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Resonance

by chrissie 41 sections about 51 minutes to read

RESONANCE

by

Vince Twelve & Wadget Eye Games

Walkthrough by Chrissie August 2012

Launching Resonance

After installation you may have to right-click on the game icon & Run as administrator.

This will bring up a box where you have the option to alter settings to be compatible with your system. Click Save and Run at the bottom to launch the main screen.

Main screen

Here you have the options for New Game, Load Game, Credits & Exit.

Game controls

If you click on New Game or Load Game (you can skip the news report by pressing Esc), once the playing area is active, click on the red power switch icon top left of the screen to bring up the Main menu & click on HOW TO PLAY which gives excellent visual examples & saves a lot of written explanation here!

Main menu

Here you can adjust the volume control, choose to show tutorial messages, & show commentary (not recommended on a first playthrough as it contains spoilers!)

You also have the option to RESUME, SAVE GAME, LOAD GAME & QUIT & check on your ACHIEVEMENTS.

SAVE GAME: There are 39 over-writeable slots plus one reserved for an autosave on exiting the game. The saves record the time & date but can be labelled. NB Games saves from the demo can’t be used & will give an error message.

ACHIEVEMENTS: During the course of the game you will automatically gain some achievements – others are optional. Any gained are listed here – hover your cursor over the Locked ones to get a description of what’s needed!

Points & achievements

The game also uses a scoring system. Some achievements can only be gained at the expense of accumulating points. To unlock all of the achievements & get a full final score involves re-playing the game. Achievements gained on completing a game are retained on starting a new game but the score starts at 0!

Hint system

The game employs a very subtle hint system as soon as you reach a part in the game with more than one playable character. You can click on them to get a clue if you’re not sure what to do next!

About this walkthrough

A lot of the game can be played in any order game & using any character(s) providing they have the necessary access and/or items. There are also alternative inventory and/or memories that can be used to achieve the same goal.

The variations are too numerous to mention so this is just one way!

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INTRODUCTION

Watch the breaking news reports from around the world.

60 HOURS EARLIER

Click on the hamper & then on the pants to get Ed’s cell (dead) (+5) – the battery’s dead!

In inventory right-click on Ed’s cell (+1)

Go to the right & click on the drawers – they’re locked.

Click on the papers on the floor to get Ed’s notes (+2) & right-click on the masking tape (+1)

Take the key from the top of the microwave then click & drag it from inventory onto the drawers. Click on the drawers to get the phone battery. In inventory combine it with Ed’s cell (+1) & then click on it.

Click on Use the phone’s address book (+2) Note that the only number is 14A – try calling it if you want. Now click on Check the caller ID (+2) & call Dr Morales to get Morales’ call in LTM. Click through the dialogue & click & drag Ed’s notes from inventory onto the slot in the dialogue box when Morales asks for the results of the equation (+5)

POINTS: 19/TOTAL: 19

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A screen now appears with 4 pictures to represent scenarios taking place within the same timeframe as indicated by the clock times. They can be played through in any order. Click on a picture to start.

6.27: THE NIGHTMARE

This scene is timed but automatically rewinds back to the beginning if you fail.

Click on the door to lock it (+2)

Click on Senor Bear on the left you remember something & get The bear’s key in LTM. Click on it to recall the memory (+1)

In inventory right-click then left-click on Senor Bear to see a tag with a number– note that the number is upside down (+2)

Click on the chest, enter 591 then click on it again to open it (+2) Click Open chest to get Anna’s treasure & remember something to get Uncle Javi’s gift in LTM.

Click to hide under the bed then click on the vent cover.

In LTM click on Uncle Javi’s gift to recall that Anna’s treasure is 365 pesos (+1) Click on the 365 pesos in inventory to get peso (to leave 364 pesos) & use on vent cover.

POINTS: 8/TOTAL: 27

ACHIEVEMENT: GOTTA HIDE – Escape Nightmare.

To unlock:

INSANE ACHIEVEMENT: QUICK ESCAPE – Escape from the monster without locking the door. (It is possible! But lose 5 points)

Click on the chest & quickly enter 5 (up arrow), 9 (down arrow) & 1 (up arrow). click on Open chest (+2) & then again to get Anna’s treasure. Click to hide under the bed & then click on Uncle Javi’s gift in LTM (+1) Click on 365 pesos in inventory to get peso. Immediately open inventory again & use peso on vent cover. It can be done!

