Resonance
POINTS: 2/TOTAL: 150
……………………………………………………………………………………………………………………………………………
Baseball field next morning
The group gather to discuss how they can locate & access Dr Morales vault. Each of the 4 members receive Get blueprint, Get financial info & Angelo’s grave in LTM as they decide what’s needed.
You can now play as all 4 characters – click on their image right of inventory to switch between them (+10)
The memory of Anna pursued can be seen in the LTM of Anna, Ed & Bennet & only Ray has the memory of Bennet’s letter in his LTM but from now on any new info/memory stored in LTM is shared.
As Ray, click on Ray’s smart phone, MEMO & GOALS 2 at any time to review them.
POINTS: 10/TOTAL: 160
DECIPHERING DR MORALES’ JOURNAL (Optional)
Work out the cypher
As Anna, click on The cypher in LTM & look at the arrangements of the un-obscured letters.
See that they are in alphabetical order in the first grid which, looking at the middle row continues in the second grid. Fill in the missing letters that fit into the sequences.
Look at the shape of the part of the grid each letter is positioned in to establish its corresponding symbol.
Decipher the journal
In inventory, click on Morales’ journal.
On the first page, look for one of each of the 13 symbols (only one symbol is not present). Click on it & type the corresponding letter which will repeat for each identical symbol throughout the 38 pages of the journal.
You can now fill in the missing letter for each of 2 words that can’t be anything else i.e. Line 2 – THIS & Line 3 – MAKE.
There is now enough info to work out more of the cypher. But the easiest way to decipher the journal, most of which can be done on the first page, is to gradually fill in the letters as the words become obvious e.g. as in the following order: line 4 – DECISION, line 1 – ANNA, DEAR, line 2 – SENDING, YOU, JOURNAL, FOR,
line 3 – KEEPING, line 4 – THE, line 6 – WAS.
On completing the first page, click through the journal to fill in any missing letters i.e. V in JAVI (page 2, line 6), X in EXPERIMENT (page 4, line 5), Z in PULVERIZING (page 8, line 1), Q in FREQUENCY (page 14, line 6).
Working out the rest of the cypher
After completing the words THIS & MAKE look at the symbols for H & E. Compare their shapes to those within the grids in the first part of the cypher. See that E corresponds to the position of A & continues the top sequence. H corresponds to the position of D – so the grid arrangements must be repeated, with the addition of dots. Fill in the letters that fit in with the alphabetical order then work out their corresponding symbols.
If using the completed cypher as an alternative to deciphering the journal, you will see that there are extra symbols not included, or with any logical connection to the cypher, for O, T, E & A!
Once the deciphering is completed, back out from the journal to hear Anna comment “That’s it. That’s the message” (+10)
Read the journal to learn more about Morales’ research, why he installed a vault & regularly slept in the simulator, & also that a set of Resonance devices went missing. His last entry on April 11 mentions that he will be calling Ed in the morning.
POINTS: 10/TOTAL: 170
SUPER ACHIEVEMENT: DECODER RING – Decode a journal
INVESTIGATE ANNA’S OTHER UNCLE’S GRAVE
As Anna, click & drag memory Angelo’s grave from LTM onto Ed & then click on Let’s go. (She won’t ask anyone else!)
They automatically go to the cemetery & look at the headstones of Anna’s parents (note that her father’s name is Dante) & her other uncle. Angelo (+3) They return to the baseball field.
POINTS: 3/TOTAL: 173
GET MORALES FINANCIAL RECORDS
If you want to adhere strictly to the (optional) goal mentioned in Ray’s Smart phone to Take group to NCS to meet Ozzy, as Ray, click on the other three members of the group in turn & ask them to Follow me. Exit the baseball field to see a map with the location marked.
National Credit Systems
Click on the red curtain. If all 4 members of the group are there, Ozzy is uncooperative & says he’s too busy doing law – abiding things. Take the hint & as Bennet, exit NCS.
As Ray, click on the red curtain again, click on the dialogue choices & then use Get financial info from LTM. Click through the dialogue – Ozzy needs a FTTN (Financial Transaction Tracking Number) & wants $10000.00! Get Ozzie’s terms in LTM (+1) Pick up the empty pill bottle (if you didn’t pick one up earlier).
