squares in the correct order will spell "CURED." You may
        now check the display for your escape password.

    Secret Password:
        Match the plaid fabric up to the the wall panel, and count the icons
        that are in the same positions are the markings on the fabric use those
        numbers are an additional PIN for the puzzle drawer (2 Blue, 2 Yellow,
        1 Red). This will open the left drawer, and you will receive a second
        fabric sheet. Fit the new sheet into the bed, and use the scanner on
        the numbers in order to spell out "FOUND", the screen will display your
        secret password.

    Completing this escape will lead you to Choice 3 (Go to CHO03)

    Infirmary Additional notes:
        The hidden letters in the scanner puzzle are in static positions, the
        puzzle will work regardless of fabric being on the bed.

        The hidden letters are in the following positions:

                        Q D L I F
                        G C T U K
                        Y M A P W
                        O S H E X
                        J R N V B

        Using that table, you can simply spell out the passwords without
        worrying about the fabric at all, if you wish.



    [[ Escape #4 - Crew Quarters ]]  (ESC04)
    ----------------------------------------
    Difficulty: 4/10
    Team: Sigma (3 BP)
          Phi (3 BP)
          Alice (3 BP)

    1. Go into Room 04, Zoom on the desk and take the part of a key.
    2. Open the bed that's folded into the wall, and note that the right ankle
       is scratched.
    3. Exit Room 04, and go into Room 02.
    4. Zoom on the desk and take the piece of metal. Combine it with the part
       of a key to make a small key.
    5. Open the bed, and note that the left wrist is scratched out.
    6. Exit Room 02, and Zoom on the Room 03 door, use the small key to unlock
       the handcuffs, and go into Room 03.
    7. Zoom on the desk, and take the box cutter.
    8. Zoom on the locker, open it and take the aluminum foil. Despite the code
       panel the locker is not locked.
    9. Combine the aluminum foil with the box cutter four times in order to get
       four aluminum foil patterns.
    10. Zoom back to the desk, and place pattern 3 into the tray to reveal the
        word "LOCKER".
    11. Open the bed, and note that the right arm is scratched.
    12. Exit Room 03, and go into Room 01.
    13. Open the bed, and note that the left leg is scratched.
    14. Exit Room 01, and go into Room 04.
    15. Zoom on the desk, place pattern 2 into the tray to reveal "3472".
    16. Zoom on the locker and use the code panel to input the code using
        simple addition 3 (3+0), 4 (1+3), 7 (1+6), 2 (2+0).
    17. Check the wallet inside the locker to receive the coin.
    18. Zoom into the poster and use the coin on it to reveal a scratch-off
        puzzle.
    19. Scratch off the girl's accessories in accordance with the bed hints
        (right ankle, left wrist, right arm, left leg) to reveal 6, 1, 9, and
         8 in the shapes triangle, circle, star, and diamond respectively.
    20. Exit Room 04 and enter Room 02.
    21. Zoom on the desk, plsce pattern 1 into the tray to reveal "4985".
    22. Zoom on the locker, and enter the the code the same way that you did
        in Room 04. 4 (1+3), 9 (3+6), 8 (2+6), and 5 (2+3). Take the casette
        from the locker.
    23. Exit Room 02 and go into Room 03.
    24. Zoom into the phone, and place the casette into the slot.
    25. Exit Room 03 and go into Room 01.
    26. Zoom into the phone and hit the 2 and 4 speed dial buttons to call Phi
        and Alice respectively. They will inform you that their displays show
        "25**" and "**92".
    27. Enter "2592" to call Room 3 and listen to the casette, the screen above
        the phone will now show "2652"
    28. Enter "2652" into the phone, the casette slot will unlock, allowing you
        to take the metal pin.
    29. Zoom into the desk and move the book out of the way, place the last
        foil sheet into the tray to reveal some shapes: circle, star, diamond,
        triangle.
    30. Put the numbers learned from the poster in order based on the shapes.
        Note that the star and triangle in the poster were upside-down, so
        those numbers should be flipped, resulting in "1986."
    31. Zoom on the locker and use the metal pin to turn on the keypad.
    32. Use the keypad and enter the code the same way as the other rooms.
        1 (1+0), 9 (3+6), 8 (2+6), 6 (3+3).
    33. The display inside the locker will show your escape code.

    Secret Password:
        Enter the locker code into the phone, for the screen to show "9861",
        put that code into the locker, and the screen within will display
        your secret code.

    Completing this escape will lead you to Choice 4 (Go to CHO04)

    Crew Quarters Additional notes:
         This is the exact same escape portion that was in the Playstation Vita
         Virtue's Last Reward demo. If you played through that, there's nothing
         new here.



    [[ Escape #5 - Gaulem Bay ]]  (ESC05)
    -------------------------------------
    Difficulty: 6/10
    Team: Sigma (5 BP)
          Alice (1 BP)
          Luna (5 BP)

    1. Zoom on the operating table, take the radio.
    2. Zoom further in, to the oil stain by the robot's head, take the chevron
       block piece.
    3. Go over to the shelves full of junk, Zoom on the poster on the wall and
       take it.
    4. Zoom on the shelf, and take the second chevron block piece. Combine the
       two pieces.
    5. Zoom on the lockers, and open all three of them. Check the coat in the
       left locker to get the name tag, the coat in the middle locker to get
       the third chevron block piece, and take the frequency list from the
       right locker. Note that the number on the back of the name tag is 11010.
    6. Combine the third chevron block piece to the first two to make a star
       block.
    7. Zoom on the upper-right shelf, check the toolbox to get the key from it
       and take the blue battery.
    8. Go back over to the operating table, and use the key on the oil stain.
    9. Go back over to the toolbox, the key will now work and unlock it. Check
       inside the toolbox to receive the bottle of detergent, screwdriver, and
       silver key.
    10. Zoom on the computer on the right-side of the console deck.
    11. Use the radio and plug the computer's power cord into it.
    12. Check the radio to get a Frequency puzzle.
    13. Use the nametag's ID 11010, and check the frequency list to see that
        desired frequency should be 400Hz.
    14. 400Hz can be reached by hitting the buttons in this order:
        2 Arrows, 2 Arrows, 1 Arrow, 3 Arrows.
    15. Check the computer screen to get a blueprint of the room.
    16. Zoom on the drawers below the computer. Open the bottom drawer, and
        take the tablet.
    17. Use the silver key to open the top drawer, and place the star block
        into the slot, this will unlock the middle drawer.
    18. Open the middle drawer, and take the handle.
    19. Zoom on the star-shaped slot on the wall near the opeating table, and
        insert the handle, proceed to turn the handle.
    20. Zoom on the set of robots on the left side of the room, and remove the
        boxers from the robot.
    21. Zoom on the set of robots on the right side of the room, and take the
        red battery that's being held by one of them.
    22. Combine the boxers with the bottle of detergent to make boxers soaked
        in detergent.
    23. Go back to te operating table, and zoom on the oil stain, use the
        boxers to wipe up the oil, revealing "120V"
    24. Move over to the yellow screen near the left row of robots, check the
        screen to get a wire connecting puzzle.
    25. Solve the puzzle by completing a wire from the left border of the
        screen to the right border of the screen, with the numbers on the path
        adding up to exactly 120.
    26. The puzzle can be solved using the following grid:

            Start --->  V O O O O O
                        > V O O > V
                        V < O > ^ >  ---> End
                        > V > ^ O O
                        O > ^ O O O

              O = Unused panel

        Starting from the top left corner, the arrows map the path that the
        connecting line should make. You should pass through 35, 10, 30,
        40, and 5 in that order.

    27. Go over to the console deck, and hit the red button surrounded by the
        caution stripes.
    28. Combine the Tablet with the screwdriver, and then combine each battery
        with the tablet to turn the tablet on. You will now be asked to input a
        password.
    29. You can figure out the password by matching up the robots' lit eyes
        with their corresponding letters on the poster found earlier. The
        following is a lineuop of how the letters/eyes light up.

                   rB em EA iC On Ni
                   Os cF en Hc Oe PE

           Uppercase = lit eye
           Lowercase = unlit eye

    30. Enter "BEACONOFHOPE" into the tablet as your password to receive your
        escape code.

    Secret Password:
         Use the same system as in step 29, except use the eyes that did not
         light up. this will spell out "REMINISCENCE". Enter that as your
         password to receive your secret code.

    Completing this escape will lead you to Choice 8 (Go to CHO08)


    [[ Escape #6 - Rec Room ]]  (ESC06)
    -----------------------------------
    Difficulty: 5/10
    Team: Sigma (5 BP)
          Alice (1 BP)
          K (6 BP)

    1. Go over to the suits of armor on the stage, and take the pool cue from
       the leftmost suit, then switch the weapons that the middle two suits are
       holding.
    2. With the middle-left armor holding the axe, zoom in to the screen in
       front and hit the arrow button to make it break the glass on the shield.
    3. Zoom in to the shield, and take the allen wrench.
    4. Combine the allen wrench and the pool cue to get a circular tipped key.
    5. Go over to the small refrigerator, and take the biliard balls from on
       top of it.
    6. Open the refrigerator, and take the scrap of felt from the top shelf, as
       well as a bottle of luminol from the bottom.
    7. Go over to the pool table, and use the felt scrap on the pool table
       where the scrap is torn off, then use the luminol to spray the rest of
       the table.
    8. Go over near the exit door and zoom in on the light switch, then look at
       the pool table for the hidden message revealed by the luminol. Turn the
       lights back on.
    9. Zoom in to the poster on the wall near the light switch. Take the
       poster.
    10. Go over to the Zero Jr. ride, and take the extension cord, then use
        your circular key to open the coin box, take the coins from the box.
    11. Put a coin into the ride's coin slot. The ride will automatically
        shoot a photo on K on the ride. Take the photo. Not on the back it
        says "Z9 D1" on the back.
    12. Go over to the jukebox, and use the extension cord to plug it in.
    13. Once it's plugged in, use a coin on the machine to turn it on
    14. Use the codes on the back of K's photo to get the records. "Z9" gives
        you the first gold disc, "D1" will give you the second.
    15. Go over to the frames on the wall, and put the gold discs into the
        left and right frames. This will unlock the middle frame.
    16. Open the middle frame, and take the dart case.
    17. Go over to the pool table, and use the billiard balls to start a
        billiard ball puzzle.
    18. Solve the puzzle by putting the correct balls into the correct pockets.
        Use the billiards poster and the key in the top right corner to
        figure out which number ball is which color/suit, and use the hint you
        got from spraying the pool table with luminol to figure out which
        letter goes in which pocket. The solution is as follows:

              A  -->  4 Ball, Purple Solid     -->  Top Right
              B  -->  1 Ball, Yellow Solid     -->  Bottom Left
              C  -->  13 Ball, Orange Striped  -->  Top Left
              D  -->  2 Ball, Blue Solid       -->  Middle Right
              E  -->  6 Ball, Green Solid      -->  Bottom Right
              F  -->  9 Ball, Yellow Striped   -->  Middle Left

    19. Take the dart tips from the ball return area, and combine them with the
        dart case to get Darts. Note that the dart case gives a hint regarding
         the dart puzzle.
    20. Go over to the dartboard and take the poster from the wall.
    21. Zoom in on the dartboard, and use the darts to begin the dartboard
        puzzle. To solve the puzzle, you must use the three darts to get a
        score of exactly 91, landing one dart in each color. Also, per the hint
        in the dart case; your green score must be higher than your blue score,
        which in-turn must be higher than your red score. The solution is as
        follows:

        Dart One - 20, x2 area (Green Score 40)
        Dart Two - 11, x3 area (Blue Score 33)
        Dart Three - 6, x3 area (Red Score 18)

        The screen at the top of the dartboard will display your escape code.

