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Guide

-Heal Mizuki's Heart-
"Mizuki is mute. By healing her mental wounds, you may be able to get important info."
—Somnium description

PSYNCIN' IN THE PaiN is a dreamworld featured in AI: THE SOMNIUM FILES, AI: THE SOMNIUM FILES DEMO, and the Lemniscate YouTube series, based on Bloom Park.

It is a Somnium world created from Mizuki Okiura's dream by the Psync System. ABIS investigated her Somnium in order to investigate the murder of Shoko Nadami and heal Mizuki's aphonia.

It was featured in the Lemniscate vlog videos when A-set visited the ABIS Office and was allowed to dive into the Psync machine.

Mental Locks[]

Mental Lock #1 - Get rid of the lightning![]

PaiN Mental Lock 1

The Somnium begins by being presented with Shoko's Photo in front of the player. In addition, the Big Bird Cage, Speaker Pillar, Gate, and Panda Pieces are also available. None of the choices presented provide any TIMIE, except for the choices that progress the Mental Lock.

Two choices clear the Mental Lock: Pull Out on Shoko's Photo and Pull Out on the Speaker Pillar. On Shoko's Photo, the option costs 20 seconds and provides a 1/2 TIMIE, while the Speaker Pillar's option costs 45 seconds and provides a 1/8 TIMIE. The extra 25 seconds provided in the Speaker Pillar can seem unnecessary, and while the 1/8 TIMIE can be useful in a later option, such as the 55 second cages, the amount of time saved in total don't necessarily accommodate for the extra time spent in this Mental Lock, especially when most TIMIEs that could be easily obtained can accommodate for a better time investment with Shoko's Photo.

In summary, to unlock Mental Lock #1:

  • Pull Out on Shoko's Photo (20s - 1/2).
  • Pull Out on Speaker Pillar (45s - 1/8).

Mental Lock #2[]

PaiN Mental Lock 2

In the second Mental Lock, Shoko's Photo and the Speaker Pillar are unavailable, regardless of which object is used. The Microphone and the Control Room are unlocked as options during this Mental Lock. Once the Lock begins, a tutorial on how TIMIE work is explained, and the player is free to use the TIMIE at will.

The Microphone's two choices provide random TIMIE from Pool 1, making it an unoptimal object to interact with. The Mental Lock progresses with the Control Room when selecting Open, which provides a random TIMIE. The other choice, Knock, always provides a 1/3 TIMIE, and both choices cost 10 seconds to choose; if the random TIMIE has a remarkably un-useful value, such as [50], [40], or 1/2, it may help to acquire the 1/3 and keep it in inventory, especially if you already have a 1/2 TIMIE (which can be expended on either choice). In the end, the player must choose Open to progress from the Merry-Go-Round location into the A Dark Place location.

Once inside, the player is presented with two bird cages. The player's choice in interacting with the cages affects which branch the player will progress.

A:Remove the bird cage![]

For Branch A, the player must interact with the Left Bird Cage. All 3 choices have a random selection of TIMIE that can drop, but the actual value is obscured and the player cannot know what they would earn per choice. Choosing Peek Inside, with a value of 10 seconds, can be beneficial if the player wishes to try their luck at gaining a good TIMIE. However, the correct choice is Lift at 55 seconds, which is a significant time sink unless a TIMIE from previous segments is used. This choice clears the Mental Lock and branches directly into Branch A.

In summary, to unlock Mental Lock #2 Branch A:

  • Open on Control Room (10s - Random) -> Lift on Left Bird Cage (55s - Random).

A possible optimal path for better TIMIE can be:

  • Knock on Control Room (10s - 1/3) -> Open on Control Room (10s - Random) -> Peek Inside on Left Bird Cage (10s1/2 or weakest 1/n - Random) -> Lift on Left Bird Cage (55s1/8, 1/3, or strongest 1/n - Random).

