Resonance
POINTS: 3/TOTAL: 232
ACHIEVEMENT: MAGNETIC PERSONALITY – Manoeuvre everyone through the super collider.
Getting into the inner vault
The group enter a control room for the vault (+3) Ed sees some papers & passes one of them to Anna. She looks at the close-up to get Uncle’s key in inventory, & sees a scrap of paper to get Morales’ note in LTM. The note triggers a scenario which includes Ray picking up a pipe & concludes with Ed talking to Anna (+3)
Click on Bennet to get his detective badge & credit card.
Click on the door controls on the left wall (+1) then click on the bars to get a close-up of the vault interior. Click on the fuse on the floor – it’s out of reach. Click Release to back out.
As Ed, give Ray the duct tape from inventory or Ray can give Ed the pipe! As Ray, combine the duct tape with the pipe to get pipe with tape (+1) Click on the bars & use it on the fuse (+1)
Click on the fuse panel to the right of the consol. Click on the fuse to remove it & see what happens.
Take the pencil & small box. Click on the small box in inventory to get another fuse. Use the fuses with the slots on the fuse panel. One of them doesn’t fit. Right-click on it in inventory & click on the bent pin to straighten it (+1) See that the fuse is marked 3 & use on the slot (+1) Try to use the fuse on the slot before straightening the pin.
Check the numbers on the other 2 fuses & note their positions on the fuse panel.
Click on the yellow paper pad to get a close-up & use the pencil on it (+1) Click & drag the pencil over the pad to reveal a set of numbers.
Click on the small code panel. See a row of unlit indicator lights at the top & a diagram of the fuses each showing a connection to one of 3 touch panels.
Use the positions of the fuses on the fuse panel to number the touch panels e.g. if the fuses were inserted from top to bottom 3, 2, 1 the touch panels will be numbered from left to right 3, 1, & 2. Click on the panels following the sequence on the paper pad: 31322133 to light up all of the indicator lights (+2) & retract the bars.
POINTS: 14/TOTAL: 246
ACHIEVEMENT: ACCESS GRANTED – Gain access to the inner vault.
Accessing the vault computer
See Bennet start to come-to as Ed & Anna enter the vault (+5) Click on the vault computer & on Touch to Start. It needs a key phrase.
Ed reminds Anna Your uncle hold the key & urges her to try & remember something she may have forgotten.
As young Anna click on the stairs to recall her memories, then see her at the cemetery by Angelo’s grave. Paying attention to the last memory & the name of her father, walk to the right & use Uncle’s key from inventory on father’s grave. Click & drag the pencil to reveal the phrase.
Enter TE PROMETO (Portuguese/Spanish for I promise) into the boxes & click OK on the vault computer screen.
See a video file for Anna ready to play (+3)
Anna locks herself in the vault. Click Play the Video
Anna now has to make a choice to Destroy Vault or Open the Vault. Click on one or the other – it doesn’t matter (+3)
Meanwhile back in the control room see the scene again of Bennet as he comes-to. As Ray, click through the dialogue in the following order to learn something surprising about Bennet. It was hinted at in a comment made by Officer Johnsen earlier in the game! :
What do you want with the Resonance research?
What do you want with the Resonance research? (Yes! Ask him again!)
Explain the note.
Use Bennet’s letter from LTM.
You learn that it was sent from a friend 5 years ago:
“….the last two years of my life. And trust me, I know it was no picnic for you!
I wish I could tell you this was not an easy decision, but it was. I have to get away. I just need some space. Somewhere where my life can become my own again.
Maybe some day we can pick up where we left off all those months ago, but you’ve still got your career, your privacy. And I know that nothing matters like the job.
I guess the lesson here is never trust a journalist. Bastards…. I know he has been poking around your precinct too. So, if the reporter is following you, get rid of him. He’s probably looking for the next pulp-gossip article. He didn’t even run a good picture of me!”
When Ray mentions another unexplained note (+5) use Morales’ note. When Bennet starts to realise something use Ed and Anna at the hospital from LTM then use the subway map from inventory (+3)
Back in the vault watch the scene as Anna makes the choice. As Ray, click on the fuse panel.
POINTS: 19/TOTAL: 265
ACHIEVEMENT: I PROMISE YOU – Your uncle holds the key
ACHIEVEMENT: CLOSE TO HEART – Learn Bennet’s secret.
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Baseball field
As Bennet, click through all dialogue choices when Reggie appears, Use The alleyway door from LTM as proof after clicking on You know I didn’t do those things (+3)
Use The alleyway door from LTM again to receive paper crane in inventory & Reggie’s number in LTM (+2)
Exit the baseball field & go to the only location marked on the subway map.
From now on Ray & Bennet will automatically go everywhere together.
POINTS: 5/TOTAL: 270
Edgetown
Go to the right to arrive in the alleyway. As Bennet, click on the paper crane in inventory to get haiku & then right-click on it to see a riddle.