    Secret Password:
         Basically, just do the dartboard puzzle with reverse rules, I.E. the
         red score needs to be the highest, with the green score being the
         lowest. The solution is as follows:

         Dart One - 17, x2 area (Red Score 34)
         Dart Two - 11, x3 area (Blue Score 33)
         Dart Three - 8, x3 area (Green Score 24)

         The screen at the top of the dartboard will display your secret code.

    Completing this escape will lead you to Choice 9 (Go to CHO09)


    [[ Escape #7 - Pantry ]]  (ESC07)
    ---------------------------------
    Difficulty: 6/10
    Team: Sigma (6 BP)
          Alice (1 BP)
          Clover (6 BP)

    1. Zoom in on the ice machine just to the left of the safe, take the button
       piece and empty beaker from the table
    2. Go into the aisle and open the cabinet to get the nutritional
       information sheet, then zoom in on the wheels and hit the red button on
       each wheel, go into the other aisle and hit the red buttons on those
       wheels as well to release the cabinet's brake.
    3. Open the right side of the cabinet, and take the pH scale and the pH
       detection chemical.
    4. Go over to the machine to the left of the safe, and open the drawer to
       take the metal piece. The drawer will then fall out, you'll take that
       too.
    5. Combine the metal piece with the button parts to make a full button.
    6. Move to te ice machine, and zoom in on the button slot, plug in the
       button, and then press it.
    7. Check the top of the ice machine for a sliding block puzzle. You must
       get the 4th block into the hole to clear it.
    8. The puzzle can be solved by sliding the blocks in the following order:
       Right, Down, Left (1st block will freeze), Down, Right (2nd block will
       freeze), Down, Left (3rd block will freeze), Right, Down, Left, Down
    9. Open the ice machine, and take the ice cube. Combine it with the
       Waaaaaaarm drawer.
    10. Slider the drawer back into it's original slot. Once it melts the ice
        take the ID card.
    11. Take note of the numbers stuck to bottom of the machine. (1/13, 3/27,
        5/7, 7/30, and 11/11)
    12. Take the 4 empty water containers from the bottom left side of the
        machine.
    13. Go over to the water faucet, fill the empty beaker with water, and then
        pH chemical to find out the base pH balance of the water. The pH values
        of the water are as follows:

              +3  -->  9  (Ionized)
              +2  -->  8
              +1  -->  7  (Drinking)
              0   -->  6
              -1  -->  5
              -2  -->  4  (Acidic)
              -3  -->  3

    14. Fill the "Basic Water" containers with +3, fill the "Neutral Water"
        container with +1, and fill the "Acidic Water" container with -2.
    15. Go over to the wall, to the right of the rows of boxes, and take the
        calendar.
    16. Zoom in on the panel near where the calendar was, using the calendar,
        and the dates noted on the machine, find and remove the boxes relative
        to the locations of the dates on the calendar. The correct codes are
        as follows:

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

    17. Take all of the ration boxes from the slots, and go back over to
        machine.
    18. Put the water containers back in place, and put the ration boxes in
        the top row of boxes, the screen will turn white, and give you a
        nutrient balance puzzle.
    19. Using the two charts as reference, you solve the puzzle by moving the
        different food rations between the columms so that the total proteins,
        carbohydrates, and fats match the amounts on the chart.
    20. The correct combinations are as follows:

              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

        The screen will now display your escape password.


    Secret Password:
         Use the hint on the back of the calendar, "The day the man was
         abducted". As Sigma is the only man in the room, use the date that he
         was kidnapped (12/25) and find the matching ration box using the same
         system as before. The correct box code is:

              10-11-12, B, 13

         The screen will display your secret password.

    Completing this escape will lead you to Choice 10 (Go to CHO10)


    [[ Escape #8 - Pressure Exchange Chamber ]]  (ESC08)
    ----------------------------------------------------
    Difficulty: 5/10
    Team: Sigma (1 BP)
          Clover (6 BP)
          Tenmyouji (6 BP)

    1. Step on to the lift, and go to the upper level.
    2. Open the lockers (either section of lockers works) check the protective
       suits to put them on.
    3. Zoom in on the bench, and take the folder to get the instruction manual,
       take note of the shapes' positions on the bench.
    4. Use the lift to go back to the lower level.
    5. Zoom in on the chamber door, and check the panel to reveal a line
       connecting puzzle.
    6. Use the instructions you got from the folder to learn which color dots
       need to be connected (Pink/Orange, Yellow/Green, White/Black)
    7. The solution is as follows:

          Start on Orange: Up/Left, Up/Left, Up, Left
          Start on Black:  Left, Up, Up, Up/Left, Down/Left
          Start on Green:  Left, Up, Up/Left, Up, Left

    8. Go over to the control panel and take the small key.
    9. Go over to the bench, take the tabel from it, and note the numbers'
       positions.
    10. Exit the chamber and go back to the left.
    11. Zoom in on the glass cabinet, and use the hints from the benches to
        figure out which code to put in. The correct code is:

          "Cylinder" "X-Triangles" "Star" "Star" "Diamond-Triangles"

        Take the key from the cabinet.
    12. Use the two keys you have to open the two locked lockers, take the
        small suit from the middle locker, and the colorful shapes sheet from
        the right locker.
    13. Go back into the chamber and check the other door, this will cause
        Clover to leave, and the decompression chamber to start.
    14. Zoom in on the glass, and you will be able to direct Clover to check on
        things in the room.
    15. Have Clover check on the folder that's underneath the machine, she will
        find instructions for another line connecting puzzle.
    16. Check on the now expanded Zero Jr. doll, to pop it (You may have to
        check it twice). Take the smaller doll that's left behind.
    17. Check the panels on the wall by the wires to reveal a wire connecting
        puzzle. Take the four laser emitters sitting there.
    18. Solve the puzzle by using the laser emitters to route power to the
        control panel.
    19. Place the laser emitters as follows to solve the puzzle.

        All of the emitters are used in the left panel, after taking the laser
        emitters, ignore the right panel completely.

        - Place a yellow emitter on the bottom left port
        - Place a purple emitter on the bottom right port
        - Place a purple emitter on the top right port
        - Place a yellow emitter on the middle left port

    20. Go over to the control panel, and hit the red button.
    21. Go to the exit, and you can now use the door, check it to reveal
        another line connecting puzzle.
    22. Solve the puzzle in the same way as the first, using the instruction
        sheet that Clover found (White/Purple, Yellow/Pink, Blue/Green)
    23. The solution is as follows:

        Start on White: Up, Up/Right, Up, Right
        Start on Blue:  Up/Right, Up, Up, Up/Right, Right, Up/Right,
                        Down/Right, Right
        Start on Pink:  Right, Down, Down/Right, Down/Left, Down, Left,
                        Up/Left, Up

    24. Go over to the lift, and go back to the upper-level.
    25. Combine the Zero Jr. Doll and the protective suit, and use it on the
        stool in the booth. Then use the tablet on the loose cable to begin a
        digital number puzzle.
    26. Solve the puzzle by using the "colorful picture" to learn which of the
        slots in the digital number is active per digit. The correct PIN is
        "623". The tablet wll display your escape password.


    Secret Password:
         Use the tablet to start the digital number puzzle. This time, use the
         color combination that's displayed on the booth by the stool. The
         correct PIN is "117"

         The tablet will display your secret password.

    Completing this escape will lead you to Choice 11 (Go to CHO11)


    [[ Escape #9 - Laboratory ]]  (ESC09)
    -------------------------------------
    Difficulty: 4/10
    Team: Sigma (1 BP)
          Clover (6 BP)
          Dio (6 BP)

    1. Zoom in on the table, take the two empty capsules, the jar of seed, and
       the two folders.
    2. Go over to the microscope, and take the jar of seed that's behind the
       tablet.
    3. Zoom in on the side wall near the shelves, take the jar of seed and the
       folder that's next to blender.
    4. Zoom in on the shelves themselves. On the bottom shelf, there is a jar
       of seed, and a jar with roots in it, take them both. On the top shelf,
       take the saline solution, upon taking that, a frog in a jar will be
       revealed behind it, take that as well.
    5. Zoom in on the fume hood (area with the drain), take the final jar of
       seed from the bottom area.
    6. Zoom in on the area just to the left of the fume hood and take the
       scalpel.
    7. Go over to the area with the exposed pipes, check it to start a water
       flow puzzle.
    8. Use the Hydroponics Research 1 notes to learn how much water to flow
       into each beaker. To complete this puzzle, simply turn all of the levers
       to the middle position, then hit the switch on the right side of the
       screen.
    9. Zoom in on the beakers, and check them to start a deduction puzzle,
       using the jars of seed. Use the Hydroponics Research 2 notes to deduce
       which seed goes with which color.
    10. The solution to the puzzle is as follows:

         - Half-Colored Round Seed  -->  Red Liquid
         - Striped Thin Seed        -->  Yellow Liquid
         - Plain Round Seed         -->  Green Liquid
         - Plain Thin Seed          -->  Cyan Liquid
         - Striped Round Seed       -->  Blue Liquid

        Take the Red Capsule that falls into the slot.

    11. Go over to the fume hood, and use the frog on the drain to pour out the
        ethanol, and remove the frog.
    12. Zoom in on the frog, and use the scalpel to remove the blue capsule
        from the frog. Take the blue capsule.
    13. Zoom back out so you can see the entire fume hood, and take tank from
        the bottom area.
    14. Go over to the blender, and use the DNA extraction instructions to
        learn the order in which to extract DNA from the root.

           Step 1: Put the root into the blender
           Step 2: Put the saline solution into the blender
           Step 3: Use the waste tank to put ethanol into the blender
           Step 4: Use one of the empty capsules to collect the DNA

        You will receive a green capsule.