6.55: THE METRO

After the woman boards the train pick up the coin she drops (+2) Keep clicking on Anna to try all dialogue choices. When she won’t talk anymore click & drag the coin from inventory onto her (+3) to get Anna’s lucky coin in LTM. Click through all dialogue choices. Use the memory in LTM if you want.

When the train comes to a halt click on the subway doors. Take the loose bar right of the doors to get pipe (+2) & use on the subway doors (+1) Click on the darkness.

POINTS: 8/TOTAL: 35

ACHIEVEMENT: THAT WENT WELL – Talk to Anna on the subway.

ACHIEVEMENT: “THAT GUY” – Creep on the subway. (If you exhausted all dialogue before giving Anna the coin)

7.05: THE STAKEOUT

Go to the left & click on the crumbling bricks left of the trash to get piece of brick.

See a stripped car further to the left & use the piece of brick on the car mirror to knock it off. Pick up the car mirror (+2)

Click on the newspaper vendor & then right-click on it to see that it has a credit card slot.

In inventory click on Bennet’s wallet to get detective badge & credit card (+2) Use the credit card on the newspaper vendor to get newspaper (+1)

In inventory combine the piece of brick with the car mirror to get shard of mirror (+1)

Check out the alley if you want. It’s not a good idea to enter the Post Office!

Click on the bench to sit down. In inventory combine the shard of mirror with the newspaper to get newspaper with mirror (+2) then click on it & wait to watch the scene behind you to get memory The alleyway door in LTM.

Bennet gets an order for either him or Reggie to check out Juno Labs & receives memory Blackout in LTM.

POINTS: 8/TOTAL: 43

ACHIEVEMENT: MIRROR MASTER – Grow some eyes in the back of your head.

7.30 THE MAINFRAME

In inventory, click on Ray’s smart phone & then on EMAIL to read the messages. Click on X in the top right corner of the phone to go back to a sub-category & click on BACK to return to the main menu.

Click on MEMO & then on ANTEVORTA – you’re in an office on the 7th floor of Aventine City General Hospital. The receptionist leaves at 7.30 sharp. Then click on GOALS 1

Pose as mainframe repair man & Get rid of secretary

Right-click on the clock to check the time, then click & drag its image onto a slot in STM.

Click & drag the image of either the mainframe or the terminal onto the secretary. Click on her & Ask what she’s doing right now. Flirt if you want. Drag the image of the clock from STM onto the dialogue box slot to ask about the time.

Hack into mainframe

Click on the computer on the desk & see that ewalters is already entered. Use the password cracker from inventory on the USB symbol bottom left of the screen to hack the password (+3) then click on enter.

Notice that the Welcome at the top includes the secretary’s full name. NB Ray stores passwords in his smart phone – click on MEMO, ANTEVORTA & scroll down for a reminder.

The Inbox is highlighted so click on all subjects but in particular WHAT’S MY USER NAME? Read the message & note the name of Emma’s boss *The name is one of several used & varies from game-to-game & on subsequent playthroughs!

In this example it’s rvaldez* (Pic 1) If you scroll down to the bottom of the message you will see that the person has the title of Dr.

Click on Approved Visitors List for Sunday to see the Dr. is on it.

Click on Drafts on the left & then on Dear Idiot to read Emma’s angry letter (use arrow bottom right to scroll down). Note what she writes about his login name & password (Pic 2) so the Dr’s first name is needed.

Scroll down & note that he throws his aluminium cans in the trash. Click send if you want! (+1)

Click on the Saved box & on the subject headings to read the emails for amusement!

Click Logout at top right. On the login screen enter the name of Emma’s boss e.g. rvaldez* (Pic 3) Use the password cracker on USB port & click on enter. See the doctor’s full name at the top (Pic 4) – in this example it’s Ramon Valdez*.

See Dear Idiot if you sent Emma’s draft!

Click on Antevorta Tech Support to learn that Ray sent the request.

Read the other emails if you want then click on Saved box to read the emails for more amusement!

Back out from the computer.

Click on the trash can & take the empty pop can then click on the drawer below the terminal screen to get cotton swabs (+1)

Click on the terminal.

Using your keyboard, from the info in Emma’s draft type in the first 3 letters of the first name & the first 3 letters of the second name of the Dr. e.g. RAMVAL* for Ramon Valdez* & press enter. Using lower-case letters will automatically be entered as capitals.

You don’t know the password yet so type in any letters &/or numbers & press enter (Pic 5)

Following the instructions on the screen type /HELP under USERNAME (Pic 6) & press enter.