B:Blow the bird cage away![]

For Branch B, the player must interact with the Right Bird Cage. All 3 choices have a random selection of TIMIE that can drop, but the actual value is obscured and the player cannot know what they would earn per choice. Choosing Peek Inside, with a value of 10 seconds, can be beneficial if the player wishes to try their luck at gaining a good TIMIE. However, the correct choice is Lift at 55 seconds, which is a significant time sink unless a TIMIE from previous segments is used. This choice clears the Mental Lock and branches directly into Branch B.

In summary, to unlock Mental Lock #2 Branch B:

  • Open on Control Room (10s - Random) -> Lift on Right Bird Cage (55s - Random).

A possible optimal path for better TIMIE can be:

  • Kick on Control Room (10s - 1/3) -> Open on Control Room (10s - Random) -> Peek Inside on Right Bird Cage (10s1/2 or weakest 1/n - Random) -> Lift on Right Bird Cage (55s1/8, 1/3, or strongest 1/n - Random).

Mental Lock #3[]

PaiN Mental Lock 3

A:Rescue Mizuki![]

With the start of Mental Lock #3 Branch A, the only option available is Torn Paper. The correct choice is Piece Together at 45 seconds and a random TIMIE pool, but if the player wishes to, they can select Kick Away for 15 seconds and obtain a [10] TIMIE. This [10] can be used immediately on Piece Together or on the final choice, or any high value choice the player wants to hear for fun. Regardless, choosing Piece Together transports the player back to the Merry-Go-Round location.

Back in the main map, the Control Room and the Big Bird Cage are no longer available, and instead the Panda Ride and Parasol become available. The secret with these new objects is that they are both correct choices: you must select Stop on either the Panda Ride or the Parasol. Both options cost 20 seconds, but the one on the Panda Ride gives a random TIMIE, while the Parasol gives a 1/3 TIMIE. Spin More on Panda Ride can provide a [10] TIMIE, and Ride on Top on Parasol can provide a 1/7 TIMIE, but the cost to obtain them is 35 seconds and 45 seconds respectively, so they're only useful if decent TIMIE can be spent to obtain them.

With either object stopped, two more objects become available inside the Merry-Go-Round itself: the Merry-Go-Round Horse and Mizuki. From these two, the only one that can clear the final Mental Lock is Mizuki. The correct choice is Hug Her, which costs 50 seconds. Assuming the player has no TIMIEs, the most reliable way to save time is to choose Slap Her for 15 seconds to obtain a [30] TIMIE, which when used at the final choice, saves a grand total of 10 seconds. The other two options cost 40 and 55 seconds each, so spending TIMIE on them for a 1/4 or a random selection is disadvantageous. The best method would be to spend any available TIMIE on the final choice, preferably a [10] TIMIE if obtained.

In summary, to unlock Mental Lock #3 Branch A:

  • Piece Together on Torn Paper (45s - Random) -> Stop on Panda Ride (20s - Random) -> Hug Her on Mizuki (55s)
  • Piece Together on Torn Paper (45s - Random) -> Stop on Parasol (20s - 1/3) -> Hug Her on Mizuki (55s)

Possible optimal paths for better TIMIE can be:

  • Kick Away on Torn Paper (15s - [10]) -> Piece Together on Torn Paper (45s[10] - Random) -> Spin More on Panda Ride (35s - [10]) -> Stop on Panda Ride (20s - Random) -> Hug Her on Mizuki (50s[10])
  • Kick Away on Torn Paper (15s - [10]) -> Piece Together on Torn Paper (45s[10] - Random) -> Ride on Top on Parasol (45s - 1/7) -> Stop on Parasol (20s - 1/3) -> Hug Her on Mizuki (50s1/7)

B:Stop Mizuki's tears![]

With the start of Mental Lock #3 Branch B, the only option available is Deflated Balloon. The correct choice is Blow Up at 40 seconds and a random TIMIE pool. Selecting Eat can spend 5 seconds to obtain a [30] TIMIE, which can be used on the 40 seconds to save a total of 5 seconds, but generally speaking it's best to simply use your best available TIMIE that results in a value under 30 seconds. Choosing Blow Up transports the player back to the Merry-Go-Round location.