    15. Go over to the microscope and use the red, blue, and green capsules on
        the slots at the top. Check inside the microscope to reveal a
        sychronized match puzzle. Solve the puzzle by lining up all three rows
        so that the letter in the top part of the row connects to the the
        correct letter on the bottom part. "A" connects to "T" and "C" connects
        to "G".
    16. The puzzle rows are set up so that moving a row usually causes another
        row to move as well, because of this, the puzzle is best solved in a
        specific order. Specifically; Row 1 - Top, Row 3 - Bottom, Row 3 - Top.
        The solution to the puzzle is as follows:

           - Set the top of the first section to "A C G A C T"
           - Set the bottom of the third section to "A T G A C G"
           - Set the top of the third section to  "T A C T G C"
           - Set the top of the middle section to "G A T G C A"

        The tablet near the microscope will display your escape code.


    Secret Password:
         Use the blender to perform the DNA Extraction again, except use the
         seeds (any of the jars) instead of the root, follow the same order
         as you did to get the green capsule, and you will get a yellow capsule
         this time. Plug the yellow capsule into the microscope.

         The tablet will display your secret password.

    Completing this escape will lead you to Choice 12 (Go to CHO12)



    [[ Escape #10 - Treatment Center ]]  (ESC10)
    --------------------------------------------
    Difficulty: 7/10
    Team: Sigma (6 BP)
          Clover (6 BP)
          Quark (6 BP)

    1. Zoom in on the couch with the safe, take the folder and the tablet,
    2. Zoom in to the corner and take the Healthy plant
    3. Go over to the opposite corner, and take the Withered plant.
    4. Go over to the door, and check the panel for a number deduction puzzle.
    5. Solve the puzzle by using the Hit/Blow counter to determine what the
       correct numbers in the code are, and their correct positions.

       When you attempt a code, it will tell you how many hits you got (correct
       digit in the correct spot), and how many blows you got (correct digit in
       the wrong spot). However it will not tell you which digits are the hits,
       which are the blows, and which are wrong entirely.

       Unfortunately, this puzzle randomly picks a new 4-digit code every time
       you attempt the puzzle, so you will have to decode it yourself.

    6. Once inside the room, open the right-most pod, note the 11:1 marked on
       the inside of the lid.
    7. Open the second pod. Take the key, and note the picture of a clock
       showing 6:20 on the inside of the lid.
    8. Zoom in on the last pod, and note the drawing of a clock showing 7:15,
       then open the pod to get another key.
    9. Leave the room with the treatment pods, and go over to the clock.
    10. Use the white key on the hole on the left side of the clock to open it.
        Take the chip.
    11. Go back into the pod room, and over to the leftmost pod. Zoom in on
        the screen, and put the chip in the bottom right corner to start the
        testing sequences.
    12. Open the pod and put the Healthy plant inside, it will freeze, and
        upon checking it, it will shatter. Take the green memory card that is
        left in the pod.
    13. Put the Withered plant into the pod now. The plant will be restored to
        a healthy state, and when taken out, the red memory card will be left
        in the pod, take it.
    14. Exit the pod room again, and go back over to the clock, put the red and
        green memory cards into the slots in the bottom right corner. Note that
        clock now shows 4:05.
    15. Use the Silver key on the fish tank to reveal a sliding block puzzle.
    16. The puzzle can be solved by sliding the jellyfish in the following
        order: Right, Down, Down, Left, Left, Up, Right, Right, Up.
    17. Once you receive the "jellyfish" examine it to get a circular tile.
    18. Go over to the painting of the lion, and use the tile on the slot. It
        will uncover a laser that beams across the room.
    19. Go back into the pod room and open the rightmost pod to see that the
        laser makes the "11:1" markings show "00:15" instead.
    20. Exit the pod room, and over to the screen, turn on the screen to reveal
        "instructions for a dice game"
    21. Examine the tablet to reveal a password input screen. The password is
        found by completing the "dice game" that was displayed on the screen.
    22. Solve the puzzle by using the clock values given earlier in the escape.
        For each clock face, start at the top left, and move clockwise an
        amount of spaces equal to the minute value, then counter-clockwise an
        amount if spaces equal to the hour value. The solution to the puzzle
        is "PAST".

    The tablet will display your escape password.

    Secret Password:
         Complete the "dice game" puzzle again, except don't start in the top
         left corner for each letter. Start counting for each clock value where
         the previous one left off. The solution to the puzzle is "POUR".

         The tablet will display your secret password.

    Completing this escape will lead you to Choice 13 (Go to CHO13)


    [[ Escape #11 - B.Garden ]]  (ESC11)
    ------------------------------------
    Difficulty: 3/10
    Team: Sigma (1 BP)
          Luna (5 BP)
          Alice (6 BP)

    1. Hit the arrow to go forward into the waterfall area.
    2. Zoom in to the area under the shelter and take the shovel and bronze
       key.
    3. Zoom in on the bench, and take the metal rod.
    4. Hit the arrow to move into the area with the sign.
    5. Zoom in on the sign, and note the locations of the "treasures".
    6. Zoom in on the potted plant, check it to move it aside and take the
       silver key from underneath it.
    7. Hit the arrow to move into the area with the grave
    8. Zoom in on the gravestone, and take the metal detector.
    9. Zoom in on the scale and take the knife and gold key from the plates.
       Then open the drawer, and take the metal piece from inside.
    10. Combine the metal piece with the metal rod to obtain a level handle.
    11. Use the shovel on the skunk cabbag patch, to dig up the gold chest.
        Combine the chest with the gold key to get the first scrap of paper.
    12. Move back to the sign area, and zoom in on the vegetable garden. Zoom
        further in to the split pepper on the ground, take the coin sitting
        near it.
    13. Zoom out to the full-view of the vegetable garden, and use the metal
        detector on the tomatoes, onions, and cucumbers, Luna will take one of
        each. Combine the knife with each of the vegetables, to receive another
        coin from each one.
    14. Hit the arrow to go to the waterfall area, and use the shovel on the
        mound across from the shelter to find the bronze chest, combine it with
        the bronze key to get another scrap of paper.
    15. Hit the arrow to go to the area by the door. Zoom in on the mushroom
        near the tree, use the shovel to find the silver chest. Combine it with
        the silver key, the get the third scrap of paper. Combine all three
        scraps of paper together to get the Paper with dots.
    16. Go back over to the gravestone area.
    17. Zoom in on the scale, and check the scale to test the coins' weights.
    18. Go back over to the area with the doors and put the lever handle into
        the slot on the wall. Turn the level to turn off the lights in the
        room.
    19. Go over to the waterfall area, and zoom in on the stream. Check the
        star that now appears in the water to see all the stars that can be
        seen in the stream. Take note of the order in which they appear.
    20. Go back over to the door area and check the lever to turn the lights
        back on.
    21. Go back over to the waterfall area, and zoom in on the button panel,
        and use the dotted paper to learn the order to hit the buttons in:
        Left, Right, Right, Left, Middle, Middle, Right. This will turn off the
        waterfall.
    22. Zoom in on the panel that was hidden behind the waterfall.
    23. Use the four coins and fit them into the indentations in order of their
        weight.
    24. The correct order to put the coins in is:

           Red  <  White  <  Yellow  <  Green

    25. This will display a panel with an order puzzle on it. Solve the puzzle
        by hitting the stars in the same order as they appeared in the stream.
    26. The correct order to hit the stars in is:

           Purple, Blue, Yellow, Green, Red

        The screen will display your escape password.

    Secret Password:
         Use the star order puzzle, but hit the stars in order of their size,
         from largest to smallest. If you can't tell by looking at them, check
         the stars that you're not sure about, and Alice will make a comment
         regarding it's size. The correct order to hit the stars in is:

           Red, Blue, Yellow, Purple, Green

         The screen will display your secret password.

    Completing this escape will lead you to Choice 15, assuming you have broken
    the "There isn't enough anti-viral medication!" lock. (CHO15)

    B. Garden Additional notes:
         While the scale in the area is not a puzzle, you will receive the
         "FAILED" message after five uses of the scale. The scale is only there
         as a tool to figure out the comparative weights of the coins, thus
         receiving the "FAILED" message does not affect anything. As far as I
         know, there is no way to get a successful "CLEAR" or "COMPLETED"
         message.


    [[ Escape #12 - Archives ]]  (ESC12)
    ------------------------------------
    Difficulty: 7/10
    Team: Sigma (6 BP)
          Luna (5 BP)
          Clover (6 BP)

    1. Swing around to view the bookshelves opposite of the escape door, there
       are four books across these shelves that are more brightly colored, and
       stand out a bit, zoom in on, and take those books.
    2. The hints on the back of each book tells where the listed book is
       supposed to go. Using the scren on the pedestal to figure out the
       bookshelf locations, put the four books in their correct order.
    3. The correct order to put the books in is as following:

           Column A (Far Left), Row 5  -->  Go Up (Red)
           Column B (Mid Left), Row 6  -->  The Stairway (Blue)
           Column C (Mid Right), Row 5 -->  To The Sun (Green)
           Column D (Far Right), Row 7 -->  And Lion (Orange)
              </pre><pre id="faqspan-2">
       Putting the books in order will reveal a staircase.
    4. Go up the staircase, and take the stuffed lion from the top.
    5. Examine the lion to open the zipper and take the memory card from
       inside.
    6. Zoom in on the desk, take the ink, the music box, the sheet of paper,
       and the blue die.
    7. Go over to the locked box in the corner, take the green die from on top
       of the box.
    8. Go over to the scale in the other corner, and take the weight and the
       red die from the scale plates, then open the drawer to take the
       screwdriver.
    9. Combine the screwdriver with the music box to get the cylinder. Combine
       the cylinder with the ink to cover it in ink. Then, combine that with
       the notebook paper. It will make a "Report" and add it to your archive.
    10. Use the scale to learn the weight of each die. The scale is not a
        puzzle, so use it as much or as little as you need to determine the
        weights.
    11. The correct weight values of the dice are: Red - 50g, Green - 100g,
        Blue - 150g.
    12. Go back over to the locked box in the other corner.
    13. Use the weights of the dice to solve the math problem displayed on
        the box.
    14. The solution to the math problem is as follows:

           Blue (150) + Green (100) x Red (50) = 5150

        Enter that code into the lock to open it. ("05150" since it's a five
        digit lock.)
    15. Take the book from inside the box. Examine the book to add the bookmark
        to your archive.
    16. Go over to the pedestal and use the memory card to reveal a dice
        rolling puzzle. Use the bookmark and the report to figure out which
        color die goes in which position, and what value it should show. The
        correct placements and values are as follow:

                       B6  R5
                   R2  G4
                       B1
                       G3

              B = Blue
              R = Red
              G = Green

    17. The puzzle can be solved by moving the dice as follows:

          - Red die showing 1:    Left, Down, Left, Left
          - Blue die showing 2:   Up, Up, Up, Left
          - Blue die showing 3:   Down, Right, Right, Right, Down, Right,
                                  Down, Left, Left
          - Green die showing 4:  Down, Right, Right, Up, Up, Up
          - Red die showing 5:    Up, Up, Left, Left
          - Green die showing 6:  Down, Right, Down, Right, Down, Right,
                                  Right, Up, Up

        The screen will show your escape password.