Type /PASSRESET under ENTER USERNAME (Pic 7), press enter, type the user name again & press enter (+3)

A message will appear to say that the password has been sent to the users email address (Pic 8)

Back out from the terminal & login to the Dr’s account on the computer. Click on Antevorta Password Reset & make a note of the password. As with the user name it’s random!

POINTS: 8/TOTAL: 51

ACHIEVEMENT: JUST BECAUSE – Ray’s kind of a jerk. (If you clicked Send to email Emma’s angry letter to her boss.)

Discover purpose of mainframe.

Click on the terminal again & enter the username & password to see a request to insert a DNA sample (Pic 9)

If the password doesn’t work check that you haven’t confused letters like e.g. w & v or o & q which look quite similar!

In inventory combine cotton swabs with empty pop can to get can swab & use on the circular indentation right of the screen.

Enter /HELP under ENTER COMMAND (Pic 10).

Enter /SEARCH (Pic 11).

Enter 3 to search database by sample (Pic 12) & use can swab again on the circular indentation to receive memory of DNA database in LTM

Enter /SEARCH & 3 again.

In inventory combine cotton swabs with Ray’s Smart phone to get Ray’s swab & use on the circular indentation (Pic 13) (+3).

POINTS: 3/TOTAL: 54

Search Antevorta files for “A. Batra”

Enter /SEARCH after Ray’s DNA code (Pic 14).

Enter 1 to search Antevorta project files (Pic 15)

Enter ABATRA (Pic 16) (+2) & make a note of the document reference (Pic 17) The reference is random!

Leave the terminal & right-click on each drawer of the filing cabinet on the left. Left-click on the drawer with a range that contains the file reference, then type it into the dialogue box (+6) to get Antevorta file.

POINTS: 8/TOTAL: 62

ACHIEVEMENT: GET THE SCOOP – Everything on Antevorta.

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Watch the cut scene as Ed emerges into a cemetery on his way to meet Dr Morales.

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JUNO LABS

Find a way into the building

After he arrives at Juno Laboratory, talk to the janitor to get Saul’s story in LTM.

Click on the building to go nearer & see that the entrance is blocked. Click on the concrete slab – Ed’s not strong enough to move it without help. Click on the broken window – it’s too high. Click & drag the image of the broken window into STM.

Go back to Saul & drag the image of the broken window from STM onto him. Talk to Detective Bennet when he arrives (+2) From this point on you can play as Ed or Bennet – click on their images, right of inventory at the top of the screen, to switch characters. Different characters may glean different information by talking to the same person e.g. if as Bennet you talk to Saul.

As Ed, click on Bennet & ask him To follow me & go towards the building. Drag the image of the concrete slab onto Bennet & then click on the concrete slab to help him move it (+3).

You can’t go through the entrance yet so drag the image of the broken window onto Bennet to get him to help hoist Ed up through the window (+1)

POINTS: 6/TOTAL: 68

ACHIEVEMENT: GOOD LISTENER – Listen to Saul’s whole story without interrupting him.

ACHIEVEMENT: DUO – Gain control of 2 characters (If either Ed or Bennet got the other to Follow me).

Inside the building

See the cut scene of a fire break out & a water leak short-out the control panel of the emergency door leading to the main hallway.

Right-click on the valve to find out it controls the sprinklers & you will need a wrench to turn it.

Click on the door labelled maintenance then click & drag both the image of the valve & the maintenance door into STM.

Click on the sketch left of the door to uncover a No Smoking sign. Exit the building & click through the dialogue with Bennet.

ACHIEVEMENT: NO SMOKING – See no smoking sign.

Find a way of getting Bennet into the building.

Go back to Saul & use the image of the valve from STM on him. He tells you that the wrench is in the maintenance cupboard so use the image of maintenance door from STM on him to get Saul’s keys (+2) Remembering that he said he’d used the wrench to smash the window, use Saul’s story from LTM to remind him. He gives you the monkey wrench (+3)

Go back to the building & drag the image of the broken window onto Bennet to re-enter the building. Try using the monkey wrench on the valve. Use Saul’s keys on the maintenance door (+2) & take the step ladder (+1)

Automatically appear outside with the stepladder placed below the window. You can either click on Bennet & Follow me & click on the broken window or switch characters to each enter the building individually.

POINTS: 8/TOTAL: 76

Fix the Lab’s water system

Inside the building take the duct tape & screwdriver from the maintenance closet. Use the screwdriver on the ventilation access.