In inventory, right-click on the empty pill bottle to see a prescription for Comfocil which is not in Ozzie’s name.
As Ray, click on Ray’s smart phone, MEMO & GOALS 2 to see the additions.
FTTN numbers seem familiar so as Ray, click on DNA database in LTM to recall the memory. A DNA sample was needed to access it, so get Anna to go with him to the hospital.
POINTS: 1/TOTAL: 174
ACHIEVEMENT: QUARTET – Gain control of all 4 characters (if all 4 characters went to NCS)
Find Dr Morales’ FTTN
Outside the hospital, click & drag the cotton swabs from inventory onto Anna (alternatively Anna can get them from the drawer below the terminal on floor 7).
As Anna, click on the hospital entrance, use her hospital ID card from inventory on the card reader (+1) & click on 9 to go to the morgue. Click through the dialogue (+2) then take the death certificate & the ultra-sonograph by the body bag on the right. Click on Morales body & through Anna’s words (+3)
Use the cotton swabs on Morales’ body to get Morales’ swab.
Leave the morgue & click on 1 to go to the lobby exit. Click & drag Morales’ swab onto him.
As Ray, go to floor 7 of the hospital then click & drag the image of either the mainframe or the terminal into STM. Click on Emma & ask Don’t you work the morning shift? If you sent her draft she will mention she got fired! (+2) Use either the image of the mainframe or terminal on her to remind her who you are.
Click on Ray’s smart phone when he gets a mail alert, Click on EMAIL & Antevorta to read the latest message from A Batra.
Click on the terminal, enter /SEARCH then 3 to search by sample & use Morales’ swab on the circular indentation to get Morales’ FTTN.
Return to National Credit Systems, click on the red curtain & use Morales’ FTTN from inventory (+2) Ozzy tells him to come back when he’s got the money.
POINTS: 10/TOTAL: 184
Bribe Ozzy
As Anna, go to the ICU on floor 2 of the hospital & go to the left.
See the Autopharm then right-click on each of the patient folders on the left until you see a name with a prescription for Comfocil. Make a note of the patient’s name & ID reference.
Click on the Autopharm & use hospital ID card on the card reader bottom right (+1)
Click on the numbers 8468 for Denise Boye, & then on E to enter the suffix. You can either click Confirm to get Comfocil or Options & Fill with Placebo (for an achievement) to get prescription meds (+2)
Go to National Credit Systems & use the prescription meds on the red curtain (+3) Anna will make a comment if she substituted placebos (+1)
She receives Morales’ credit. Right-click on it in inventory to see a transaction to Tortoise Security which will now be marked on the map (If Bennet has not looked at the certificate in Police Administration).
POINTS: 7/TOTAL: 191
ACHIEVEMENT: SEE THE WIZARD – Find Morales financial information.
ACHIEVEMENT: HIPPOCRATES – Keep Anna’s professional integrity intact (If she gave Ozzy placebos)
GET INFORMATION ABOUT VAULT DESIGN FROM TORTOISE SECURITY & FOLLOW UP ON PICTURE
As Anna, go to Tortoise Security. Either ring the bell or touch anything to set off an alarm. Talk to Tortoise about all subjects to learn that he is passionate about making ornate safes & puzzle boxes & draws your attention to one on the right.
Use Morales credit on him but he won’t give out any information without a will & a death certificate – receive Get will and death cert. in LTM (+3)
Click on the ornate safe & try to solve the puzzles if you want (more about them later!)
POINTS: 3/TOTAL: 194
Getting the will
As Bennet, go to Police Administration & automatically talk to Officer Berry. Note what he says about using the interrogation room. (Right-click on Berry to learn the reason for his nickname).
Go up the stairs & to the left to automatically talk to Officer Johnsen & ask about the blueprint. He tells you that it is probably high security but offers to try & retrieve it anyway. Note that he has to find & request the document using the archive computer.
Click on the city archive & then on Scan Index Finger. No go! (+1)
Right-click on the certificate on the left wall to see that the city archive was designed by Tortoise Security which will now be marked on the map (If Anna has not yet looked at Morales’ credit).