    Secret Password:
         Re-do the dice puzzle, but only put the colors in the correct places.
         Number placement does not seem to matter, but it cannot be the same as
         the escape password. The correct color placement is:

                      B  R
                   R  G
                      B
                      G

         The screen will display your secret password.

    Completing this escape will lead you to Choice 16, assuming you have broken
    the "Where did Alice go?" lock. (CHO16)

    Archives Additional notes:
         Some people seem to be confused about the answer to the math problem.
         (150 + 100 x 50 = 5150). The problem must be done using the correct
         order of operations, which requires multiplication to be done before
         addition, regardless of the order that the problem is written in.
         Otherwise, the problem will result in the incorrect answer of "12500".


    [[ Escape #13 - Control Room ]]  (ESC13)
    ----------------------------------------
    Difficulty: 8/10
    Team: Sigma (6 BP)
          Luna (5 BP)
          Phi (6 BP)

    1. Zoom in on the desk and take the compass and protractor.
    2. Combine the copass and protractor to expand the compass.
    3. Go over to the area just to the right of the lockers, and zoom in on the
       note attached to the wall. Use the compass on it.
    4. Go over to the large console, and zoom in on the laptop. Take the
       clipboard, and USB scanner that's plugged into the laptop.
    5. Check the screen to note that there's something hidden behind the boxes.
    6. Move to te opposite side of the room, and zoom in on the boxes, move
       the boxes, and take the "Numbers" clipboard.
    7. Combine the numbers clipboard to turn the scanner green. Plug the
       scanner back into the laptop to reveal the code "7213."
    8. Go back over to the lockers, and zoom in on the right-side locker. The
       input panel works the same way as the ones in the crew quarters did,
       except it includes multiplication and division buttons as well. Plug the
       code from the numbers clipbaord in. 7 (5+2), 2 (0+2), 1 (2÷2), 3 (2+1)
    9. Take the disc-shaped part from inside the locker.
    10. There is a clock on the wall just to the right of the safe, and another
        on the wall just to the left of the lockers. Note that the blue one
        reads "510sec" and the red one reads "11400sec".
    11. Go back to the lockers and use the panel on the left one.
    12. This panel is the same as the other locker, except you must input the
        amount of time shown on the blue and red clocks respectively. Convert
        the mentioned times into hours and minutes, and enter them to unlock
        the locker.
    13. The correct conversions are 8 hours, 30 minutes (blue) and 3 hours,
        10 minutes (red). Enter it in as follows:

           8 (2+6), 30 (17+13), 3 (2+1), 10 (4+6)

        Take the rainbow root from inside the locker.
    14. Go over to the machine near the entrance door. Use the root in the
        slot, and use the disc-shaped piece on top.
    15. Go over to the large console, and zoom in on the area with the 6
        levers. Use the note that was found on the wall earlier to
         determine which levers to set in which position.
    16. The correct positions of the levers as as follow:

          ON   OFF   ON   OFF   OFF   OFF

        This will allow you to take the lever that falls off.
    17. Go back over near the note on the wall, and zoom in on the area with
        all the levers. Use the lever you just received to replace the missing
        one, then check the area to start a water flow puzzle.
    18. The puzzle works the same way as the water flow puzzle in the
        laboratory, except that the ending target values are mostly unknown,
        you must use process of elimination to determine them.
    19. To correctly solve this puzzle, set all of the lower levers to the
        left, except the far right one, which remains set to the middle.
    20. The large machine to the left will now activate, check he screen to
        begin the puzzle.
    21. Solve this puzzle by moving the numbered circles to their correct
        colors. Learn the correct numbers by looking at the fraction of the
        total that each root gives, and making sure each color adds up to
        that total value converted to decimal. (I.E. Yellow is "4/16" which
        converts to 25%, thus the total value of the yellow circles needs to
        total 25.)
    22. The correct solution to the puzzle is as follows:
           - Move the "6" to the empty yellow circle.
           - Move the "8" to the empty red circle.
           - Move the "9" to the empty green circle.
           - Move the "10" to the empty blue circle.

         The screen will display your escape password.

    Secret Password:
         Combine the USB scanner with the "TEST" clipboard, to turn the scanner
         yellow. Plug the scanner back into the laptop.

         The screen will display your secret password.

    Completing this escape will lead you to Choice 14. (CHO14)


    [[ Escape #14 - Security ]]  (ESC14)
    ----------------------------------------
    Difficulty: 6/10
    Team: Sigma (7 BP)
          Phi (7 BP)
          Luna (7 BP, Not present)

    1. Look around at each console, and take note of which color chair is at
       each console.
    2. Go to the upper portion of the room, and zoom in on the shelves on the
       left wall.
    3. Take the hourglasses, note the numbers printed on the top of each, and
       the color of the sand in each.
    4. Zoom in on the light switch against the wall, and turn off the lights.
    5. Look at the shelves on the left and right walls, take note of the color
       patterns that now appear.
    6. Go back to the lower portion of the room, and zoom in on the steps. Take
       note of the glowing letters on each step, and their corresponding
       color.
    7. Zoom in on the right-side console, check the screen to reveal a
       password screen.
    8. Enter the "red step" code, "TMJYUVGJ" as the password to change the
       screen.
    9. Check the icon in the top-left corner to start a colors puzzle.
    10. Solve the puzzle by matching the color pattern to the pattern of the
        left-side shelves on the upper level. Tapping a panel will change it's
        color, and the color of all adjacent panels. After changing four
        panels, the puzzle will reset.
    11. The puzzle can by solved by hitting the panels in the following order.

          - Middle-Left Hexagon
          - Middle-Right Hexagon
          - Middle-Top Triangle
          - Middle-Bottom Triangle

        Note the phrase "WILL BE ME." on the upper screen.

    12. Zoom in on the left-side console, and activate it in the same way as
        the right-side console.
    13. Enter the "green step" code, "ADGB" as the password.
    14. The icon in the top left will give you the same type of color puzzle
        as the right-side console. Solve the puzzle by matching it to the
        pattern of the left-side shelves on the upper level.
    15. The puzzle can be solved by hitting the panels in the following order.

          - Top-Middle Hexagon
          - Middle-Left Hexagon
          - Bottom-Middle Hexagon
          - Middle-Right Hexagon

        Note the phrase "I WAS YOU" on the upper screen.

    16. Open the circuit panel that's too the left of the green chair, and flip
        all of the switches on.
    17. Go to the middle console, and activate the screen like the other two,
        use the "yellow step" code "SGDQNY" as the password.
    18. Tap the icon that appears on the screen to begin an hourglass puzzle.
    19. Solve the puzzle by using the hourglasses from the shelves to figure
        out the amounts of the yellow and red sand as a base, then use the
        animations on the screen to figure out the amounts of sand in the other
        hourglasses. Enter the correct values in.
    20. The correct values are:

              04 (Red), 07 (Blue), 09 (Green), 11 (Yellow), 15 (Purple)

    21. Check the new icon on the screen to change the top screen to a word
        puzzle. (NOTE: If you have not checked the top screen to look at the
        room surveillance, you will have to do that before you can activate
        the puzzle.)
    22. Use the hints from the side consoles to figure out what words should be
        used, and what order they should be in. To remove the unnecessary
        words, turn off the corresponding screen using he circuit box.
    23. To solve the puzzle, set the switches in the circuit breaker as
        follows:

                ON   ON   ON
                ON   ON   OFF
                ON   OFF  OFF

        The go back over to the middle console, and set the words in the
        following positions:

                I        WAS      YOU
                WILL     BE       ME.
               (EMPTY)  (EMPTY)  (EMPTY)

        The upper screen will display your escape password.

    Secret Password:
         Go back to the circuit breaker, and turn on the three panels that were
         left off for the escape password. Go back to the middle console, and
         activate the word puzzle again, set the words in the following
         order in the bottom three panels:

                        SHE    KNOWS    EVERYTHING.

         The upper screen will display your secret password.

    Completing this escape will lead you to Choice 17. (CHO17)

    Security Additional notes:
         As opposed to using the hourglasses and the little animations to
         figure out the hourglass puzzle, assuming your eyes are good enough,
         you can simply count the rows shown in each hourglass.


    [[ Escape #15 - Director's Office ]]  (ESC15)
    ---------------------------------------------
    Difficulty: 8/10
    Team: Sigma (3 BP)
          Tenmyouji (8 BP)
          Quark (8 BP)

    1. Zoom in on the suit of armor, and take the short spear and slingshot.
    2. Look over at the glass case, and take the globe from on top of it.
       Examine the globe to add the world map to the archives.
    3. Zoom in on the large safe, and check the white glowing panel to begin a
       line connecting puzzle, similar to the one in the Pressure Exchange
       Chamber. Use the world map to determine which colors to connect.
    4. The puzzle can be solved as follows:

           Start on Blue:   Down, Up/Right, Right, Up
           Start on Pink:   Up, Down/Left, Left, Down
           Start on Purple: Right, Up/Left, Up, Left, Left, Left, Left, Up,
                            Up/Left, Up/Right

       Take the Deer head and the business card instructions from the safe.

    5. Zoom in on the red paint stripe on the wall, and put the deer head on
       the peg.
    6. Zoom in on the desk, zoom further in to the drawer, and use the short
       spear as a key to open it. Take the small key from inside.
    7. Zoom in on the facial recognition device near the desk, use the key to
       turn it on.
    8. Zoom in on the chair that came out of the wall, and take the helmet. Put
       the helmet on the suit of armor.
    9. Go over to the desk, and check the business card folder to start a
       deduction puzzle. Use the business cards instructions to figure out
       which card goes in which position.
    10. The correct order of the cards is as follows:

            Bob         Ellen        Sophie
            Ann         Chris        John
            Tony        Lola         Ian
            Carole      Michael      Kate

        Check the back of the cards, and note that it says "BOOK 334".
    11. Go over to the bookshelf, take the cheap brandy from the coaster, and
        put the good brandy in it's place.
    12. Zoom in on the bottom shelf, move the set of four books into the
        far-right section, and move the sets of three books into the left and
        and middle sections.
    13. Go back over to the chair that popped out of the wall, and check it to
        sit down.
    14. Use the slingshot on the balloon to pop it, take note of the "HEL" on
        the wall.
    15. While still sitting, check the lever next to the chair, to flip to the
        other side of the wall.
    16. Take the battery off of the table, and combine it with the tablet. Take
        note of the "P" painted on the wall, and then use the level again to
        get back into the main room.
    17. Examine the tablet, and enter the password "HELP". The tablet will
        display your escape password.

