Guide |
- -#89 is hiding in the Past!-
- "#89 is covered in a green membrane. I can't get close..."
- —Somnium description
PSYNCIN' IN THE CURTaiN is a dreamworld featured in AI: THE SOMNIUM FILES, based on the Sagan Residence.
It is a Somnium world created from Inmate #89's dream by the Psync System. Kaname Date and Pewter investigated his Somnium in order to learn the truth of the original Cyclops Serial Killer, as well as the identity of the New Cyclops Killer.
Mental Locks[]
The clearing process of this Somnium is special: here, the player is not required to choose options in a completely fixed order to unlock Mental Locks, but to accumulate Green Points by performing specific actions.
Excluding the move of closing the green door directly performed by Aiba at the beginning, the player has to collect a total of 10 Green Points. 1 Point is required in Mental Lock #1, 2 points is required in Mental Lock #2, and with such law applied in the rest two Mental Locks.
After sufficient Green Points collected, the player will forcibly encounter a sudden event. Choosing any wrong option here will get a negative TIMIE, greatly increasing the time cost of re-selection. You get x2 in such consequence during the first three events, and x3 during the fourth event. After the correct one is chosen, the green barrier shrinks and a Mental Lock will be unlocked after choosing the correct one. Shrinking of the Green Barrier will allow the player to investigate more objects and collect Green Points.
Mental Lock #1 - Prevent the interference from ???![]
At the beginning of Somnium, the objects that the player can investigate are Switch, Winter Iris and Picture. Choosing the correct option on any of these objects increases 1 Green Point: Flip Switch on Switch, Pick on Winter Iris or Fill Out on Picture.
However, the player need to be aware that the time they consume and the TIMIE they bring are different: Flip Switch consumes 12s and brings a x2 TIMIE; Pick consumes 30s and brings a 1/2 TIMIE; Fill Out consumes 24s and brings a [10] TIMIE. Here, choosing either Pick on Winter Iris or Fill Out on Picture are viable options, but definitely not Flip Switch, as it brings a x2 TIMIE and it will forcibly used in the next fixed move, consuming 60s.
After performing a correct action, it is forced to enter a phone ringing event, where the player must make a choice. Here, Ignore should be chosen, doing so will unlock Mental Lock #1. Since the correct option takes 30s, it is best to use the TIMIE you just obtained here.
In summary, to unlock Mental Lock #1:
- Pick on Winter Iris (30s, 1/2) -> Ignore on Phone (30s1/2, Random)
- Fill Out on Picture (24s, [10]) -> Ignore on Phone (30s[10], Random)
If you want to bring the [10] TIMIE to the next Mental Lock in the safest way, implement the first method.
Mental Lock #2 - Prevent the disturbance from ???![]
After entering Mental Lock #2, the objects that can be investigated are changed from three to five, with three green ones added, and the previously investigated objects can no longer be investigated. The new objects are Liquid, Ceiling Fan and Book.
The correct action to deal with Liquid is Stick Hand In, which costs 26s and brings a x2 TIMIE; the correct action to deal with Ceiling Fan is Blow On, which costs 18s and brings a 1/3 TIMIE; the correct action to deal with Book [#1] is Tear, which costs 6s, and obtains a TIMIE whose properties are displayed only after performing this action, Fixed to 1/2.
It's still best not to do any event that gets x2 TIMIE, as that would be disadvantageous in any case. If it is ranked first, then the most suitable second action can only be the Tear on Book that only consumes 6s, but this will only get a 1/2 TIMIE for a certain value, and then the player will have to face the next mandatory event, using 1/2 TIMIE to choose the correct option will also consume 30s.
In this Mental Lock, performing two actions to remove the green object will trigger the next mandatory event - the phone rings again. Choosing Ignore this time will consume 60s, so the second action to choose must be one that can bring the player as much time-consuming TIMIE as possible.