Back in the main map, the Control Room and the Big Bird Cage are no longer available, and instead the Panda Head and Parasol become available. The secret with these new objects is that they are both correct choices: you must select Kick Away on the Panda Head, which costs 40 seconds and gives a random TIMIE, or Breathe On on the Parasol, which costs 45 seconds and gives a 1/7 TIMIE. For the Panda Head, selecting Slap Down spends 30 seconds for a [10], which can be used immediately; however, this option saves absolutely no time whatsoever if no TIMIE is used on the 30 seconds. For the Parasol, selecting Spin More (15s) gives a 1/2 TIMIE that drops the Breathe On time to 23s, saving 7 seconds; selecting Stop (20s) gives a 1/3 TIMIE that drops it to 15s, saving 10 seconds; doing both ultimately can only save up to 5 seconds and is more wasteful of time.

With either object cleared, two more objects become available inside the Merry-Go-Round itself: the Merry-Go-Round Horse and Mizuki. From these two, the only one that can clear the final Mental Lock is Mizuki. The correct choice is Speak Kindly, which only costs 10 seconds. There is no need to save up any TIMIE for the final choice, and any other choice for Mizuki will assuredly result in wasted time.

In summary, to unlock Mental Lock #3 Branch B:

  • Blow Up on Deflated Balloon (40s - Random) -> Kick Away on Panda Head (40s - Random) -> Speak Kindly on Mizuki (10s)
  • Blow Up on Deflated Balloon (40s - Random) -> Breathe On on Parasol (45s - 1/7) -> Speak Kindly on Mizuki (10s)

Possible optimal paths for better TIMIE can be:

  • Blow Up on Deflated Balloon (40s - Random) -> Slap Down on Panda Head (30sUse best TIMIE - [10]) -> Kick Away on Panda Head (40s[10] - Random) -> Speak Kindly on Mizuki (10s)
  • Blow Up on Deflated Balloon (40s - Random) -> Stop on Parasol (20sUse best TIMIE - 1/3) -> Breathe On on Parasol (45s1/3 - 1/7) -> Speak Kindly on Mizuki (10s1/7)

TIMIE Pool[]

The following is the pool of TIMIEs that spawn during PSYNCIN' IN THE PaiN. Certain choices in the Somnium will drop a random selection of TIMIE from this pool, "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%. This makes it 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.

Time Span 360s-180s 180s-90s 90s-0s
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%

Objects of Interest[]

This particular Somnium is easily organized into its 3 Mental Locks, with various actions necessary to clear each one. The main part of the Somnium takes place in the Merry-go-round, based on the location Bloom Park, but the entire Somnium is not set there. To unlock Mental Lock #2, the player must travel to A Dark Place, and once Mental Lock #2 is cleared, the player must leave and return to the Merry-go-round location. There are different objects to inspect in both locations, and are divided as such.

Merry-Go-Round[]

Object Description
Availability Action Cost TIMIE Effect
Shoko's Photo A photo of Shoko Nadami lying on the ground surrounded by a pool of blood. An ice pick is stuck in her photograph in her left eye, reflecting how her eye was removed by the culprit.
Lock #1 Only Pull Out 20s 1/2
Detail:

Attempting to pull out the ice pick will make the speaker pillar on the ground rise upward, as both rod-like objects continually rise upward.

This action unlocks Mental Lock #1.

Push In 10s
Detail:

Attempting to push in the ice pick will have Aiba struggle to press it downward in any way. Aiba chastises Date on attempting an action that seems too complex for a child's Somnium world, which Date believes doesn't counter the possibility of something complex.