    Secret Password:
         After checking the password on the tablet, the screen on the credenza
         will activate. Zoom in on the left side of the credenza and place the
         cheap brandy on the coaster, it will bounce the light around to make a
         shape. Use the screen on the right side to move the figures to
         duplicate that shape. Your final shape should look somewhat like the
         following:
                      _____________
                     /\     |     /
                    /  \    |    /
                   /    \   |   /
                  /______\  |  /
                 /  /|   |\ | /
                /__/_|___|_\|/


         The screen will display "IILP" put that code into the tablet, and it
         will display your secret password.

    Completing this escape will lead you to Choice 18. (CHO18)


    [[ Escape #16 - Q ]]  (ESC16)
    -----------------------------
    Difficulty: 10/10
    Team: Sigma (4 BP)
          Phi (9 BP)
          Tenmyouji (3 BP)

    1. Zoom in on the cube's default side (Exit door should be in the
       background.)
    2. Figure out the winning panels on the cube by tapping the panels, the
       number on each panel represents the number of winning squares that the
       panel is adjacent to (the panel itself counts as adjacent).
    3. The number pattern for this side is as follows:

                    0 0 0 0 0 0 0
                    0 0 0 0 0 0 0
                    1 0 0 0 0 0 0
                    2 1 0 0 0 0 0
                    3 1 0 0 0 0 0
                    3 1 0 0 0 0 0
                    2 1 0 0 0 0 0

    4. Tap the background wall, by tapping the squares on the wall that are in
       the same positions as the winning squares on the cube, objects hidden in
       the wall will be revealed.
    5. The correct squares on the wall are as follows:

                    O O O O O O O
                    O O O O O O O
                    O O O O O O O
                    X O O O O O O
                    X O O O O O O
                    X O O O O O O
                    X O O O O O O

              X = Winning square
              O = Empty square

       Tap the correct squares on the wall to reveal a device.

    6. Zoom in on the cube's right side (The device you just revealed should be
       in the background.)
    7. The solution to this side and the corresponding wall is as follows:

               0 0 0 0 0 0 0          O O O O O O O
               0 0 0 0 0 0 0          O O O O O O O
               0 0 0 0 0 0 0          O O O O O O O
               0 0 0 0 0 0 1          O O O O O O O
               1 0 0 0 0 1 2          O O O O O O X
               2 1 0 0 0 1 3          X O O O O O X
               2 1 0 0 0 1 2          X O O O O O X

    8. Zoom in on the cube's back side (The entrance door should be in the
       background.)
    9. The solution to this side and the corresponding wall is as follows:

              0 0 0 0 0 0 0          O O O O O O O
              0 0 0 0 0 0 0          O O O O O O O
              0 0 0 0 0 0 0          O O O O O O O
              0 0 0 0 0 0 1          O O O O O O O
              0 0 1 0 0 1 1          O O O O O O X
              0 2 2 1 0 0 1          O O X O O O O
              1 2 3 1 0 0 0          O X X O O O O

    10. Zoom in on the last side.
    11. The solution to this side and the corresponding wall is as follows:

              0 0 0 0 0 0 0          O O O O O O O
              0 0 0 0 0 0 0          O O O O O O O
              0 0 0 0 0 0 0          O O O O O O O
              1 1 1 0 0 0 0          O O O O O O O
              3 4 2 2 1 1 0          X X X O O O O
              4 4 3 3 4 3 1          X X O X X X O
              3 3 2 3 4 3 1          X X O X X X O

    12. Once all the hidden devices have been revealed, the cube will no longer
        function.
    13. Zoom in on the green and red color puzzle, and check it to begin. It
        functions the same way as in the Security escape, except you can change
        five panels before it resets. Solve the puzzle by changing the entire
        puzzle red.
    14. The correct order to hit the panels in is as follows:

            - Middle row, Left hexagon
            - Middle row, Right hexagon
            - Triangle between the bottom left hexagons
            - Triangle between the bottom right hexagons
            - Top row, Middle hexagon

    15. The glass case near the puzzle will unlock, take the folder and the
        red memory card from the shelves.
    16. Move to the case with darts in it, and take the darts.
    17. Zoom in on the dartboard to begin the dart puzzle. This puzzle works
        similarly to the one in the Rec Room, except you must score 100 total,
        and match the colors on the dartboard to the order in which the scores
        are landed.
    18. Land the darts in the following order to solve the puzzle:

           Dart One - 13, x3 area (Green Score 39)
           Dart Two - 14, x2 area (Blue Score 28)
           Dart Three - 11, x3 area (Red Score 33)

    19. Take the green memory card from the display case.
    20. Check the "DICE" books on the shelf to get the three pictures of dice
        added to the archives.
    21. Zoom in on the dice table, and check it to begin the dice puzzle.
    22. Use the dice pictures to figure out the positions to move the dice to.
        The puzzle works the same way as the one in the Archives, except you
        must match all sides of each die to what's shown in the pictures.
    23. Solve the puzzle by moving the dice as follows:

           - Red die showing 6:    Right, Down, Down, Down, Down
           - Blue die showing 6:   Left, Down, Down, Down, Left
           - Green die showing 1:  Down, Right, Right, Right, Down
           - Red die showing 5:    Right, Right, Down, Left, Left
           - Blue die showing 2:   Down, Right, Up, Right, Up, Up, Right
           - Green die showing 3:  Down, Right, Up, Up, Up, Up, Right, Right,
                                   Up, Left, Down, Left, Up, Right, Down,
                                   Right, Up, Left, Down

         Take the blue memory card.
    24. Zoom in on the screen under the bookshelf, and put the memory cards
        into the slots.
    25. Check the screen to begin the Ambidex Game puzzle.
    26. Check the "AB Game, Q Edition" rules in the archives to see the details
         of this puzzle. The points work the same way as in the normal AB Game.

            - The "Two people that will definitely ally" are "B" and "D"
            - The "Two people that will definitely betray" are "A" and "E"
            - The "Mysterious Mirror Man" is "C"

    27. Solve the puzzle by getting 6 people (each team counts as two people)
        to get up to 9 points at the same time.
    28. The puzzle can be completed by setting the game up as follows:

         All Rounds:
           - US vs. D
           - A vs. E
           - B vs. C
           Choose Ally

        Use those settings for every round, to get six people up to 9 points in
        three rounds.
    29. The screen will display your escape password.


    Secret Password:
         Play the "AB Game, Q Edition", but aim for the "Second answer" shown
         in the rules. This can be accomplished by doing the following steps:

         Round 1:
           - US vs. D
           - A vs. E
           - B vs. C
           Choose Betray

         Round 2:
           - US vs. C
           - A vs. D
           - B vs. E
           Choose Betray

         Round 3:
           - US vs. D
           - A vs. E
           - B vs. C
           Choose Betray

        The screen will display your secret password.

    Completing this escape will lead you to the Phi End. (END19)



     [[[  STORY CHOICES   ]]]

     [[ Choice #1 - Chromatic Doors 1 ]]  (CHO01)
    -------------------------------------------
    This choice lets you pick which of the first chromatic doors you want to
    explore.

    Option 1 - Magenta Door  (Go to ESC02)
         Area: Lounge
         Teammates: Phi and Luna
         Possible Endings:
              Luna End (Requires password from alternate timeline)
              Luna Game Over 1
              Luna Game Over 2 (Requires password from alternate timeline)
              Dio End
              Dio Game Over
              K End (Requires one unlock)
              K Game Over

    Option 2 - Yellow Door  (Go to ESC03)
         Area: Infirmary
         Teammates: Phi and Tenmyouji
         Possible Endings:
              Tenmyouji End (Requires one unlock)
              Tenmyouji Game Over 1
              Tenmyouji Game Over 2 (Requires one unlock)
              Quark End (Requires one unlock)
              Quark Game Over
              Clover End
              Clover Game Over

    Option 3 - Cyan Door  (Go to ESC04)
         Area: Crew Quarters
         Teammates: Phi and Alice
         Possible Endings:
              Alice End (Requires two unlocks)
              Alice Game Over (Requires one unlock)
              Sigma End (Requires two unlocks)
              Sigma Game Over (Requires one unlock)
              Phi End (Requires three unlocks and five passwords from alternate
                       timelines)
              Phi Game Over
              End or Beginning (Requires Phi End)
              Another Time End (Requires Phi End and all Hard Mode clears)



    [[ Choice #2 - Ambidex Game 1 vs. Luna ]]  (CHO02)
    --------------------------------------------------
    This choice lets you pick whether to Ally or Betray Luna after clearing the
    Lounge.

    Option 1 - Ally  (Go to CHO05)
         Choosing this option will ultimately let you choose to enter the green
         or blue door at the second set of chromatic doors.

         Possible Endings:
              Luna End (Requires password from alternate timeline)
              Luna Game Over 1
              Luna Game Over 2 (Requires password from alternate timeline)
              K End (Requires one unlock)
              K Game Over

    Option 2 - Betray  (Go to ESC07)
         Choosing this option will cause you to go through the red door at the
         second set of chromatic doors, you will not be given an option.
         Area: Pantry
         Teammates: Clover and Alice

         Possible Endings:
              Dio End
              Dio Game Over


    [[ Choice #3 - Ambidex Game 1 vs. Tenmyouji ]]  (CHO03)
    ------------------------------------------------------
    This choice lets you pick whether to Ally of Betray Tenmyouji, after
    clearing the Infirmary.

    Option 1 - Ally  (Go to CHO06)
         Choosing this option will ultimately let you choose to enter the red
         or blue door at the second set of chromatic doors.

         Possible Endings:
              Tenmyouji End (Requires one unlock)
              Tenmyouji Game Over 1
              Tenmyouji Game Over 2 (Requires one unlock)
              Quark End (Requires one unlock)
              Quark Game Over

    Option 2 - Betray  (Go to ESC10)
         Choosing this option will cause you to go through the green door at
         the second set of chromatic doors, you will not be given an option.
         Area: Treatment Center
         Teammates: Clover and Quark (unconscious)

         Possible Endings:
              Clover End
              Clover Game Over


    [[ Choice #4 - Ambidex Game 1 vs. Alice ]]  (CHO04)
    ------------------------------------------------------
    This choice lets you pick whether to Ally of Betray Alice, after
    clearing the Crew Quarters.

    Option 1 - Ally  (Go to ESC11)
         Choosing this option will cause you to go through the blue door at the
         second set of chromatic doors, you will not be given an option.
         Area: B. Garden
         Teammates: Alice and Luna

         Possible Endings:
              Alice End (Requires two unlocks)
              Alice Game Over (Requires one unlock)

    Option 2 - Betray  (Go to CHO07)
         Choosing this option will ultimately let you choose to enter the green
         or red door at the second set of chromatic doors.