Click & drag the image of the city archive into STM.
Click on Johnsen & through all dialogue choices to find out what he does, about the automated arm retrieval system for the archive & the types of documents it stores.
Use Get will and death cert. from LTM on Johnsen & note that he will give you a second copy if needed.
Click on the city archive & on Scan Index Finger. See on the arm cam that the retrieval arm starts from CURRENT BOX M20 & note the reference of the box it’s seeking which is random – in this case it was K06. Receive Morales’ will (+2)
Before leaving, right-click on the copy room door to learn that it takes Johnsen hours to help Bennet use the copier!
Go back to Tortoise Security & click & drag Morales’ will onto Anna.
As Anna, click on the bell & use Morales’ will then death certificate. Tortoise gives some info about the vault including that it has 2 sets of encoded fingerprints & might be found through tracing its heat signature. He can’t tell you what it is & confesses to losing all of Dr Morales’ files due to a theft. He hands over a security cam picture (+5)
POINTS: 8/TOTAL: 202
Follow up on picture
As Anna, use the security cam picture on Bennet. When you switch to Bennet click on The alley way door in LTM to trigger the memory – Bennet takes the security cam picture.
Bennet & Anna arrive in the alleyway (+1) As Bennet, click on The alleyway door in LTM again & take note of the sequence of knocking. Click on the middle door & click on knock twice, knock once, knock three times & stop knocking. Bennet enters leaving Anna outside.
Click through Bennet’s dialogue with the woman who mutters a few words in Japanese & gives Bennet a paper swan (+2) Bennet & Anna automatically go to the baseball field. As Bennet, click on the paper swan in inventory to get vault plans. Right-click on them to see a plan of the vault & a temperature circled.
Get Bennet & Anna to go to Tortoise Security & use the vault plans on Tortoise. He recognises them as part of Dr Morales’ stolen file. It shows the heat signature of the vault’s internal battery but a thermal image scanner would be needed to trace it.
POINTS: 3/TOTAL: 205
Juno Labs
Remembering where there was a thermal scan facility, as Ed, go to Morales’ lab. Click on the terminal & Touch to Start, Click on Utilities & then Thermal Scan. Click on the down arrow on the left to reduce the temperature to 185%.
Click on SCAN FOR ANOMALIES on the present level. Use the down arrow on the right to scroll down & scan each level below until you get an UNIDENTIFIED HEAT SIGNATURE on level B8. You now just need the blueprints to find a way in.
ACQUIRE BLUEPRINTS OF JUNO LABS
Find a way to crack the city archives
There are a few ways this can be done!
Either:
As Bennet, solve the ornate safe puzzles first then use the image of the city archive in STM to automatically get a *master keycard from Tortoise.
For a character other than Bennet to get the image of the city archive in STM, see how under the later section Retrieving the blueprint.
or:
As Bennet, talk to Tortoise & use the image of the city archive in STM to trigger it as a dialogue subject for all characters. Tortoise will now give the *master keycard to anyone who either solves or has solved the ornate safe puzzles & asks him How can I crack the city archives?
or:
As either Bennet (or Anna if you haven’t followed up on the picture yet), & only if he/she hasn’t solved the ornate safe puzzles first, click on Tortoise & How can I crack the city archives? Use the security cam picture to get the *master keycard (& an achievement).
On getting the *master keycard (+5) Tortoise will explain that it can be used to access the city archive & re-calibrate the arm that retrieves the documents. It will think it’s grabbing a non-restricted document but if it’s deliberately aligned incorrectly it will grab a different document regardless of its security level.
POINTS: 5/TOTAL: 210
ACHIEVEMENT: BLACKMAILER – Gain Tortoise’s help by resorting to blackmail
Solving the ornate safe puzzles
(Optional if Tortoise was blackmailed but lose 8 points if you don’t solve them).
Click on the ornate safe & choose one of the sides to get a close-up. See a grid with 4 squares & a button in the centre. The button can be moved around the grid by clicking & dragging on it & it is possible to unlock some of the sides by doing this randomly.
Back out of the close-up to learn that there seems to be some mechanisms inside but you can’t see them.