Microphone A microphone attached to the Control Room, which rises from the ground after the ice pick-like rod is pulled from the ground.
Locks #2-3 Threaten 25s Pool 1
Detail:
Having Aiba threaten will instead encourage her to mimic a hostage negotiator, encouraging a nondescript group of criminals to put down their weapons and surrender. This yields no results, as there are no relevant hostage situations in this Somnium.
Shout 10s Pool 1
Detail:
Telling Aiba to shout will have her shout. Very loudly. To Date's expense.
Big Bird Cage A giant bird cage that covers the continuously spinning merry-go-round, preventing Aiba from reaching Mizuki Okiura. In Mental Lock #1, any interaction with the cage is impossible due to the lightning striking it.
Lock #1-2 Slip Through 30s In Mental Lock #1:
Detail:

Aiba refuses to touch the cage while it remains electrocuted, despite Date's insistence at regretting it.

In Mental Lock #2:
Detail:

Aiba comments that the gap is too narrow, but Date insists that her body is slim enough to fit through. When she fails to slip through, Date states she's fatter than he thought, which angers Aiba as she claims she's simply large-breasted (Date doesn't share the same opinion).

Lift 30s In Mental Lock #1:
Detail:

Aiba refuses to touch the cage while it remains electrocuted, despite Date's insistence at regretting it.

In Mental Lock #2:
Detail:

Aiba reluctantly attempts to lift the cage, but it results too heavy to lift, which Date states he knew wouldn't work.

Speaker Pillar An outdoor speaker hung onto a short pole sticking out of the ground. It appears to be shaking in conjunction with the ice pick on the nearby photograph.
Lock #1 Only Pull Out 45s 1/8
Detail:

Suggesting to pull out the pillar will have Aiba chastising Date for not knowing a smarter method, calling him a "musclebrain", which he proudly accepts for his brain being a strong muscle. Once Aiba slowly and painfully pulls out the pillar, it begins rising with each pull, and the ice pick on the photograph following suit. Once it's complete, and the lightning has been redirected, Date mentions how it would've been better if she had pulled up the ice pick instead, to which Aiba realizes in horror that Date was messing with her from the beginning.

This action unlocks Mental Lock #1.

Push In 25s
Detail:

Date uses the phrase "the nail that sticks out gets hammered down" as a way to encourage Aiba to push the pillar down. When pushing it does nothing, Date states that pulling it may result in something, wherein, despite its size, anything can happen in a Somnium.

Mizuki The subject in the dream, who was hiding inside the merry-go-round while it was still spinning. At Mental Lock #3 (Branch A), she stands outside to be interacted. In Branch B, meanwhile, she sits inside behind a glass window.
Lock #3

Branch A (Access inside Merry-go-round)

Slap Her 15s [30]
Detail:
Attempting to slap Mizuki will have Aiba veto Date's vote, chastising him for wanting to harm her. He claims that he wanted to jolt her awake, like shock therapy, which Aiba calls him out as a psychopath with no morals. Date wonders why he's getting a lesson on morals from an A.I., but admits she has a point.
Make Her Laugh 55s 1/4
Detail:
Suggesting to make Mizuki laugh will have Aiba attempt to mimic Date in his day-to-day. Her attempt results in her seemingly changing a lightbulb while treating it like it was a baby, which Date rejects as an imitation of him. Despite this exchange, no reaction comes from Mizuki.
Hug Her 50s Pool 1
Detail:
Embracing Mizuki will make her release all her pent up emotions and cry, lifting the red outline that surrounded the Somnium. With the atmosphere cleared, a blue silhouette can be seen leaving footprints behind as they walk out a side entrance to the park.

This action will unlock Mental Lock #3 Route A, awakening Mizuki from her dream!

Smile at Her 40s Pool 1
Detail:
Attempting to smile at her will have Aiba awkwardly smile at her for several seconds, arms outstretched. After a while, she wonders what she's supposed to be doing with her arms open, to which Date offers to give her a hug later... with his eyelid.
Lock #3

Branch B (Access inside Merry-go-round)

Break the Glass 30s 1/4
Detail:
Attempting to break the glass will yield no results; Aiba's punch does not shatter the glass.
Encourage 10s [30]
Detail:
Date suggests motivating her like how various business companies tend to do for their employees. Her motivational speech didn't yield any reactions, however, as she notes it may not work for companies either.
Give Present 50s ?