In summary, to unlock Mental Lock #2:
- Tear on Book (6s, 1/2) -> Fill Out on Picture (24s1/2, [10]) -> Ignore on Phone (60s[10], Random)
- Flip Switch on Switch (12s1/2 or strongest 1/n, x2) -> Tear on Book (6sx2, 1/2) -> Ignore on Phone (60s1/2, Random)
- Pick on Winter Iris (30s1/2 or strongest 1/n, [10], [20], 1/2) -> Blow On on Ceiling Fan (18s1/2, 1/3) -> Ignore on Phone (60s1/3, Random)
Mental Lock #3 - Prevent the view from ???![]
After entering Mental Lock #3, the green objects that can be investigated are changed from five to six, with three added, and the previously investigated objects can no longer be investigated. The new objects are Book [#2], Book [#3] and Pot. Now the player needs to perform the correct actions on three green objects. The correct action to deal with Pot is Drink, which costs 60s and brings a x3 TIMIE; For new Books, the correct option is the same as before, but every time a new book appears, the time required to execute Tear will increase by 6s. This option takes 12s for Book [#2] and 18s for Book [#3].
If you have done Flip Switch on Switch before this section, a new object Floor Lamp will appear. Doing Grab on it adds 1 Green Point, costing 12s without any TIMIE rewards; Doing Kick costs 6s and rewards the player a 1/4 TIMIE.
Here, a forced event is encountered after performing three correct actions. The correct option Close Curtain only consumes 12s, so it is not a must to use TIMIE to reduce its time consumption. As long as the negative TIMIE does not greatly increase the time cost of executing the correct options, the order and type of executing options can be relatively freely selected here.
In summary, to unlock Mental Lock #3 (since there are many combinations of clearing methods, the player can combine options according to the actual situation. The following ones are only some examples):
- Drink on Pot (60s1/2 or strongest 1/n, [10], [20], x3) -> Tear on Book [#1] or [#2] (6s or 12sx3, 1/2) -> Tear on Book [#3] (18s1/2, 1/2) -> Close Curtain on Red Eye (12s1/2, Random)
- Tear on Book [#1] (6s, 1/2) -> Tear on Book [#2] (12s1/2, 1/2) -> Tear on Book [#3] (18s1/2, 1/2) -> Close Curtain on Red Eye (12s1/2, Random)
- Stick Hand In on Liquid (26s1/2 or strongest 1/n, [10], [20], x2) -> Grab on Floor Lamp (12sx2) -> Tear on Book [#1] or [#2] (6s or 12s, 1/2) -> Close Curtain on Red Eye (12s1/2, Random)
If the player is also aiming for the "Protect Your Head" achievement:
- Wear on Pot (30s1/2 or strongest 1/n) -> Any three options with possibly less time and with a positive TIMIE given in the end -> Close Curtain on Red Eye (12s1/2, Random)
Mental Lock #4 - Prevent the invasion from ???![]
The new objects appearing during Mental Lock #4 are Book [#4], Book [#5], and Skull. Performing Tear on Book [#4] and [#5] consumes 24s and 30s respectively, and gets a 1/2 TIMIE. The correct option to remove the Skull is Throw, which costs 12s and gets a x2 TIMIE.
Another thing worth noting is that the only interactive object that is not green appears at this time, Hitomi. Perform any option on her will get TIMIE that can bring advantages to the player, such as 1/5, or [1]; it only takes 24s to get [1] TIMIE (excluding negative TIMIE) by selecting Touch Her.
After executing the four options to remove the green object, you can enter the last mandatory event. The correct option in this forced event, Lock, only consumes 6s, so it will only consume 30s in the worst case of getting x5 TIMIE, so there is no need to bring a high-quality positive TIMIE here to use.
In most cases, when the progress is advanced to this point, the probability of obtaining the negative TIMIE in Pool 3 will become very small, only 4.34% in total, so it will be a good way to consume the negative TIMIE obtained by executing Read on any Book. But if unfortunately you still get a new negative TIMIE, it is best to restart the Somnium if remaining time is quite few.
