- The puzzle setting
- Hinted highlights the relevant text in a clue; the puzzles are identical (PowerPyx).
- Skipping
- You cannot: the game demands the puzzle's clue items even when you know the answer (PowerPyx).
- The one they hated
- The switch room in the SWDP (Puzzle #32) is PC Gamer's dreaded pipe room; IGN and GamesRadar+ each name a late puzzle that beat them without saying which.
- Numbering
- PowerPyx's, which uses #27 twice; both are kept here.
Part 1: Arrival
#1 The date wheel — A Different Place
Top 18, middle January, bottom 1996, from the Room Service Card and the CRTV channel around 60. The Room 204 Key is in the bathroom behind it.
#2 The electricity meter — Zoe's house
In the crawlspace beside the stairs: insert the Prepaid Power Card from the newsagent's till, press button A until the screen reads Card Credit, press B, then the main switch at the bottom right. The Power Card Credit Guide, in the same crawlspace, explains it.
#3 The organ box — Zoe's kitchen
956 on the left, 133 on the right, from the For Attending email and the Organ Transplant Card. Zoe's Lanyard is inside.
#4 The Clinic door
The pad left of the door takes Zoe's Lanyard.
#5 The reception keypad — Clinic
2896, the post-it that was on the computer in Z Ellis's room.
#6 The pharmacy locker
6539: the numbers on the pharmacy posters, in the order the CRTV broadcast on channel 30 shows them. Inside is the Prescription Dosage Error note.
#7 The scales — Z Ellis's room
Broken Stethoscope on the left, Prescription Dosage Error in the middle, Zoe's Lanyard on the right. Resignation.
The doors between
The Pharmacy, St. Amelia Park and, later, Flemington Street and apartment 2/2 open with the Scalpel from the green box in Z Ellis's room; Jess's back door takes the 21 Farrow St. key from the living-room table of apartment 1/2.
Part 2: Zoe
#8 The community garden shed
1993, the year on Jane Chalmers's flower bed. The Community Garden Key is on a shelf inside.
#9 Dr. Glenn's phone menu
Call 496 0556 from the booth down the street from the Medical Centre — the number on the Medical Security Note — and press 3, then 2, then 2, then 1.
The doors between
Mr. Stewart's Key is right of the bath after the first sight of the monster and opens the back door you came in by. The Medical Centre's gates open from the button beside the phone in the office behind the garage door in the back car park.
Part 3: The Patient
#10 The readings — Surgery
Answer the intercom with the closest reading on the machines; a wrong answer costs health. Blood pressure from the middle monitor on the right: Systolic 70, Diastolic 40. Pulse from the bottom right: 160. SpO2 from the upper left: 80. The numbers drift, so take the nearest (PowerPyx). IGN: a sadistic game of Operation; PC Gamer's favourite sequence.
The Surgery door
7103, the number that arrives on the pager. The same code opens the X-Ray room as Simon in Chapter 8.
#11 and #12 The X-rays
Skull first: on the computer, zoom and move the camera up until Patient Skull – Aligned shows; on the panel, POWER on, SITE Skull, kV 3, mA 7, Time 1; green button. Then the chest: camera down to Patient Chest – Aligned; SITE Chest, kV 7, mA 3, Time 1.2; green button. The numbers are in the X-Ray Dosage Table on the laptop by the bed. Take the prints from the printer and pin them on the board by the intercom.
The Records Room
2605, from the Dailies – Records Room Code clue upstairs. Hydroxalene is in the green box in the cabinet.
#13 The infusions — Surgery
The patient weighs 88 kg, the third column of the Medication Dosage Table. For each pump: SET RATE, the number, the tick, READY PUMP — Dextracyclate 15, Hydroxaline 7, Tensobromide 8 — then the small console left of the bed.
#14 Intubation
Find the spot flashing red and hold R2/RT to insert: the right side, then the lower left, then the top. The Patient.