(Pool 1)

Detail:
Telling Aiba to give Mizuki a present will have her grab one of the loose merry-go-round horses outside. She gives it to her as if it were a piece of candy or a treat.
Speak Kindly 10s Pool 1
Detail:
Speaking kindly to Mizuki will have Aiba try to soothe her out. When that fails, Date suggests using the speaker to replicate her mother's voice. Once Mizuki has calmed down from her tears, a phone rings out in the distance.Date attempts to go look for the source, but Aiba forces him out of the Somnium.

This action will unlock Mental Lock #3 Route B, awakening Mizuki from her dream!

Merry-go-round Horse A horse located inside the merry-go-round, near where Mizuki is located.
Lock #3

(Access inside Merry-go-round)

Spank 10s ?

(Pool 1)

Detail:
Asking Aiba to spank the horse will have her punch it instead, to Date's surprise. Doing so, the inanimate object neighs in response. Date feels bad about what Aiba did to the horse.
Talk 30s ?

(Pool 1)

Detail:
Aiba attempts to communicate with the horse, asking if they know the culprit. When the horse neighs in response, Date asks Aiba what it said. She responds that, without a shadow of a doubt, the horse cannot speak English.
Ride 40s ?

(Pool 1)

Detail:
Attempting to ride the horse will have Aiba mount it and start smiling towards Date, imitating having fun. Date calls her appearance cute, which ruins Aiba's mood in the exchange.
Gate The entrance/exit gate to Bloom Park, set near where the Photograph is located.
All Locks Tackle 10s
Detail:
Attempting to tackle it will cause Aiba to wince in pain at being unable to push it open. She insists that the gate is in more pain than she is, but Date doesn't buy it.
Open 10s
Detail:
Attempting to open it will yield no results, as they determine that more force would be required to open it. Aiba comments on how the gate is as sealed as her vanity, which Date doesn't buy.
Panda Pieces A Panda-themed ride that has been disassembled on the ground. The Panda ride can somehow be assembled outside of these two choices.
Locks #1-2 Put Back Together 35s
Detail:
Attempting to reassemble the panda ride will result in failure as the first piece assembled simply bounces off to the ground. Aiba attempts to reassemble it with confidence, but once she fails to put it together, Date warns her about being too self-confident.
Kick Away 10s
Detail:
Kicking the panda head will cause the entire merry-go-round to bounce in the air. This clues in Date to the secret connection that the panda ride and the merry-go-round seem to have.
Control Room The door to the newly risen Control Room, after attempting to pull the ice pick-like rod from the ground. Date attempts to enter the Control Room in hopes of finding some controls to operate the merry-go-round.
Lock #2 Knock 10s 1/3
Detail:
When knocking on the door, Aiba tries to call inside to see if anyone would respond. Date plays along, asking for tickets for one adult and one child (which Aiba rebukes) and willing to take any seats. With no response, they determine that the room should be empty and safe to enter.
Open 10s Pool 1
Detail:
Opening the door leads to an empty black void with no exit, where two bird cages can be found.

This action moves you to A Dark Place.

Panda Ride The assembled Panda ride, with its head slowly spinning.
Lock #3

Branch A

Stop 25s Pool 1
Detail:
Realizing that the panda ride and the merry-go-round may be connected (like the ice pick and the speaker pillar), Date can encourage Aiba to stop the spinning head. Doing so will correctly make the merry-go-round itself also stop, as well as open the door in which Mizuki was in.

This action gives access inside the Merry-go-round.