Click on door XI & using the clue from the haiku, knock once, knock four times, knock twice & stop knocking (+2)
Go through the door to meet a familiar character. Click through all dialogue choices except Arrest them
Let Ray talk & as Ray, click on the dialogue choice then use DNA database from LTM (+3) to get The Eleven Foundation in LTM
Let Bennet talk & as Bennet click on Arrest them then use the security cam picture from inventory (+3)
Click through all dialogue choices until you learn that the Resonance devices that killed Dr Morales were placed 4 kilometres away on either side of the lab. Batra hands Ray something before they exit to the alleyway.
As Ray click on inventory to see that he has received a drafting compass. Combine this with the subway map.
Click on the scale at the top of the map to get a close-up & click on the 4 kilometre mark to move the pencil point there.
On the map click the compass point on the small hand-drawn circle marked LAB to get the location of one of the Resonance devices (+3) Exit the alleyway & go to the left of the Post Office to leave the area.
POINTS: 11/TOTAL: 281
ACHIEVEMENT: FINDING NORTH – Use a compass to find a new location
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FIND THE RESONANCE DEVICES
Ed’s Apartment
Click on the camera tripod to get 14B number in LTM & Resonance device B in inventory (+3)
In inventory click on Resonance device B to see a cell phone attached. Check text messages to get 14A number in LTM (+3)
Click on either the cabinet or the drawers & Take All to get Morales Journal & any other items that Ed has discarded (it will vary depending on what inventory items was carrying).
As Ray, in inventory, click on Ray’s smart phone & then on PHONE. Use Reggie’s number from LTM to call him. Click on the dialogue choices & use either the 14A or 14B number from LTM. Reggie can’t trace it but can help! (+1) Another location appears on the map.
POINTS: 7/TOTAL: 288
Trace the 14A number
Go to Police Administration (+1) & then up the stairs to the tech room right of the copy room. As Bennet use his credit card from inventory on the door (+1) & click on it to enter.
Right-click on the electronic lock & make a note of the number (it’s random!). Go down to the front desk & click on the control panel. Click twice on MANAGE at bottom left corner, type in the serial code of the electronic lock (+3) & click on the padlock symbol.
Go back to the tech Room & click on the electronic lock to open the cage door. Use screwdriver from inventory on the magnet on the cage door to get small magnet (+1)
Click on the terminal screen (+1) & use the 14A number from LTM to get a new location on the map (+1) Exit the building.
POINTS: 8/TOTAL: 296
ACHIEVEMENT: TECHNOPHILE – Find a new location using fancy technology
Warehouse
There’s no sign of a Resonance device so switch to Ray. He gets a mail message alert so click on Ray’s smart phone, EMAIL & Where are u? to read the message. Go back to the MAIN MENU & click on PHONE. Use the 14A number from LTM. The sound is coming from upstairs (+1)
Click on the fork-lift – it needs a key. Right-click on the sticky note attached to it to find out where the key is.
Click on the lockers to find out which one is Todd’s (+1) & get a close-up. Pan up & down & notice a gap in the top vent of the door.
As either Ray or Bennet, making sure they also have the small magnet, use the sonograph on the close-up of the locker & click & drag the edge of the gadget across it to see inside. Move down & see the key in the coat pocket.
Use the small magnet on the key. The object is, by clicking & dragging the magnet, to lift the key up out of the pocket & manoeuvre it down, around to the left side of the coat & up through the narrow channel to the gap in the vent.
The trick is to attach the key to the left directional arrow of the magnet which then makes the task quite straightforward! Get forklift key (+5)
Making sure that Bennet has the forklift key, as Ray, step onto the platform in front of the forklift.
As Bennet, use the forklift key on the forklift truck (+1) & then again to close-in on a set of controls.
See a red lever on the left which can be moved up or down & a green lever on the right which can be moved up to either a middle position marked in green or a position at the top marked in blue
Click & drag the right lever to the middle green position.
Drag the left lever up & hold it until the platform has stopped halfway.
Drag the right lever to the top blue position & then drag the left lever up & hold to raise the platform to the floor above.
As Ray, step off the platform & click on his smart phone, PHONE & use 14A number from LTM to see the Resonance device flashing in one of the pipes to the right.
Click on the pipe to get Resonance device A (+3) & step back onto the platform.
As Bennet, click on the forklift & then click & drag the left lever down & hold, move the right lever to the middle green position & the left lever down again to lower the platform.
As Ray, click on Resonance device A in inventory to see a cell phone connected & click on Check text messages to get Cellfish number in LTM (+2)
POINTS: 13/TOTAL: 309
ACHIEVEMENT: KEY NABBER – Remove the contents of a locker without opening it
Trace the Cellfish number
Go back to the tech Room in Police Administration, click on the terminal screen & use the Cellfish number from LTM. The signal’s too weak so Bennet suggests calling the number to keep Ed talking long enough for Bennet to trace his location.