         Possible Endings:
              Sigma End (Requires two unlocks)
              Sigma Game Over (Requires one unlock)
              Phi End (Requires three unlocks and five passwords from alternate
                       timelines)
              Phi Game Over
              End or Beginning (Requires Phi End)
              Another Time End (Requires Phi End and all Hard Mode clears)


    [[ Choice #5 - Chromatic Doors 2 ]]  (CHO05)
    --------------------------------------------
    This choice lets you pick which of the second chromatic doors you wish to
    explore, if you chose the Magenta door in the first round.

    Option 1 - Green Door  (Go to ESC05)
         Area: Gaulem Bay
         Teammates: Alice and Luna
         Possible Endings:
              Luna End (Requires password from alternate timeline)
              Luna Game Over 1
              Luna Game Over 2 (Requires password from alternate timeline)

    Option 2 - Blue Door  (Go to ESC06)
         Area: Rec Room
         Teammates: Alice and K
         Possible Endings:
              K End
              K Game Over


    [[ Choice #6 - Chromatic Doors 2 ]]  (CHO06)
    --------------------------------------------
    This choice lets you pick which of the second chromatic doors you wish to
    explore, if you chose the Yellow door in the first round.

    Option 1 - Blue Door  (Go to ESC08)
         Area: Pressure Exchange Chamber
         Teammates: Clover and Tenmyouji
         Possible Endings:
              Tenmyouji End (Requires one unlock)
              Tenmyouji Game Over 1
              Tenmyouji Game Over 2 (Requires one unlock)

    Option 2 - Red Door  (Go to ESC09)
         Area: Laboratory
         Teammates: Clover and Dio
         Possible Endings:
              Quark End (Requires one unlock)
              Quark Game Over


    [[ Choice #7 - Chromatic Doors 2 ]]  (CHO07)
    --------------------------------------------
    This choice lets you pick which of the second chromatic doors you wish to
    explore, if you chose the Cyan door in the first round.

    Option 1 - Green Door  (Go to ESC12)
         Area: Archives
         Teammates: Luna and Clover
         Possible Endings:
              Sigma End (Requires two unlocks)
              Sigma Game Over

    Option 2 - Red Door  (Go to ESC13)
         Area: Contol Room
         Teammates: Luna and Phi
         Possible Endings:
              Phi End (Requires three unlocks and five passwords from alternate
                       timelines)
              Phi Game Over
              End or Beginning (Requires Phi End)
              Another Time End (Requires Phi End and all Hard Mode clears)


    [[ Choice #8 - Ambidex Game 2 vs. Luna ]]  (CHO08)
    --------------------------------------------------
    This choice lets you pick whether to Ally or Betray Luna after clearing
    Gaulem Bay.

    Option 1 - Ally  (Go to ESC13)
         Choosing this option will cause you to go through a white door at the
         third set of chromatic doors, you will not be given an option.
         Area: Security
         Teammates: Phi and Luna (not present)

         Possible Endings:
              Luna End (Requires password from alternate timeline)
              Luna Game Over 2 (Requires password from alternate timeline)

    Option 2 - Betray  (Go to END03)
         Choosing this option will cause you receive the "Luna Game Over 1"
         Ending.


    [[ Choice #9 - Ambidex Game 2 vs. K ]]  (CHO09)
    -----------------------------------------------
    This choice lets you pick whether to Ally or Betray K after clearing the
    Rec Room.

    Option 1 - Ally  (Go to END04)
         Choosing this option will cause you receive the "K Game Over" Ending.

    Option 2 - Betray  (Go to END05)
         Choosing this option will cause you receive the "K End" Ending,
         assuming you have broken the "How can Phi and K be saved?" lock.


    [[ Choice #10 - Ambidex Game 2 vs. Clover 1 ]]  (CHO10)
    -----------------------------------------------------
    This choice lets you pick whether to Ally or Betray Clover after clearing
    the Pantry.

    Option 1 - Ally  (Go to END06)
         Choosing this option will cause you receive the "Dio Game Over"
         Ending.

    Option 2 - Betray  (Go to END07)
         Choosing this option will cause you receive the "Dio End" Ending.


    [[ Choice #11 - Ambidex Game 2 vs. Tenmyouji ]]  (CHO11)
    --------------------------------------------------------
    This choice lets you pick whether to Ally or Betray Tenmyouji after
    clearing the Pressure Exchange Chamber.

    Option 1 - Ally  (Go to ESC14)
         Choosing this option will cause you to go through a white door at the
         third set of chromatic doors, assuming you have broken the "Is there
         proof it wasn't murder?" lock.
         Area: Director's Office
         Teammates: Tenmyouji and Quark

         Possible Endings:
              Tenmyouji End
              Tenmyouji Game Over 2

    Option 2 - Betray  (Go to END10)
         Choosing this option will cause you receive the "Tenmyouji Game Over
         1" Ending.


    [[ Choice #12 - Ambidex Game 2 vs. Dio ]]  (CHO12)
    --------------------------------------------------
    This choice lets you pick whether to Ally or Betray Dio after
    clearing the Laboratory.

    Option 1 - Ally  (Go to END11)
         Choosing this option will cause you to receive the "Quark End" ending,
         assuming you have broken the "Five minutes of life!" lock.

    Option 2 - Betray  (Go to END12)
         Choosing this option will cause you receive the "Quark Game Over"
         Ending.


    [[ Choice #13 - Ambidex Game 2 vs. Quark ]]  (CHO13)
    ----------------------------------------------------
    This choice lets you pick whether to Ally or Betray Quark after
    clearing the Laboratory.

    Option 1 - Ally  (Go to END13)
         Choosing this option will cause you to receive the "Clover End"
         ending.

    Option 2 - Betray  (Go to END14)
         Choosing this option will cause you receive the "Clover Game Over"
         Ending.


    [[ Choice #14 - Ambidex Game 2 vs. Phi ]]  (CHO14)
    --------------------------------------------------
    This choice lets you pick whether to Ally or Betray Quark after
    clearing the Control Room.

    Option 1 - Ally  (Go to END13)
         Choosing this option will cause you to go through a white door at the
         third set of chromatic doors, assuming you have broken the "How do we
         stop Phi?", "Who planted the bomb?", and "Where is the number 0 bomb?"
         locks.
         Area: Q
         Teammates: Phi and Tenmyouji.

         Possible Endings:
              Phi End (Requires ID and Password from alternate timeline)
              End or Beginning (Requires Phi End)
              Another Time End (Requires Phi End, and all clears on Hard)

    Option 2 - Betray  (Go to END20)
         Choosing this option will cause you receive the "Phi Game Over"
         Ending.


    [[ Choice #15 - Ambidex Game 2 vs. Alice ]]  (CHO15)
    ----------------------------------------------------
    This choice lets you pick whether to Ally or Betray Alice after clearing
    the B.Garden.

    Option 1 - Ally  (Go to END15)
         Choosing this option will cause you to receive the "Alice Game Over"
         ending.

    Option 2 - Betray  (Go to END16)
         Choosing this option will cause you receive the "Alice End" ending,
         assuming you have broken the "What is the long string of numbers?"
         lock.


    [[ Choice #16 - Ambidex Game 2 vs. Clover 2 ]]  (CHO16)
    ----------------------------------------------------
    This choice lets you pick whether to Ally or Betray Clover after clearing
    the Archives.

    Option 1 - Ally  (Go to END17)
         Choosing this option will cause you to receive the "Sigma End" ending,
         assuming you have broken the "Who planted the bomb?" lock.

    Option 2 - Betray  (Go to END18)
         Choosing this option will cause you receive the "Sigma Game Over"
         ending.


    [[ Choice #17 - Ambidex Game 3 vs. Luna ]]  (CHO17)
    ---------------------------------------------------
    This choice lets you pick whether to Ally or Betray Luna after clearing
    the Archives.

    Option 1 - Ally  (Go to END01)
         Choosing this option will cause you to receive the "Luna End" ending.

    Option 2 - Betray  (Go to END02)
         Choosing this option will cause you receive the "Luna Game Over 2"
         ending.


    [[ Choice #18 - Ambidex Game 3 vs. Tenmyouji and Quark ]]  (CHO18)
    ---------------------------------------------------
    This choice lets you pick whether to Ally or Betray Tenmyouji and Quark
    after clearing the Director's Office.

    Option 1 - Ally  (Go to END08)
         Choosing this option will cause you to receive the "Tenmyouji End"
         ending.

    Option 2 - Betray  (Go to END09)
         Choosing this option will cause you receive the "Tenmyouji Game Over
         2" ending.



    [[[  STORY UNLOCKS   ]]]

    [[ Unlock #1 - How can Phi and K be saved? ]]  (LOC01)
    ------------------------------------------------------
    This lock is encountered After AB Game #2 vs. K, if you choose to betray.
    Once the third set of chromatic doors open, Dio's bracelet is found
    smashed, thus preventing K and Phi from entering the secondary doors.

    The unlock is found by completing the "Clover End" ending, when talking
    to Clover in the Pressure Exchange Chamber, she rememebers that Neostigmine
    can be used to counteract the effects of Tubocurarine, thus acting as an
    antidote.

    Once the lock is broken, you can complete the "K End" ending path.


    [[ Unlock #2 - Is there proof it wasn't murder? ]]  (LOC02)
    -----------------------------------------------------------
    This lock is encountered After AB Game #2 vs. Tenmyouji, if you choose to
    ally. Upon finding Alice dead in the crew quarters, Clover is convinced
    one of the other Nonary game competitiors killed her, she demands proof
    that her death was not a murder.

    The unlock is found by completing the "Laboratory" escape. When you speak
    to Phi in the warehouse afterwards, she will translate part of the latin
    journal that you found, and you will discover that Radical-6 causes strong
    suicide tendencies.

    Once the lock is broken, you can proceed to the "Director's Office" escape.


    [[ Unlock #3 - Five minutes of life! ]]  (LOC03)
    ------------------------------------------------
    This lock is encountered After AB Game #2 vs. Dio, if you choose to ally.
    Upon choosing to ally, Dio chooses to betray, causing your BP to fall down
    to -1, and the needles in your bracelet to activate. This leaves you with
    only a few minutes to live.

    The unlock is found by completing the "Sigma End" ending, after seeing that
    a cut on your hand produces some white substance, Luna suggests the
    possibility that Sigma is a robot. Wanting to know the truth, Sigma agrees
    to let Luna scan him using the ADAM in the infirmary. This reveals that
    Sigma's arms are cybernetic.

    Once the lock is broken, you can complete the "Quark End" ending path.


    [[ Unlock #4 - There isn't enough anti-viral medication! ]]  (LOC04)
    --------------------------------------------------------------------
    This lock is encountered right before AB Game #2 vs. Alice. It is
    discovered that both Alice and Quark are infected with Radical-6, and
    although a bottle of Axelavir is available, it's only enough to save one
    of them.

    The unlock is found by completing the Laboratory escape. While in the room,
    Sigma, Clover, and Dio notice a strange machine that tuns out to be an
    "IG Replicator, which can be used to replicate antibodies, and make more
    Axelavir.