Spin More 35s [10]
Detail:
Attempting to spin the head even more will also make the merry-go-round spin faster. Aiba happily spins the ride faster as Date worries over the merry-go-round tearing apart from the force.
Ride 40s
Detail:
Riding on the panda ride will cause the panda to neigh like a horse, surprising Aiba. Date notes that pandas and horses are similar, specifically pointing out that both names contain the same number of letters. Aiba is not amused.
Panda Head The panda head from the Panda ride, inflated to well over the size of Aiba. It's rotating and floating in the air.
Lock #3

Branch B

Kick Away 40s Pool 1
Detail:
Kicking the panda head will send it flying in the air. As it flies upward, the merry-go-round also launches in the air, leaving a frozen clearing in the middle of the park. There, they see the body of Iris Sagan, naked, frozen, stab wounds on her back, and curled up in a ball. From the speaker, the voices of Shoko and Mizuki plays, the former seemingly beating the latter. The pair wonder what that interaction was about, but suddenly the merry-go-round comes crashing down into the ground, prompting Aiba to dodge it before becoming a pancake (which Date comments is a good thing they aren't in a bed and breakfast).

This action gives access inside the Merry-go-round.

Slap Down 30s [10]
Detail:
Slapping the panda head down will have Aiba say "I see it ! The view from the top" before hitting the head, which simply make the head bounce a little off the ground, before floating down to the ground again.
Wear 20s
Detail:
Having Aiba wear the panda head will have her float up and down, rotating to the rhythm of the balloon. Neither Date nor Aiba know how this is happening.
Parasol A parasol located behind the merry-go-round. In Mental Lock 3, it is spinning uncontrollably, to the speed of the merry-go-round itself.
Lock #3 Spin more 15s 1/2
Detail:
Attempting to make it spin faster will cause the merry-go-round to match its speed, gaining in force. In Branch A, Date tells her to stop simply because it looked bad to continue doing so. In Branch B, Date tells her to stop before the merry-go-round is torn apart, noting that Mizuki is in there and hoping she hadn't passed out by the ride's G-force.
Stop 20s 1/3 In Mental Lock #3 Branch A:
Detail:
Attempting to stop the parasol will have Aiba hold the object by its pillar, forcing it to a grinding halt. Doing so will also have the merry-go-round stop as well, which Date notes was easier than he expected. It also opens the door in which Mizuki was in.

This action gives access inside the Merry-go-round.

In Mental Lock #3 Branch B:
Detail:
Attempting to stop the parasol will have Aiba hold the object by its pillar, but the force at which it spins burns her hand, forcing her to back away.
Lock #3

Branch A

Ride on Top 45s 1/7
Detail:
Riding on top of the parasol has Aiba mention how spinning objects makes her want to run, which Date points out is similar to a hamster.
Lock #3

Branch B

Breathe on 45s 1/7
Detail:
At the suggestion of breathing up on the parasol, Date makes a comment about imagining it's a girl's skirt. Aiba silences him as she blows on the parasol, sending it flying in the air. As it flies upward, the merry-go-round also launches in the air, leaving a frozen clearing in the middle of the park. There, they see the body of Iris Sagan, naked, frozen, stab wounds on her back, and curled up in a ball. From the speaker, the voices of Shoko and Mizuki plays, the former seemingly beating the latter. The pair wonder what that interaction was about, but suddenly the merry-go-round comes crashing down into the ground, prompting Aiba to dodge it before becoming a pancake (which Date comments is a good thing they aren't in a bed and breakfast).

This action gives access inside the Merry-go-round.

A Dark Place[]

Object Description
Availability Action Cost TIMIE Effect
Left Bird Cage A bird cage found inside the Control Room which contains a shredded paper on the ground.
Lock #2 Only Lift 55s ?

(Pool 1)

Detail:
Attempting to lift the cage will put a lot of strain on Aiba, but she manages to lift the cage over regardless.

This action unlocks Mental Lock #2 on Branch A.

Tackle 35s ?

(Pool 1)

Detail:
Attempting to tackle the cage will yield no results, stating it's very heavy.
Peek Inside 10s ?

(Pool 1)

Detail:
As Aiba inspects the inside, she notes how the paper inside looks like a picture.
Right Bird Cage A bird cage found inside the Control Room which contains a set of rubber balloons and one deflated balloon. Date dislikes how Aiba calls the balloons as simply "rubber."
Lock #2 Only Tackle 35s ?