As Ray, click on What do I say, to get an idea of tactics to use, & then on I’m calling him right now.
Following Bennet’s advice to hammer away then switch tactics when he’s on the defence there are a few variations to how you can keep Ed talking. The trick is to keep changing from being aggressive to interrogative & avoid unconstructive threats such as You’re on his tail (he will suss out that you’re tracing the call) or You’re going to kill him. Whatever sequence you try Bennet will always get a trace when you have the option to ask about Amul & Reno.
The following is just one example of the sequence of tactics & dialogue choices you can use:
Be aggressive
Command him to stop
Call him a murderer
Go interrogative
Ask him why he did it
Ask about Amul and Reno
Bennet has a trace on the number.
When Ray says he knows what he’s planning, use either the Antevorta file from inventory or the DNA database from LTM (+2)
POINTS: 2/TOTAL: 311
ACHIEVEMENT: PHONE TRACER – Track the movements of a killer
Find the Resonance devices
Go to the hospital & up to floor 7. As Ray, use either the DNA database from LTM or image of the mainframe on Emma (+3) & click through the dialogue.
Exit & go to floor B the basement. Ray comments there’s no signal. As the Resonance devices are activated by cell phone the device must be in an area with a signal.
Click on Ray’s smart phone, SETUP, ALERTS & click SIGNAL to turn it ON.
As Ray, click on each of the maintenance doors until one gives an audible alert from his smart phone. Choose to kick it in (+1)
If you don’t turn the signal on you can check for a visual signal top left on Ray’s smart phone.
You can also choose to try & search the rooms by trial & error by kicking the doors in but you won’t get very far before you get caught by security!
Click on the Resonance device in the corner to get Live resonance. The other Resonance device must be on the top of the building (+1) As there’s is no access from within the hospital exit to the front.
Save game here if you want to play through the alternative endings!
Click on the wire gate to the left & then click on the TV to watch the breaking news reports (+2) (It must be 60 hours later!) Ray & Bennet automatically use the elevator to access the top of the building.
When Ed appears see where he places the Resonance device.
POINTS: 7/TOTAL: 318
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Ending 1: Stop Ed
As Ray, click look around to double-check the location of the Resonance device. Notice that the grating they’re standing on has 4 panels.
As Ray is holding the other live Resonance device the objective is to get Ed to move into a position half-way between the two before he activates them. Ed needs to be standing on the join between the 2 shades of grating & Ray needs to be in the opposite corner to the Resonance device.
You can manoeuvre Ed by Bennet taking up to 3 steps forward. Ray needs to take a step back.
The following is just one example of the sequence of actions & dialogue choices you can use:
As Ray, Then educate me on Antevorta (+2)
Let Bennet do the talking.
As Bennet, Step forward (Ed takes a step back).
What happens now?
Step forward (Ed take another step back).
“We?”
Let Ray say something.
As Ray, Step back.
Let Bennet do the talking.
As Bennet, More murder, Ed?
Step forward.
Can’t you see the irony?
Let Ray say something.
As Ray, You’re delusional
See what happens & watch the breaking news of vice president Bruckman addressing the nation.
Retreating to the baseball field, Ray has to choose whether to Publish or Delete his article. Either decision will give an alternative newspaper headline (+5)
POINTS: 7/TOTAL: 325
ACHIEVEMENT: THE NEW WORLD ORDER – You stopped a killer but let the big fish go free
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Ending 2: Don’t stop Ed
As for the first ending the following is just one example of the sequence of actions & dialogue choices you can use:
As Ray, Then educate me on Antevorta (+2)
You’re a sociopath
How do we stop them?
Show him the device in your pocket (but don’t use it!)
No, I won’t betray Bennet (don’t click on this dialogue choice but use News report from LTM instead.
See Ray in the baseball field make a decision (+5)
POINTS: 7/TOTAL: 325
ACHIEVEMENT: LESSER OF TWO EVILS – You sided with an enemy to stop a greater foe
Watch the credits, while listening to the haunting ‘I will be there’ sung by Louiza Sofianopoulou, to see the newspaper headlines relevant to the choices you made.
THE END
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After the credits see your final score to include (+15) on completion of the game & your total number of achievements.
POINTS: 15/TOTAL: 340
SUPER ACHIEVEMENT: HIGH SCORE – Finish the game with a full score of 340
ACHIEVEMENTS: 36/38
Achievements not included:
ACHIEVEMENT: INDEPENDENT – Finish the game without asking another character for a hint
ACHIEVEMENT: LISTEN TO US – Play the entire game with commentary mode active (Recommended on a second playthrough as it contains spoilers, but offers a lot of interesting background info about the making of the game as well as including some bloopers)