    Once the lock is broken, you can proceed to Ambidex Game, Round 2 vs.
    Alice.


    [[ Unlock #5 - What is the long string of numbers? ]]  (LOC05)
    --------------------------------------------------------------
    This lock is encountered After AB Game #2 vs. Alice, if you choose to
    betray. Upon finding Alice in the B.Garden, she reveals to you that the
    Myrmidons use a long string of numbers as a key. Without the string of
    numbers, there's no hint towards who planted the bombs.

    The unlock is found by completing the "Dio End" ending. After escaping the
    facility with Dio and Phi, and stopping Dio from using the transmitter,
    Sigma notes the long string of numbers that appears on the transmitter
    screen.

    Once the lock is broken, you can complete the "Alice End" ending path.


    [[ Unlock #6 - Where did Alice go? ]]  (LOC06)
    ----------------------------------------------
    This lock is encountered right before AB Game #2 vs. Clover. After Alice
    runs away from the infirmary, scalpel in hand. Everyone else scrambles to
    find her before she uses the scalpel to kill herself, nobody seems to be
    able to find her.

    The unlock is found by breaking lock #2. After finding that Alice commited
    suicide due to the Radical-6 infection, it's apparent that she went to the
    Crew Quarters in order to do it.

    NOTE: This unlock gives you a choice of how to proceed, if you do not
          choose to check the Crew Quarters first. The story will not
           progress, and you will receive the "To Be Continued..." message
           again.

    Once the lock is broken, you can proceed to Ambidex Game, Round 2 vs.
    Clover.


    [[ Unlock #7 - Who planted the bomb? ]]  (LOC07)
    ------------------------------------------------
    This lock is encountered after AB Game #2 vs. Clover, if you choose to
    ally. After finding the 2nd bomb in the B.Garden, it's decided that the
    bombs likely have a remote detonator, so Phi suggests that she be
    allowed to search everyone for the detonator. Sigma exclaims that he
    knows who the person that planted the bombs is.

    The unlock is found by completing the "Alice End" ending. After discussing
    the Myrmidons with Alice, Sigma recalls that Dio is the one that had the
    transmitter with the key displayed on it, he proceeds to trick Dio into
    revealing himself as a Myrmidon.

    Once the lock is broken, you can complete the "Sigma End" ending path.


    [[ Unlock #8 - How do we stop Phi? ]]  (LOC08)
    ------------------------------------------------
    This lock is encountered after AB Game #2 vs. Phi, if you choose to
    ally. During the AB game, Phi recalls an alternate time in which Sigma
    chose betray. Wanting revenge, Phi chooses "betray" to get her BP up to 9,
    and then attempts to escape.

    The unlock is found by completing the "Phi Game Over" ending. After
    choosing betray, Phi vows revenge against you, and recites the latin
    phrase, "Elapsam semel occasionem non ipse potest Iuppiter reprehendere."

    Once the lock is broken, you can proceed to the "Q" Escape, assuming the
    necessary locks are broken.


    [[ Unlock #9 - Who planted the bomb? ]]  (LOC09)
    ------------------------------------------------
    This lock is encountered after AB Game #2 vs. Phi, if you choose to
    ally, assuming you've already broken lock #8. After finding the second and
    third bombs, it's decided that the bombs likely have a remote detonator, so
    Phi suggests that she be allowed to search everyone for the detonator.
    Sigma exclaims that he knows who the person that planted the bombs is.

    The unlock is found by completing the "Alice End" ending. After discussing
    the Myrmidons with Alice, Sigma recalls that Dio is the one that had the
    transmitter with the key displayed on it, he proceeds to trick Dio into
    revealing himself as a Myrmidon.

    Once the lock is broken, you can proceed to the "Q" Escape, assuming you've
    broken the "Where is the number 0 bomb?" lock.


    [[ Unlock #10 - Where is the number 0 bomb? ]]  (LOC10)
    -------------------------------------------------------
    This lock is encountered right after diffusing the first 3 bombs. Phi
    suddenly recalls from an alternate timeline that there is also a number 0
    bomb, although neither of you are aware of its location.

    The unlock is found by completing the "Luna End" ending. While talking with
    Luna in the B.Garden, she confirms that Dio was the one that hid the knife
    between the AB rooms.

    Once the lock is broken, you can proceed to the "Q" Escape.



    [[[  ENDING PATHS  ]]]

    [[ Ending Path #1 - Luna End ]]  (END01)
    ----------------------------------------
    Upon choosing ally, even after discovering that Luna is a GAULEM, Sigma,
    Phi, and Luna all have 9 points, enough to escape. Knowing that Quark's
    has been removed, Sigma and Phi try to find him before escaping. Upon
    finding him in the Treatment Center, Phi is ready to escape the facility,
    although at the last second, Sigma gives Quark to Phi, and stays behind
    inside the facility, to find Luna.

    Recalling an event from a different timeline, Sigma goes to the B.Garden
    to find Luna, to ask her about several of the mysteries about the
    facility. She reveals many details about everything that occured including
    that Dio was actually a Myrmidon, and not an normal member of the AB game,
    that he snuck in, and killed the old woman, and hid the knife between the
    5th and 6th AB rooms. She also reveals that the old woman was one of the
    the people in-charge of the Nonary game.

    1. Escape - Elevator (Sigma, Phi)
    2. Magenta Door
    3. Escape - Lounge (Sigma, Phi, Luna)
    4. Ambidex Game 1 vs. Luna - Ally
    5. Green Door
    6. Escape - Gaulem Bay (Sigma, Alice, Luna)
    7. Ambidex Game 2 vs. Luna - Ally
    8. White Door
    9. Escape - Security (Sigma, Phi)
    10. Director's Office Computer - Username and Password required
          - Username found at "Sigma End"
          - Password found at "K End"
    11. Ambidex Game 3 vs. Luna - Ally
    12. Luna, End


    [[ Ending Path #2 - Luna Game Over 2 ]]  (END02)
    ------------------------------------------------
    Upon choosing betray, Sigma and Phi have enough points to escape, however</pre><pre id="faqspan-3">
    knowing that Quark's bracelet has been removed, they decide to stay to
    find him first.

    After entering the pantry, it's announced that the #9 door has been used,
    upon going to investigate, they find the results on the projection, that
    the escape was successful, with Luna and Quark as the winners. Zero Jr.
    then appears on the projection, and explains that Quark had been given a
        sleeping drug, and put in the Treatment Center, and that Luna went to get
    him, and used his bracelet to escape.

    1. Escape - Elevator (Sigma, Phi)
    2. Magenta Door
    3. Escape - Lounge (Sigma, Phi, Luna)
    4. Ambidex Game 1 vs. Luna - Ally
    5. Green Door
    6. Escape - Gaulem Bay (Sigma, Alice, Luna)
    7. Ambidex Game 2 vs. Luna - Ally
    8. White Door
    9. Escape - Security (Sigma, Phi)
    10. Director's Office Computer - Username and Password required
          - Username found at "Sigma End"
          - Password found at "K End"
    11. Ambidex Game 3 vs. Luna - Betray
    12. Luna, Game Over 2


    [[ Ending Path #3 - Luna Game Over 1 ]]  (END03)
    ------------------------------------------------
    After choosing betray, and breaking your promise to Luna, the group starts
    to look for the still missing Quark. Upon returning to the Warehouse,
    Sigma finds that Tenmyouji has found Quark, and plans to use his 9 BP to
    get Quark out of the facility, knowing that his own bracelet will activate
        after he exits.

    1. Escape - Elevator (Sigma, Phi)
    2. Magenta Door
    3. Escape - Lounge (Sigma, Phi, Luna)
    4. Ambidex Game 1 vs. Luna - Ally
    5. Green Door
    6. Escape - Gaulem Bay (Sigma, Alice, Luna)
    7. Ambidex Game 2 vs. Luna - Betray
    8. Luna, Game Over 1


    [[ Ending Path #4 - K Game Over ]]  (END04)
    -------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Magenta Door
    3. Escape - Lounge (Sigma, Phi, Luna)
    4. Ambidex Game 1 vs. Luna - Ally
    5. Blue Door
    6. Escape - Rec Room (Sigma, Alice, K)
    7. Ambidex Game 2 vs. K - Ally
    8. K, Game Over


    [[ Ending Path #5 - K End ]]  (END05)
    -------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Magenta Door
    3. Escape - Lounge (Sigma, Phi, Luna)
    4. Ambidex Game 1 vs. Luna - Ally
    5. Blue Door
    6. Escape - Rec Room (Sigma, Alice, K)
    7. Ambidex Game 2 vs. K - Betray
    8. Lock #1 - "How can Phi and K be saved?" (LOC01)
    9. K, End


    [[ Ending Path #6 - Dio Game Over ]]  (END06)
    ---------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Magenta Door
    3. Escape - Lounge (Sigma, Phi, Luna)
    4. Ambidex Game 1 vs. Luna - Betray
    5. Red Door
    6. Escape - Pantry (Sigma, Alice, Clover)
    7. Ambidex Game 2 vs. Clover - Ally
    8. Dio, Game Over


    [[ Ending Path #7 - Dio End ]]  (END07)
    ---------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Magenta Door
    3. Escape - Lounge (Sigma, Phi, Luna)
    4. Ambidex Game 1 vs. Luna - Betray
    5. Red Door
    6. Escape - Pantry (Sigma, Alice, Clover)
    7. Ambidex Game 2 vs. Clover - Betray
    8. Dio, End


    [[ Ending Path #8 - Tenmyouji End ]]  (END08)
    ---------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Yellow Door
    3. Escape - Infirmary (Sigma, Phi, Tenmyouji)
    4. Ambidex Game 1 vs. Tenmyouji - Ally
    5. Blue Door
    6. Escape - Pressure Exchange Chamber (Sigma, Clover, Tenmyouji)
    7. Ambidex Game 2 vs. Tenmyouji - Ally
    8. Lock #2 - "Is there proof it wasn't murder?" (LOC02)
    9. White Door
    10. Escape - Director's Office (Sigma, Tenmyouji, Quark)
    11. Ambidex Game 3 vs. Tenmyouji and Quark - Ally
    12. Tenmyouji, End


    [[ Ending Path #9 - Tenmyouji Game Over 2 ]]  (END09)
    -----------------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Yellow Door
    3. Escape - Infirmary (Sigma, Phi, Tenmyouji)
    4. Ambidex Game 1 vs. Tenmyouji - Ally
    5. Blue Door
    6. Escape - Pressure Exchange Chamber (Sigma, Clover, Tenmyouji)
    7. Ambidex Game 2 vs. Tenmyouji - Ally
    8. Lock #2 - "Is there proof it wasn't murder?" (LOC02)
    9. White Door
    10. Escape - Director's Office (Sigma, Tenmyouji, Quark)
    11. Ambidex Game 3 vs. Tenmyouji and Quark - Betray
    12. Tenmyouji, Game Over 2