As Anna, right-click on the ultra-sonograph in inventor – if it’s calibrated correctly you can use it to see through almost anything. The sonograph can be used by Anna or given to any other character by clicking & dragging it onto them.
Use the ultra-sonograph on the ornate safe (+3) & choose one of the sides. Click & drag the edge of the gadget across the puzzle to see the mechanism inside.
The object is to use the button to move the small black shape onto the white slot. If you back out, the puzzle on that side will reset.
Solve the puzzles on all 4 sides (+5)
POINTS: 8/TOTAL: 218
ACHIEVEMENT: SAFECRACKER – Crack Tortoise’s safe
INSANE ACHIEVEMENT – SAFE SEER – Open Tortoise’s safe without using any ‘vision aids’ (If you didn’t use the ultra-sonograph lose 3 points)
Retrieving the blueprint
The archive computer will need to be hacked first, so arrange for Bennet, Ray plus either Ed or Anna to go to Police Administration. Make sure that Ray has the master keycard.
As Bennet go up the stairs & opt to bring Ray to the interrogation room. Go to the left & drag the image of the copy Room onto Johnsen (+2)
As Anna or Ed, drag the image of the control Panel onto Officer Berry (+2)
While Berry’s distracted, as Ray, leave the interrogation room & go to the left (+2) Ray can also sneak to the left, without Anna/Ed’s help, if he waits for Officer Berry to answer the phone but you will lose 2 points.
Click on the archive computer & then on the left slot underneath the screen to expose the USB port. Use the password cracker on it (+1) & then click on Enter.
Click on Recent Documents & make a note of the reference letter & number for JUNO LAB; BLUEPRINTS:*I11 & MORALES, JAVIER; WILL:*KO6 – Ray will store them in his smart phone. Some of the letters may look similar e.g. O & Q!
*The reference letter & numbers are random – they vary from game-to-game & on subsequent replays!
Click Back & Logout.
Use the master keycard on the city archive & click Retrieval Arm Manuel Alignment.
See that the arm cam is still focused on the box with the will & note the instruction: To Calibrate: Target M20 and Save. The arm was calibrated to M20 to get the will so to get the blueprint the arm needs to be re-calibrated to think its targeting the will.
To do this, using the reference letter & number of each, work out where the blue print is positioned in relation to the will i.e. how many letters up/down & numbers left/right it is. Use the same amount of letters up/down & numbers left/right of M20 to work out the letter & number needed to re-calibrate the arm. See following examples.
Example 1
|
Actual locations of Will (W): K6 & Blueprint (BP): I11 |
||||||||
|
L04 |
L05 |
L06 |
L07 |
L08 |
L09 |
L10 |
L11 |
L12 |
|
K04 |
K05 |
K06 (W) |
K07 |
K08 |
K09 |
K10 |
K11 |
K12 |
|
J04 |
J05 |
J06 |
J07 |
J08 |
J09 |
J10 |
J11 |
J12 |
|
I04 |
I05 |
I06 |
I07 |
I08 |
I09 |
I10 |
I11 (BP) |
I12 |
The blueprint is 5 numbers to the right of the will & 2 letters down. So the arm needs to be calibrated to 5 numbers to the right & 2 letters down from M20 to K25
|
Arm calibration for retrieval of Will (W): M20 & Blueprint (BP): K25 |
||||||||
|
N18 |
N19 |
N20 |
N21 |
N22 |
N23 |
N24 |
N25 |
N26 |
|
M18 |
M19 |
M20 (W) |
M21 |
M22 |
M23 |
M24 |
M25 |
M26 |
|
L18 |
L19 |
L20 |
L21 |
L22 |
L23 |
L24 |
L25 |
L26 |
|
K18 |
K19 |
K20 |
K21 |
K22 |
K23 |
K24 |
K25 (BP) |
K26 |
Example 2
|
Actual locations of Will (W): N28 & Blueprint (BP): Q20 |
||||||||
|
Q20 (BP) |
Q21 |
Q22 |
Q23 |
Q24 |
Q25 |
Q26 |
Q27 |
Q28 |
|
P20 |
P21 |
P22 |
P23 |
P24 |
P25 |
P26 |
P27 |
P28 |
|
O20 |
O21 |
O22 |
O23 |
O24 |
O25 |
O26 |
O27 |
O28 |
|
N20 |
N21 |
N22 |
N23 |
N24 |
N25 |
N26 |
N27 |
N28 (W) |
The blueprint is 8 numbers to the left of the will & 3 letters up. So the arm needs to be calibrated to 8 numbers
to the left & 3 letters up from M20 to P12
|
Arm calibration for retrieval of Will (W): M20 & Blueprint (BP): P12 |
||||||||
|
P12 (BP) |
P13 |
P14 |
P15 |
P16 |
P17 |
P18 |
P19 |
P20 |
|
O12 |
O13 |
O14 |
O15 |
O16 |
O17 |
O18 |
O19 |
O20 |
|
N12 |
N13 |
N14 |
N15 |
N16 |
N17 |
N18 |
N19 |
N20 |
|
M12 |
M13 |
M14 |
M15 |
M16 |
M17 |
M18 |
M19 |
M20 (W) |
Once you’ve worked out the letter & number you need to target, use the small up/down arrows to go up/down a letter, the centre left/right arrows to scroll through the numbers & the up/down arrows to centralise the arm so that the box in the centre lights up green. Click Save.