In summary, to unlock Mental Lock #4 (since there are many combinations of clearing methods, the player can combine options according to the actual situation. The following ones are only some examples):
- Hug Her or Kiss Her on Hitomi (6s, [10]; or 18s1/2 or 1/3, 1/5) -> Drink on Pot (60s1/2 or strongest 1/n, [10], [20], x3) -> Read on Book [#4] or [#5] (6sx2, Random) -> Blow On on Ceiling Fan (18s1/2 or 1/3, 1/3) -> Tear on Book [#4] (18s1/3, 1/2) -> Tear on Book [#5] (24s1/2 or strongest 1/n, 1/2) -> Lock on Door (6s1/2, Random)
- Talk to Her or Touch Her on Hitomi (12s1/2, 1/4; or 24s1/2, 1/3 or [10], [1]) -> Throw on Skull (12s1/2, x2) -> Read on Book [#4] or [#5] (6sx2, Random) -> Stick Hand In on Liquid (26s1/2 or strongest 1/n, [10], [20], x2) -> Read on Book [#5] or [#4] (6sx2, Random) -> Tear on Book [#4] (18s1/2 or 1/3, 1/2) -> Tear on Book [#5] (24s1/2 or [1], 1/2) -> Lock on Door (6s1/2, Random)
TIMIE Pools[]
The following are the pools of TIMIEs that spawn during PSYNCIN' IN THE CURTaiN. Certain choices in the Somnium will drop a random selection of TIMIE from either of these pools, "Pool 1" and "Pool 3".
For Pool 1, during the first 3 minutes, the standard spread of TIMIE values start off with the neutral types of TIMIEs being the most common, the larger TIMIE values just below them, and the smallest and most useful range of TIMIEs at around 5% chance of appearing. From 3 minutes to the last 90 seconds, the large-value TIMIEs, [40] and [50], decrease in probabilty from 18% to 7%, while the best TIMIEs increase from 5% to 22%. In the last 90 seconds, the [50] TIMIE is removed completely, and the best TIMIEs increase from 22% to 38%.
Time Span | 360s-180s | 180s-90s | 90s-0s | ||||||||||||||||||||||||||||||
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TIMIE Value | 1/2 | [30] | 1/3 | 1/4 | [40] | [50] | 1/5 | 1/7 | [20] | 1/8 | [10] | 1/2 | 1/3 | [20] | 1/4 | [30] | 1/5 | [10] | [40] | 1/7 | 1/8 | [50] | 1/3 | 1/4 | 1/5 | [10] | 1/7 | [20] | 1/8 | [30] | 1/2 | [40] | |
Percentage | 28.30% | 18.87% | 14.15% | 9.43% | 9.43% | 9.43% | 4.72% | 1.89% | 1.89% | 0.94% | 0.94% | 23.58% | 23.58% | 11.79% | 9.43% | 9.43% | 4.72% | 4.72% | 4.72% | 3.30% | 2.36% | 2.36% | 19.35% | 16.13% | 12.90% | 12.90% | 9.68% | 9.68% | 6.45% | 6.45% | 3.23% | 3.23% |
For Pool 3, during the first 3 minutes, the odds of gaining the best TIMIEs are still lower while the weakest TIMIEs retain the highest chance. However, negative TIMIEs are added into the pool, and while 3x, 4x, and 5x TIMIEs have a combined total of 6% chance, the 2x TIMIE has a 17% chance by itself, making it common enough to appear at least once through a Somnium. From 3 minutes to the last 90 seconds, the negative TIMIEs drop considerably, with 3x, 4x, and 5x having a 2.5% chance while x2 has a 4% chance; likewise, the [50] TIMIE drops considerably from 13.5% to 2%, and most of the other TIMIEs increase to rebalance it. By the last 90s, the negative TIMIEs had been shrunk by half, and the more valuable TIMIEs have substantially increased.