    [[ Ending Path #10 - Tenmyouji Game Over 1 ]]  (END10)
    -----------------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Yellow Door
    3. Escape - Infirmary (Sigma, Phi, Tenmyouji)
    4. Ambidex Game 1 vs. Tenmyouji - Ally
    5. Blue Door
    6. Escape - Pressure Exchange Chamber (Sigma, Clover, Tenmyouji)
    7. Ambidex Game 2 vs. Tenmyouji - Betray
    8. Tenmyouji, Game Over 1


    [[ Ending Path #11 - Quark End ]]  (END11)
    ------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Yellow Door
    3. Escape - Infirmary (Sigma, Phi, Tenmyouji)
    4. Ambidex Game 1 vs. Tenmyouji - Ally
    5. Red Door
    6. Escape - Laboratory (Sigma, Clover, Dio)
    7. Ambidex Game 2 vs. Dio - Ally
    8. Lock #3 - "Five minutes of life!" (LOC03)
    9. Quark, End


    [[ Ending Path #12 - Quark Game Over ]]  (END12)
    ------------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Yellow Door
    3. Escape - Infirmary (Sigma, Phi, Tenmyouji)
    4. Ambidex Game 1 vs. Tenmyouji - Ally
    5. Red Door
    6. Escape - Laboratory (Sigma, Clover, Dio)
    7. Ambidex Game 2 vs. Dio - Betray
    8. Quark, Game Over


    [[ Ending Path #13 - Clover End ]]  (END13)
    -------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Yellow Door
    3. Escape - Infirmary (Sigma, Phi, Tenmyouji)
    4. Ambidex Game 1 vs. Tenmyouji - Betray
    5. Green Door
    6. Escape - Treatment Center (Sigma, Clover, Quark)
    7. Ambidex Game 3 vs. Quark - Ally
    8. Clover, End


    [[ Ending Path #14 - Clover Game Over ]]  (END14)
    -------------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Yellow Door
    3. Escape - Infirmary (Sigma, Phi, Tenmyouji)
    4. Ambidex Game 1 vs. Tenmyouji - Betray
    5. Green Door
    6. Escape - Treatment Center (Sigma, Clover, Quark)
    7. Ambidex Game 3 vs. Quark - Betray
    8. Clover, Game Over


    [[ Ending Path #15 - Alice Game Over ]]  (END15)
    ------------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Cyan Door
    3. Escape - Crew Quarters (Sigma, Phi, Alice)
    4. Ambidex Game 1 vs. Alice - Ally
    5. Blue Door
    6. Escape - B.Garden (Sigma, Luna, Alice)
    7. Lock #4 - "There isn't enough anti-viral medication!" (LOC04)
    8. Ambidex Game 2 vs. Alice - Ally
    9. Alice, Game Over


    [[ Ending Path #16 - Alice End ]]  (END16)
    ------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Cyan Door
    3. Escape - Crew Quarters (Sigma, Phi, Alice)
    4. Ambidex Game 1 vs. Alice - Ally
    5. Blue Door
    6. Escape - B.Garden (Sigma, Luna, Alice)
    7. Lock #4 - "There isn't enough anti-viral medication!" (LOC04)
    8. Ambidex Game 2 vs. Alice - Betray
    9. Lock #5 - "What is the long string of numbers?" (LOC05)
    10. Alice End


    [[ Ending Path #17 - Sigma End ]]  (END17)
    ------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Cyan Door
    3. Escape - Crew Quarters (Sigma, Phi, Alice)
    4. Ambidex Game 1 vs. Alice - Betray
    5. Green Door
    6. Escape - Archives (Sigma, Luna, Clover)
    7. Lock #6 - "Where did Alice go?" (LOC06)
    8. Ambidex Game 2 vs. Clover - Ally
    9. Lock #7 - "Who planted the bomb?" (LOC07)
    10. Sigma End


    [[ Ending Path #18 - Sigma Game Over ]]  (END18)
    ------------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Cyan Door
    3. Escape - Crew Quarters (Sigma, Phi, Alice)
    4. Ambidex Game 1 vs. Alice - Betray
    5. Green Door
    6. Escape - Archives (Sigma, Luna, Clover)
    7. Lock #6 - "Where did Alice go?" (LOC06)
    8. Ambidex Game 2 vs. Clover - Betray
    9. Sigma Game Over


    [[ Ending Path #19 - Phi End ]]  (END19)
    ----------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Cyan Door
    3. Escape - Crew Quarters (Sigma, Phi, Alice)
    4. Ambidex Game 1 vs. Alice - Betray
    5. Red Door
    6. Escape - Control Room (Sigma, Luna, Phi)
    7. Ambidex Game 2 vs. Phi - Ally
    8. Lock #8 - "How do we stop Phi?" (LOC08)
    9. Lock #9 - "Who planted the bomb?" (LOC09)
    10. Crew Quarters, Bomb #3 - Password required
          - Password found at "Alice End"
    11. Control Room, Bomb #2 - Password required
          - Password found at "Sigma End"
    12. B. Garden, Bomb #1 - Password required
          - Password found after "Director's Office" escape
    13. Lock #10 - "Where is the number 0 bomb?" (LOC10)
    14. Warehouse A, Bomb #0 - Password required
          - Password found at "Dio End"
    15. White Door
    16. Escape - Q (Sigma, Phi, Tenmyouji)
    17. Q Computer - Password required
          - Username & Password found at "Quark End"
    18. Ambidex Game 3 vs. Phi and Tenmyouji - Ally (No betray option)
    19. Phi End


    [[ Ending Path #20 - Phi Game Over ]]  (END20)
    ----------------------------------------------
    1. Escape - Elevator (Sigma, Phi)
    2. Cyan Door
    3. Escape - Crew Quarters (Sigma, Phi, Alice)
    4. Ambidex Game 1 vs. Alice - Betray
    5. Red Door
    6. Escape - Control Room (Sigma, Luna, Phi)
    7. Ambidex Game 2 vs. Phi - Ally
    8. Phi Game Over


    Endings "End or Beginning" and "Another Time End" are special endings that
    can be acquired after "Phi End" has been obtained, both are story only and
    do not involve an escape portion.

    "End or Beginning" is obtained automatically, upon completing all the
    escapes.

    "Another Time End" is obtained automatically, upon completing all the
    escapes on hard mode.



     [[[  USERNAMES AND PASSWORDS  ]]]     (PSSWRD)

    PASSWORD FOR BOMB #0:     LXA QNS GDQ
         Obtained from Dio at "Dio End"

    PASSWORD FOR BOMB #1:     BQZ RGJ DXR
         Obtained from Zero Sr. after "Director's Office Escape"

    PASSWORD FOR BOMB #2:     EQD DYR NTK
         Obtained from Dio at "Sigma End"

    PASSWORD FOR BOMB #3:     LXQ LHC NMR
         Obtained from Dio at "Alice End"

    USERNAME FOR Director's Office Computer:     GTF-DM-L-016
         Obtained from Luna at "Sigma End"

    PASSWORD FOR Director's Office Computer:     MIL-KEV-OLI
         Obtained from K at "K End"

    USERNAME FOR Q Computer:     KURASHIKI
         Obtained from an ID Badge at "Quark End"

    PASSWORD FOR Q Computer:     JUMPYDOLL
         Obtained from an ID Badge at "Quark End"



    [[[  TROPHIES  ]]]

    Platinum Trophy: (PLTNM)
              "Virtue's Last Reward"
              Collect every trophy.


    GOLD TROPHIES       (GLDTRO)
    ----------------------------
    Gold Trophy #1:
              "Escapest"
              Complete all 16 Escapes on Hard Mode

    Gold Trophy #2:
              "Redacted"
              Find all 16 Gold Files

    Gold Trophy #3:
              "A Consumate Collection"
              Find all 52 Archive Files

    Gold Trophy #4:
              "Fire and Ice"
              See the "End or Beginning" ending

    Gold Trophy #5:
              "A Certain Point of View"
              See the "Another Time End" ending


    SILVER TROPHIES       (SLVTRO)
    ------------------------------
    Silver Trophy #1:
              "Doctor of Escapology"
              Complete all 16 Escapes

    Silver Trophy #2:
              "Tears in the Rain"
              Complete Luna's Ending

    Silver Trophy #3:
              "Through the Looking Glass"
              Complete K's Ending

    Silver Trophy #4:
              "Behind Blue Eyes"
              Complete Dio's Ending

    Silver Trophy #5:
              "In Root Beer Veritas"
              Complete Tenmyouji's Ending

    Silver Trophy #6:
              "In Equal and Opposite Reaction"
              Complete Quark's Ending

    Silver Trophy #7:
              "Secret Agent Woman"
              Complete Clover's Ending

    Silver Trophy #8:
              "Best Served Cold"
              Complete Alice's Ending

    Silver Trophy #9:
              "Arms Race"
              Complete Sigma's Ending

    Silver Trophy #10:
              "Time After Time"
              Complete Phi's Ending


    BRONZE TROPHIES       (BRZTRO)
    ------------------------------
    Bronze Trophy #1:
              "Bachelor of Escapology"
              Complete the "Elevator" Escape

    Bronze Trophy #2:
              "Master of Escapology"
              Complete the 8 Escapes

    Bronze Trophy #3:
              "Escapey"
              Complete an Escape on Hard Mode

    Bronze Trophy #4:
              "Classified"
              Find a secret file

    Bronze Trophy #5:
              "An Eidetic Experience"
              Find an Archive File

    Bronze Trophy #6:
              "Each According to His Needle"
              Unlock Lock No.1

    Bronze Trophy #7:
              "I Can't Believe it's Not Murder!"
              Unlock Lock No.2

    Bronze Trophy #8:
              "Gotta Hand it To You"
              Unlock Lock No.3

    Bronze Trophy #9:
              "If I Told You You Had A Nice Antibody..."
              Unlock Lock No.4

    Bronze Trophy #10:
              "He Was Convicted of a String of Numbers"
              Unlock Lock No.5

    Bronze Trophy #11:
              "No Lying Down on the Job"
              Unlock Lock No.6

    Bronze Trophy #12:
              "Who Set Up Us The Bomb, Part 1"
              Unlock Lock No.7

    Bronze Trophy #13:
              "Why'd You Do That, You Dumas!"
              Unlock Lock No.8

    Bronze Trophy #14:
              "Who Set Up Us The Bomb, Part A"
              Unlock Lock No.9

    Bronze Trophy #15:
              "Some Days You Just Can't Get Rid of a Bomb"
              Unlock Lock No.10

    Bronze Trophy #16:
              "Every Ending Begins Somewhere"
              See any ending

    Bronze Trophy #17:
              "That Wasn't Supposed to Happen"
              See any "Game Over" ending