As Bennet, click Interrupt (it doesn’t matter if Ray gets caught!) When he’s back behind his desk, ask Johnson for another copy of the will by using Get will and death cert. from LTM. Click on the city archive & on Scan Index Finger to get lab blueprints in inventory (+4)
POINTS: 11/TOTAL: 229
ACHIEVEMENT: BLUEPRINT SNATCHER – Nab the blueprints from the police archive.
ACHIEVEMENT: ARCHIVE MASTER – Get the blueprints on your first try.
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DR MORALES’ VAULT
Baseball field
All 4 characters automatically meet on the baseball field. Ed looks at the blueprints to get Vault location in LTM. There is a service tunnel leading to it with an entrance nearby.
Super collider magnets
The group automatically enter the first section of one of the tunnels below the lab’s decommissioned super-collider. The scene pans across to show the path is blocked by a metal crate, a remnant of the old super collider, so they need to use the powerful magnets in the ceiling to clear the way.
The magnets, when active, focus only on the section they’re above but no-one can pass under them while carrying anything metallic.
Ed has a metal plate in his shoulder & offers to hold anything in case they contain metal & receives Ray & Anna’s inventory items. Bennet won’t let him take charge of his gun!
In section 2 of the tunnel the magnet control fuse-box right of the ladder powers the switches above the platforms in sections 2 & 4 which activate magnets above sections 3 & 5 respectively.
In section 6 the walkway control fuse-box next to the door powers the switch above the platform which retracts & extends walkways between the platforms.
The object, of course, is to manipulate the magnets & walkway control to clear the path of obstacles for all members of the group to safely reach the vault. See diagram. There are a few ways in which this can be done – this is just one example:
1 As anyone, click on Fuse Box 1 (magnet control) Click on switch.
2 As Ed/Bennet, click on the ladder in Section 2 to climb up & click on Switch 1 to raise Metal Crate 1 (+1)
3 As Anna/Ray, walk under the crate to Section 4, click on the ladder & click on Switch 2 to raise Metal Crate 2 &
Ramp in Section 5 (+1)
4 As Ray/Anna walk to section 5 & stand under the N’s in ‘Warning! Magnets’.
5 As Anna/Ray, click release for Switch 2 to drop Metal Crate 2 & Ramp.
6 As Ray/Anna, walk up Ramp & click Switch 3.
7 As Ray/Anna, walk down Ramp & stand in position under N’s between Crate 2 & the Ramp.
8 As Anna/Ray, click Switch 2 to raise Metal Crate 2 & Ramp.
9 As Ray/Anna, walk to Section 6 & click on Fuse Box 2 (walkway control) then click on switch to engage
walkways under Metal Crates 1 & 2 (+1)
10 As Ed/Bennet, click release for Switch 1 to drop Crate 1 onto the walkway.
11 As Anna/Ray, click release for Switch 2 to drop Metal Crate 2 & Ramp onto the walkway.
On clearing the route get all members of the group to walk to the door. As anyone, click on it – inventory items are automatically returned.