Time Span | 360s-180s | 180s-90s | 90s-0s | |||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
TIMIE Value | 1/2 | x2 | [50] | 1/3 | [40] | 1/4 | [20] | 1/5 | [10] | x3 | x4 | 1/7 | 1/8 | x5 | 1/2 | 1/3 | [20] | 1/4 | [40] | 1/5 | [10] | x2 | 1/7 | 1/8 | [50] | x3 | x4 | x5 | [10] | 1/3 | 1/4 | [20] | 1/5 | 1/7 | 1/8 | 1/2 | [40] | x2 | [50] | x3 | x4 | x5 |
Percentage | 20.41% | 17.01% | 13.61% | 10.20% | 10.20% | 6.80% | 6.80% | 3.40% | 3.40% | 3.40% | 2.04% | 1.36% | 0.68% | 0.68% | 21.93% | 21.93% | 17.54% | 8.77% | 6.58% | 4.39% | 4.39% | 4.39% | 3.07% | 2.19% | 2.19% | 1.32% | 0.88% | 0.44% | 21.74% | 16.30% | 13.59% | 13.59% | 10.87% | 8.15% | 5.43% | 2.72% | 2.72% | 2.72% | 0.54% | 0.54% | 0.54% | 0.54% |
These two pools are designed so that, the less time the player has to clear the Somnium, the more likely that they'll obtain useful TIMIEs that can dramatically cut down on the amount of time spent, and the less likely they are at obtaining higher-value TIMIEs or encounter negative TIMIEs.
Objects of Interest[]
PSYNCIN' IN THE CURTaiN is a unique Somnium that follows an extra set of conditions to beat. Mental Locks are cleared at 4 different checkpoints, where an assortment of choices are provided when the conditions are met, and the correct choice unlocks each Mental Lock. These conditions are a number of interactions with Green Objects in the level, usually resulting in the ruination of the object or its green texture.
For simplicity, the required interactions will be measured as Green Points, and enough Points will give access to the checkpoints for unlocking Mental Locks. A total of 11 Green Points are required to beat the Somnium, and the level begins with 1 Point, due to the actions on the Green Door at the beginning of the level. A total of 14 Points can be obtained throughout the level, with only 1 of these points capable of being locked out by other choices, meaning that, as long as there is enough time, the player is capable of obtaining the necessary 11 Points to beat the level.
Green Objects[]
Green Door (automatically activated at the start of the Somnium) – The back door to the Sagan living room, potentially leading into a room in the back. At the very beginning of the Somnium, Aiba's leg knocks into the door, closing it instantly. This action adds 1 Green Point from the start.
Object | Description | ||||||||
---|---|---|---|---|---|---|---|---|---|
Availability | Action | Cost | TIMIE | Effect | |||||
Switch | A light switch by the entrance. It is covered in thorns. | ||||||||
All Locks | Remove Thorns | 18s | ?
(Pool 1) |
| |||||
Flip Switch | 12s | ?
(x2) |
| ||||||
Winter Iris | An iris that rests on a stool by the picture frame. Aiba tells Date that it's a winter iris, which ticks him off after hearing about it before. | ||||||||
All Locks | Pick | 30s | 1/2 |
| |||||
Smell | 18s | Pool 1 |
| ||||||
Picture | A framed crude drawing of three people in a home, with ovals on their head and stains everywhere. Iris drew this as a child, as a representation of the Okonomiyaki War. The picture lost its color, retaining a green hue. | ||||||||
All Locks | Fill Out | 24s | [10] |
| |||||
Remove | 24s | Pool 3 |
| ||||||
Liquid | A strange green liquid pooling on the floor. It is positioned just below an open wine bottle that rests on the table, the opening facing the floor. | ||||||||
Locks #2 onward | Lick | 24s | ?
(Pool 1) |
| |||||
Smell | 18s | ?
(Pool 1) |
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Jump In | 12s |
| |||||||
Stick Hand In | 26s | ?