#15 The blood bags — Alternate Medical Centre
The S.W. and D.P. transfusion machines take Alan Duncan's and Lesley Greer's bags to open the wards; the valves in rooms 05 and 10 upstairs open Ward D again — wait for the big enemy to be across the room. Then on the wall in the central area: first spot on the left Sarah Watson, second on the left Matthew Clark, right George McEwan; the switch left of the double doors.
#16 The blood-type wheel
Only O−, O+, A− and A+ may reach the centre — Simon's type is on the Medical Wristband in Equipment — which means T.F., H.M. and S.W.: spin the rings until straight lines join those three initials, then press ORDELL. GamingTrend's favourite puzzle; it took Creative Bloq far longer than expected. The Room 204 Key opens the last door, and Many Into One follows.
Part 4: Clara Woods
#17 The Lost and Found locker — CEG Employee Lockers
772, from the note on the lockers computer. The South Brae House Key is inside.
#18, #21, #24, #25 The barcode lockers
Scan each barcode at the counter for its pin: locker 75 (the CEG Lockers barcode by the scanner) 184 — the Flare Gun; locker 17 (the South Brae barcode) 575 — Boltcutters and a Mechanical Part; locker 204 (North Brae) 971 and locker 94 (Upper Brae) 490 — the other two parts.
#19 The floppy disks — 5 South Brae
The Disk Case Key from the end bedroom opens the disk box by the safe; the Fix-A-Disk! disk is in a second box in the side room of Atlas Computers. Computer on, Fix-A-Disk! in the drive; get the screen to say Insert a disk to scan, back out without pressing Cancel, take the disk out and insert Floppy 2 of 3; Repair Volume. Take it out again and insert 1 of 3 (Unzip to RAM), then 2 of 3, then 3 of 3. Switch the printer on and print MANUAL.EML: the printout is the Reciprocating Compressor clue.
#20 The South Brae safe
956, the part number on the printout. Inside: Barcode (South Brae) – Locker 17.
#22 The North Brae safe
736: the Lamenting Poem points at the number of each item in the paintings around the house. PlayStation Universe complains of a hint in a painting it could not make out. Inside: Barcode (North Brae) – Locker 204.
#23 The Upper Brae tapes
Tape: Today is in the upstairs player; Yesterday is in the black box in the end bedroom. With Yesterday playing, the living-room box gives Tomorrow and the kitchen table The Code Before. With Tomorrow playing, the living room gives The Code After and the kitchen box Tape: Do Not Play. With Do Not Play playing, the Back Door Key is on the kitchen counter. With Today playing, a door in the alley is open for the Ammonite Disk. With Yesterday playing, the disk in the reader by the computer gives Current Count. Then Today again, and the safe takes 129 — the number between the other two. Inside: Barcode (Upper Brae) – Locker 94. Eurogamer calls the time-shifting house grimly inventive; IGN says it bent its mind into a pretzel; VGC: very clever.
The device and the gate
Combine the three Mechanical Parts — the two discs first, then the cylinder — and fit the Constructed Mechanical Device into the pipe structure at the Strange Gate. Key To The Castle.
The Security room — CEG HQ
4895, hinted by the whiteboard in the Maintenance room.
#26 Richard's box — CEG HQ lobby
Box 36 — third row up and seventh across from the podium — takes 486 (PowerPyx); the Box IDs and Names and the Complete Grid of Codes are the chapter's clues for it. The Employee File Cover Note is inside.
#27 The employee database
Employee ID 00007820518, from the file in the box. Switch the printer on and print an access card for the lift. PowerPyx numbers this and the generator in Part 5 both #27.
Part 5: Richard
#27 (again) The generator — CEG HQ exterior
Round the back: the right lever diagonal, the left and middle vertical. At the front, the Generator Key from the Manager's Office cabinet in the right slot, then the red lever on the left. The lift now works.
The exterior locker
147 opens the locker at the far end of the room from the Construction Halted Notice.