Ed’s not strong enough to turn the valve (& Bennet’s too big to go through the vent!) so as Ed, click & drag the monkey wrench from inventory onto Bennet to give it to him.

As Ed, making sure he has the duct tape, click on the ventilation access & go to the right.

As Bennet, use the monkey wrench on the valve & turn it to the right (+2)

As Ed, click on the rusty pipe to remove it, use pipe from inventory on the missing pipe (+1) & then use duct tape on replacement pipe (+1)

As Bennet, use the monkey wrench again on the valve & turn it to the left (+3) Ed automatically comes out of the vent.

Now you can get near the fuse box, use the screwdriver on it & click on it to turn off the electricity supply to the main hallway & entrance.

Ed & Bennet can now access the main hall of the building either by using the laboratory entrance or by repairing the door-opening mechanism for the heavy door.

As Ed, go back to Saul & click & drag Saul’s keys onto him to return them (+3)

To repair the door-opening mechanism enter the building through the window again.

POINTS: 10/TOTAL: 86

ACHIEVEMENT: TEAMWORK: Team up to fix the lab’s water system

Repairing the door-opening mechanism (Optional)

Click on the panel & then on the panel cover to reveal a keypad. It doesn’t work so use the screwdriver on one of the corner screws to reveal the burnt-out wiring grid for it.

The top indicator lights are lit so click on the power switch to turn them off. Click on the burned wire to remove it.

Right-click on the primary pin to learn it feeds electricity to the grid & then right-click on one of the intermediate pins to learn that you only need to wire certain ones to pass the right amount of power to the terminal pin which should then open the door.

The indicator lights show the power levels of the main pins at the top & bottom.

The object is to connect up the right combination of pins to light up only the top row of 10 indicator lights connected to the terminal pin. So you need to work out the power value of each pin.

Start off by working out the values of any pins that can be connected up individually.

Labelling the pins left–right top row: 1, 2, 3, middle row: 4, 5, 6 & bottom row: 7, 8, 9, click on the loose wires connected to the keypad to grab them, and then click on the primary pin at the top.

Drag the wire down, around pin 7 & then click on the terminal pin. Click on the power switch & make a note of the number of indicators that light up on the bottom panel.

Click on the power switch to turn the power off. Click on the loose wires to clear the grid & repeat the process to connect pin 9.

Using the power values of pins no 7 &/or 9 as a reference, gradually introduce & work out the values of the remaining pins.

Working out the power value of each pin:

Pin(s) connected

No of terminal lights lit

Calculation

Conclusion: pin = power value

7

+17

7

+17

7 & 8

+8

17 – 8 = 9

8*

– 9*

7 & 2

+12

17 – 12 = 5

2

– 5

7 & 4

+11

17 – 11 = 6

4

– 6

9

+12

9

+12

9 & 8

+3

12 – 3 = 9

8*

– 9*

9 & 2

+7

12 – 7 = 5

2

– 5

9 & 6

+4

12 – 4 = 8

6

– 8

1, 4 & 7

+8

17 – 6 – 8 = 3

1

– 3

3, 6 & 9

+0

Inconclusive. Negative power value unknown.

3, 4 & 7

+7

17 – 6 – 7 = 4

3

– 4

7, 5 & 8

+7

17 – 9 – 7 = 1

5

– 1

3, 5 & 9

+7

12 – 4 – 7 = 11

5

– 1

* Pin 8 has a value of –9 in a connection including pins with positive power i.e. pins 7 & 9, but has a value of +10 when connected only to pins with negative power.

Connect the pins that add up to a power value of +10 i.e. pins 4, 5 & 7 & click on the power switch.

Voila! The heavy door opens (+10)

POINTS: 10/TOTAL: 96

ACHIEVEMENT: WIRED – Rewire the lab door circuit

Find Dr Morales

Click on Morales’ lab door. Click through the dialogue then on the keypad on the side of the simulator.

See that 3 of the keys have fingerprint marks.

If you try randomly entering them you will find that you need 4 numbers so one of them must be used twice!

See that no 1 is more heavily marked, so you can either work out the combination by trial & error, there are 12 possibilities, or otherwise back out & look for a clue.

See a book trapped under a metal beam. As Ed, drag the image of the metal beam onto Bennet & click on the book to get Morales journal (+3). Click on it in inventory to get a close-up.

Click on the loose paper & back out from the journal (+1) Open inventory & right-click on the loose paper to see sketches of the simulator, one with a symbol pointing to a keypad.