(x2) |
| ||||||
Ceiling Fan | A ceiling fan on the roof. Date asks if it's similar to a giant desk fan, and Aiba compares the two, explaining how a desk lamp moves the air around it, while a ceiling fan circulates the entire room. | ||||||||
Locks #2 onward | Throw Something | 12s |
| ||||||
Headbutt | 12s | Pool 1 |
| ||||||
Blow On | 18s | 1/3 |
| ||||||
Hold On | 42s | Pool 3 |
| ||||||
Book [#1] | A book lying on the floor by the ceiling fan. It recounts part of Falco's story. | ||||||||
Locks #2 onward | Read | 6s | ?
(Pool 3) |
| |||||
Tear | 6s | ?
(1/2) |
| ||||||
Book [#2] | A book lying on top of the speaker by the back of the room. It recounts part of Falco's story. | ||||||||
Locks #3 onward | Read | 6s | ?
(Pool 3) |
| |||||
Tear | 12s | ?
(1/2) |
| ||||||
Book [#3] | A book resting on the low table by the couches. It recounts part of Falco's story. | ||||||||
Locks #3 onward | Read | 6s | ?
(Pool 3) |
| |||||
Tear | 18s | ?
(1/2) |
| ||||||
Book [#4] | A book resting on the bookshelf. It recounts part of Falco's story. | ||||||||
Lock #4 Only | Read | 6s | ?
(Pool 3) |
| |||||
Tear | 24s | ?
(1/2) |
| ||||||
Book [#5] | A book resting on top of the drawer. It recounts part of Falco's story. | ||||||||
Lock #4 Only | Read | 6s | ?
(Pool 3) |
| |||||
Tear | 30s | ?
(1/2) |
| ||||||
Floor Lamp | A floor lamp shaped like a flower standing by the bookcase. The light switch turned it on. | ||||||||
Locks #3 onward (After choosing Flip Switch on Switch) |
Grab | 12s |
| ||||||
Kick | 6s | 1/4 |
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Lift Up | 24s | Pool 3 |
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Turn Off | 18s | Pool 3 |
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Pot | A cooking pot laying on the kitchen stove. A green substance is inside the pot, as steam rises. The two of them wonder if its contents are perhaps green curry, soybean stew, or boiled green juice like a slime. At the last suggestion, Aiba states that a ninja turtle could leap out of the pot. | ||||||||
Locks #3 onward | Drink | 60s | ?
(x3) |
| |||||
Smell | 18s | ?
(Pool 3) |
| ||||||
Wear | 30s |
| |||||||
Heat | 12s | ?
(Pool 1) |
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Skull | A stationary skull laying on the couch, with its left eye bleeding. The body seems to be missing. | ||||||||
Lock #4 Only | Throw | 12s | ?
(x2) |
| |||||
Kiss | 18s |
| |||||||
Talk | 30s | ?
(Pool 3) |
| ||||||
Check | 18s | ?
(Pool 1) |
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Hitomi | Hitomi Sagan, standing in front of the green barrier. She remains unmoving. | ||||||||
Lock #4 Only | Hug Her | 6s | [10] |
| |||||
Kiss Her | 18s | 1/5 |
| ||||||
Talk to Her | 12s | 1/4 |
| ||||||
Touch Her | 24s | [1] |
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Mental Lock Choices[]
These are the choices that are triggered at each Mental Lock checkpoint. Making these choices are mandatory when the checkpoint is reached, meaning other objects to interact with are unavailable.
Object | Description | |||||
---|---|---|---|---|---|---|
Availability | Action | Cost | TIMIE | Effect | ||
Phone [1st] | The phone at the corner of the room. At the end of Mental Lock #1, a phone call is received by a mysterious caller. | |||||
2 Green Points | Hang Up | 12s | ?
(x2) |
| ||
Ignore | 30s | ?
(Pool 1) |
| |||
Phone [2nd] | The phone at the corner of the room. At the end of Mental Lock #2, another phone call is received on the phone by the same mysterious caller. | |||||
4 Green Points | Hang Up | 12s | ?
(x2) |
| ||
Ignore | 60s | ?
(Pool 1) |
| |||
Pick Up | 18s | ?