(Pool 1)

Detail:
Attempting to tackle the cage will yield no results. Aiba plays it off by stating she's just letting the cage off this time, but Date states that perhaps Aiba doesn't have her true strength in this dream.
Lift 55s ?

(Pool 1)

Detail:
Attempting to lift the cage will put a lot of strain on Aiba, yet when she finally manages to lift it off, all the balloons float to the sky, along with the very same heavy cage, which surprises Aiba plenty.

This action unlocks Mental Lock #2 on Branch B.

Peek Inside 10s ?

(Pool 1)

Detail:
As Aiba inspects the cage, Date notes that lifting the cage would make the balloons float off. He restates that cause and effect inside a dreamworld is unpredictable, so it's unclear what could happen inside the Somnium if the balloons fly off.
Torn Paper A torn photograph found inside the left bird cage in the Control Room.
Lock #3

Branch A

Kick Away 15s [10]
Detail:
Attempting to kick the paper will have it fly back into position. Date asks if they can really heal Mizuki with this, but Aiba barks back by stating these were his instructions, which he states was to relieve stress. Aiba tells him to consider what the pieces of paper could mean.
Roll Up and Toss 20s
Detail:
Having Aiba roll up the paper and toss it away will have the paper ball magically fly behind her, hitting her in the head. Date tells her to be more careful.
Piece Together 45s Pool 1
Detail:
Eager to put a puzzle together, Aiba starts assembling the pieces into a cohesive image. The photograph is formed back together, revealing a picture of Mizuki when she was 4 years old, on the panda ride, with Renju and Shoko behind her. With the image assembled, Aiba reappears back outside of the Control Room.

This action moves you to the Merry-go-round.

Deflated Balloon A deflated rubber balloon found inside the right bird cage in the Control Room. Date insists that it should be called a rubber balloon instead of just "rubber", much to Aiba's dismay.
Lock #3

Branch B

Eat 5s [30]
Detail:
At hearing Date's suggestion, Aiba questions his decision. He states she can put it in her mouth, chew it, and blow it up like gum. She refuses, preferring to blow it up normally.
Throw 45s
Detail:
Attempting to throw the balloon simply makes it fall flat on Aiba's face.
Blow Up 40s Pool 1
Detail:
Attempting to inflate the balloon will make it grow three times the size of Aiba, which makes Date wish her boobs were that big. Aiba takes offense to his comment that this balloon is too large to be the size of a human's breasts, but when the topic of Aiba not being human is brought up, she gets upset and deflects the topic. The inflated balloon floats up to the sky towards the shining light, which makes Aiba appear back outside of the Control Room.

This action moves you to the Merry-go-round.

Hidden Item[]

  • The hidden item is located on a park bench on the backside of the merry-go-round. It is available at any time in the Bloom Park area.

Gallery[]

Trivia[]

  • When Aiba first appears in the Somnium, she crouches on the ground as lightning crackles around her. When Date asks why, she states that she wanted to appear "like a cybernetic assassin from the future," to which Date responds, "If you're gonna do that, do it naked." This is a reference to the movie The Terminator, in which a cyborg assassin from the future named the T-800 Model 101, iconically played by Arnold Schwarzenegger, arrives from the future naked and within an electric field in the ground, in the same pose as Aiba.[1]
  • In the Japanese version of the game, when describing how time can slow down in the Dream Worlds, Aiba brings up the topic of The Handan Dream as an example, which Date elaborates with the story of the man who lived 50 years in his own dream. In the localized English version, the conversation simply refers to the topic of relativity.
  • Choosing Slap Down on the Panda Head will have Aiba say the quote "I see it! The view from the top." This is most likely a reference to the manga and anime series Haikyū!!, where the character Shōyō Hinata says this quote during a volleyball match.[2][3]
  • Choosing Ride on Top on the Parasol on Branch A will have Aiba run on top of the parasol, to which Date comments that she has "the instincts of a hamster," referencing Aiba's normal form outside of Somnia when she's detached from Date's eye socket.