The access card and Richard's Note
Access Card – Level 3/4 from the Boardroom table on the 5th floor opens Human Resources on 4 and the west side of 3. Richard's Note gives three storeroom codes: Public Relations Records 1607, Operations Storage 1306, Administration Storage 4512 — supplies only, all three.
Finance
Scan the card, then type 2709 from the CEG Checkout Sheet — the one door in the game with both a scanner and a keypad, which cost Creative Bloq an hour of circles. The Projector Lens is in the CFO's desk drawer.
#28 The projector — Boardroom
The Projector Bulb from the Media storeroom's GENERAL STORAGE cabinet (CEG Storeroom Key, from beside a body in the west room of the Media Department), the lens from Finance; at the front of the projector, bulb then lens, then the red switch on the left. The CEG Maintenance Key is in a hand at the table, and opens Maintenance on every floor.
#29 The slides
The Projector Sliders are on the table in the Mezzanine meeting room; hold L1/LB to view them. Order, as the agenda on screen lists it: Recent Headlines — Slide D (triangle, newspaper); External Demonstrations — F (hexagon, protest signs); Company Hierarchy — B (star, hierarchy chart); Financial Projects — C (diamond, profits chart); Public Inquiry — E (plus, courtroom sketch); Counter Arguments — A (square, censored photograph). Then the red Play button on top. Find Yourself.
Part 6: Simon
#30 The pillar and the alarm panel — CEG HQ (Different)
The Controller Key is in a box on the second-floor console left of the red clamp wheel. At the alarm panel beside the wheel: key in, A5D7 from the Reference Sheet, OK; on the right-hand panel, E3E3, OK. Then crank the middle tower on each floor until the red pipe runs to the top: floor 1 twice, floor 2 once to the left, floor 3 twice, floor 4 twice. Back at ground level on the right panel: Gas Flow, then Flow Test until every light is green, then IGNITE.
#31 The control panel, first pass — SWDP
The Access Card from the counter by the bed past the JOE door opens the control room. Two switches on the printer panel turn it on. Then: the open switch (top left), the valve switch (a circle with a red line), 245 — read off VALVE B through the camera — and ENTER; then the start switch (green arrow, first column), the filter switch (middle button, right column), 130 from the filter-unit camera. The printout gives 0825 for the locker on the right, which holds the AUX Key.
#32 The switch room — AUX room
The AUX Disk from the cabinet's top-left shelf, in the computer, gives the Auxiliary Lines file. Set each wall switch to match the arrows in it, line by line: lines 1 and 2 start from the wall facing away from the computer, and a switch is identified by the number of painted lines beside it; a line's light turns green when it is right. PC Gamer's dreaded pipe room — levers and what looked like morse code. IGN and GamesRadar+ each name one late puzzle that beat them without saying which.
#33 The control panel, second pass
Flush (second row, second column) + auxiliary (one up from the bottom right) + 246, from the paper on the right. Stop (the red square) + regulator (the green-and-red dial) + 781, from the Regulator Systems camera. Unlock (the open padlock) + door (top row) + 592, from the Valves D–F camera. Repeat unlock + door with 621, 047 and 793 for the other rooms — in New Game+, 621 holds the third Sci-fi book and 793 the Gold Coin.
#34 The clamp release
After Valve F, the Clamp Release Procedure prints in the control room; on the opposite panel, in any order: BALANCE to Intermediate on both; both NOTIFY switches on; RUN OFF to Disengaged; D71 on the Clamp Connection pad, the number in front of you; REPORT switches 1, 3 and 6 on; PRESSURE CONTROL to SET; INTUBATE FLOW to NONE; BATTERY ONE to B (up) and BATTERY TWO to C (right). Press the flashing green RELEASE, go down and turn the red crank. Can't Change Things.
Chapter 16: Eraser
Only the boss remains (PowerPyx). Its name and mechanics, as the sources give them, are on the Enemies tracker.