(x2) |
| |||
Red Eye | A giant red eye that peeks from the curtains of the room. Loud stomps resound throughout as the figure approaches the window. | |||||
7 Green Points | Poke Eye | 12s | ?
(x2) |
| ||
Ignore | 90s | ?
(x2) |
| |||
Close Curtain | 12s | ?
(Pool 1) |
| |||
Pour Lemon Juice | 36s | ?
(x2) |
| |||
Knocking on Door | A figure appears and knocks on the entrance of the building. Aiba wonders who could be at the door. | |||||
11 Green Points | Shut Up | 18s | ?
(x3) |
| ||
Ignore | 120s | ?
(x3) |
| |||
Open | 12s | ?
(x3) |
| |||
Lock | 6s | ?
(Pool 1) |
|
Hidden Object[]
- The Hidden Object appears at Mental Lock #4, once you've dealt with the Red Eye. Once you regain control of Aiba, head to the shelf next to Hitomi and Falco, behind the green barrier. The Object will be resting in the shelf within reach.
Gallery[]
Trivia[]
- Inmate #89's Somnium, PSYNCIN' IN THE CURTaiN, is based on the Sagan Residence location, much like Kaname Date's Somnium, SINKIN' IN THE BRaiN. As such, the levels share various similarities, such as:
- The Winter Iris, and the choices available with it.
- The light switch covered in thorns, and the choices available with it.
- The wine bottle on the table, and Aiba's insistence on getting drunk from it.
- The floral lamp by the bookshelf, and the choices available with it.
- The skull with the bleeding left eye socket, and the choices available with it.
- The conclusion of the Somnium, where Inmate #89 is seen standing over the bleeding body of Hitomi Sagan.
- When selecting Read on a particular Book, Date and Aiba read more about Falco's past, and Date compares him to Judge Dredd, a character from the comic book series 2000 AD. In this series, Judge Dredd is a law enforcement officer who acts as a "Street Judge," arresting criminals and even executing them for their crimes.
- When selecting Tear on a particular Book, Date notes that the green book seems familiar, but Aiba suggests it has "no relation." This could potentially be a reference to the 2018 film Green Book (although it should be noted the film released relatively late into AI: THE SOMNIUM FILES's development).
- When first examining the Pot, Aiba states that a ninja turtle could jump out of the green slime, and various choices make reference to smelling like the liquid smells like a gutter. This is most likely all a reference to the Teenage Mutant Ninja Turtles, in which 4 turtles, after interacting with some green radioactive material in the sewers, gained sentience and trained in martial arts, becoming ninjas.
- When selecting the option Drink on the Pot:
- Aiba collapses after drinking it, and Date yells out "Aiba? Aiba! Aiiiiiiiiiiibbbaaaaaaa!!!" This is most likely a reference to the Metal Gear Solid series, in which, if the player character is killed, the Game Over screen will have a character's voice scream out the protagonist's name in the same fashion.
- Once she wakes up, Aiba states that the liquid tasted like "elephant" while smiling at Date. This interaction appears to be a continuation to a joke that occurs in the chapter Day 2: Saturday –saikAI–, where Aiba tells a joke in which an elephant is stored inside the Sagan Residence's refrigerator. The refrigerator next to the pot has its door wide open, with the contents inside being empty, implying that the pot with green liquid had just been removed from the refrigerator.
- Wearing the Pot on Aiba's head will have her comment on how it increases her defense, a reference to wearable armor in RPG games and their defense-boost capabilities.
- Throughout the Somnium, Date makes several references to his sexual stimulations to various actions that can be done. Most notable is when interacting with Hitomi, in which all 4 interactions with her results in some variance of a sensual/sexual response, such as an erection.
- Hitomi is the only interactible object in the Somnium that does not contribute to proceeding to any Mental Locks, as she is the only object that is not green.
- During Mental Lock #3 or #4, executing Wear on Pot is one of the requirements to obtain the achievement "Protect Your Head." Other requirements are in SINKIN' IN THE BRaiN and PSYNCIN' IN THE SUSTaiN, respectively.