Navigation[]

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AI: THE SOMNIUM FILESAI: THE SOMNIUM FILES DEMORaiNBOW AFFaiR Complete SoundtrackREVERIES IN THE RaiN SoundtrackTHOUGHTS REMaiN BELOW Artbook
Characters
Kaname DateAibaIris Sagan/A-setOta MatsushitaMizuki OkiuraBossPewterNew Cyclops Killer
Hitomi SaganMayumi MatsushitaRenju OkiuraMamaShoko NadamiSo SejimaMoma KumakuraRohan KumakuraCyclops Serial Killer
#89FalcoBodyguardsTakero MatsushitaManaka IwaiSaito SejimaYakuza AYakuza BNurseReceptionistMermaidTaxi DriverInspector
Locations
Tokyo
Chiyoda District: Police Headquarters (Boss's Office; Psync Room; Interrogation Room) • Sunfish Pocket
Koto District: Harbor Warehouse District (Cold Storage Warehouse) • Date Residence
Meguro District: Sagan ResidenceTiefblau
Minato District: Sejima ResidenceKumakura OfficeIkume ShrineLemniscateCentral Hospital
Near Kabasaki District: Bloom ParkOld Chemical PlantMatsushita Diner
Shinjuku District: Golden Yokocho (Marble)
Other: Fuchu City (Fuchu Prison) • Akikawa ValleyOkutama MountainsEitoku High
Somnia
SINKIN' IN THE BRaiN (Spoiler) • PSYNCIN' IN THE PaiN (Spoiler)
PSYNCIN' IN THE VaiN (Spoiler) • PSYNCIN' IN THE SWaiN (Spoiler)
PSYNCIN' IN THE SUSTaiN (Spoiler) • PSYNCIN' IN THE CAPTaiN (Spoiler)
PSYNCIN' IN THE CURTaiN (Spoiler) • PSYNCIN' IN THE REFRaiN (Spoiler)
PSYNCIN' IN THE VILLaiN (Spoiler) • PSYNCIN' IN THE MaiN: 1 (Spoiler)
PSYNCIN' IN THE MaiN: 2 (Spoiler)
PSYNCIN' IN THE MOUNTaiN (Spoiler) • PSYNCIN' IN THE CHaiN (Spoiler)
Chapters
Red Route: sigAIsaikAImeikAIsyokubAIrihAI
youdAIjikAIzugAIsyokuzAI
Yellow Route: syougAIseisAIhiAIsanpAI
Green Route: gumAIjukkAIkikAIjinnAIihAI
Purple Route: keitAIgyoukAIkyuusAIsyuurAIirAIdakkAIkekkAI
Pink Route: kenzAIjutAIkokkAIsousAIhakAIkassAI
Organizations
Tokyo Metropolitan Police Department (Advanced Brain Investigation Squad) • Ujisaki Family (Kumakura FamilyKumakura Estates) • Secret Society NAIXATLOZForeign Mercenaries
LemniscateSunfish PocketMarbleTiefblauFamiSto8-12Elgorg
Items
Wadjet SystemEvolverLight Synaptic Nerve Connection DeviceDate's CarShovelForgeOdoroki-man ChocolateGeostationary Satellite X00639
Events
Chemical Plant ExplosionOriginal Cyclops Serial KillingsBreak-In at Sagan ResidenceNew Cyclops Serial KillingsIncident at Minato District HighwayDisappearance of Renju OkiuraOperation: Iris Rescue
Full List of Events

References[]

  1. Terminator on Wikipedia
  2. "The View From The Top" manga chapter page on Haikuu!! Wiki, plus the official subtitled translated scene for the anime episode on Crunchyroll.
  3. Alex Flagg on Discord: "Shevi if you are talking about the "I can see the view from the top" or whatever after spiking the panda head, yes that is a Haikyuu reference"
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