For anyone who doesn’t recognise the symbol &/or has forgotten its value, as Ed, click on the terminal on the left. Click on Touch to Start & Utilities. Notice the Thermal Scan facility but use the arrow to scroll down. Click on Calculator to see the symbol (for Pi). Click on it & make a note of the first 4 digits of the number at the top.

Exit the terminal & enter the numbers 3141 on the simulator keypad to release Dr Morales (+5)

POINTS: 9/TOTAL: 105

ACHIEVEMENT: SAVIOUR – Save Dr Morales.

Aventine City General Hospital

See Dr Morales brought into the hospital accompanied by Ed – Anna is already there to receive the casualty.

Afterwards see Anna & Ed in a waiting area.

As Ed, click through the dialogue choices to learn that Dr Morales was being followed & the explosion wasn’t an accident.

Ed shows Anna Dr Morales’ journal. See the picture of the baby angel & the year 1982.

Automatically as Anna, check LTM to see that she has received the memory Morales’ last words. If you remember, just before them, he called Anna his angel.

In inventory right-click on Anna’s hospital ID badge to see her D.O.B. is April 22, 1982.

Enter 422 into the combination lock & click on the clasp (+3) to see the journal written in code & find a note.

If you break the journal open the code will self-destruct & you will lose 3 points + points for de-coding it later.

After reading the note Bennet arrives to ask some questions. As Ed, choose any answer & click through the dialogue.

See Ray on his way to the elevator to get memory Ed & Anna at the hospital in LTM.

POINTS: 3/TOTAL: 108

ACHIEVEMENT: ANGEL – Open Dr Morales’ journal without damaging it.

Vent maze

The maze varies on each playthrough!

As baby Anna crawl around by clicking on & dragging the cursor in the direction you want to go. When you come to a blue sphere of light crawl over it to get memory Hansel and Gretel in LTM (+2) & see the blue light appear on a scene showing that the vent has 3 levels.

If you fall down to another level before finding the memory you will have a chance to go back to the level later.

Click on Hansel & Gretel in LTM to recall the memory. In inventory click on 364 pesos. From now on you can click on them to drop pesos to help navigate the maze.

Continue crawling around until you find an open vent in the floor & crawl over it to drop down to the next level (+3)

Look for the blue light to get memory Where’s mama in LTM (+3) & then look for an open vent to drop down to the bottom level (+4)

Here you will find memory Papa (+4) Look for an open vent to either wake up (+5), or choose to continue for another chance to look for any memories you missed.

POINTS: 21/TOTAL: 129

ACHIEVEMENT: DREAM MASTER – Get all the memories from Anna’s dream maze.

Anna’s Apartment

Anna wakes up, remembers something & gets The cypher in LTM (+5)

You won’t get the cypher memory if you either chose to wake up before finding all of the memories in the vent maze or you destroyed Morales’ journal by breaking it open.

She hears an intruder in her apartment

The next scenes are timed but will rewind back to the beginning of each if you fail.

Click on the bookshelf & choose to push the shelf to the right (+2).

Click on the window to open it & climb out.

Click on the ladder on the left to go down & then on the mechanism for the broken ladder on the right to get a close-up. Click on the release button in the centre to get mechanism handle (+2)

Click on the ladder on the left to go back up & then on the ladder on the right to go up.

Click on the mechanism for the ladder on the left to see its handle is missing. Use the mechanism handle from inventory (+2) then click & drag it round anti clockwise to extend the ladder until it’s engaged. Click on the ladder to go up (+3).

Once Anna’s on the roof click on the broken window to get broken glass (+2) Use it on the rope right of the ladder. The broken glass can only be used in one place on the rope which is almost directly to the right of the glass when you first get the close-up (see Pic). Click & drag the glass to emulate a sawing action to cut through the rope & drop the ladder (+3). You will lose 3 points if you Skip.

See Ed & Bennet burst open the roof-access door.

POINTS: 19/TOTAL: 148

ACHIEVEMENT: CUT THE ROPE

Baseball field

After rescuing Anna in the hope they haven’t been followed, Ed tries to dissuade Bennet from reporting the incident. As Anna, you have to make a choice about whether to trust Bennet or not but it doesn’t matter what option you choose.

As Bennet, ask about Morale’s research (+1) & click through his other questions to find out more.

When Bennet gets Ray to show himself, tell him he looks familiar & use the memory of Ed & Anna at the hospital from LTM (+1)

Everyone decides to work together & re-group the next day. As they’re leaving the field Ray picks up a letter that Bennet drops & glimpses a few sentences before Bennet snatches it back.