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Guide

-Open the Door to Boss's Truth!-
"Boss is hiding something. Reveal the truth of the New Cyclops Serial Killings."
—Somnium description

PSYNCIN' IN THE REFRaiN is a dreamworld featured in AI: THE SOMNIUM FILES.

It is a Somnium world created from Boss's dream by the Psync Machine. Kaname Date and Pewter investigated her Somnium to learn of her connections to the New Cyclops Serial Killings.

Mental Locks[]

This Somnium contains a large number of exaggerated time-consuming options, high multiple of negative TIMIEs, and the entire map is divided into three floors, and each floor is divided into separated sections accessible through different doors. To travel between floors, the player needs to visit the Door marked with a letter, enter through this Door and leave through the Door opposite it. For example, if the player enters Door A, they will exit through Door A'. The complex map structure and strict TIMIE combination requirements make this Somnium the most difficult one in the whole series so far.

Mental Lock #1 - Open the first door.[]

REFRaiN Mental Lock 1

The requirement to unlock each Mental Lock is to open the Large Door on the edge of the factory, the player starts in the large section of 1st floor. Besides the large section, where Door 0, Door A, Door 1 are located, the 1st floor has an isolated part at upper right, where Ladder (1F) and Cord are located, but the player is yet unavailable to access it. To unlock Mental Lock #1, Door 1 needs to be opened, the correct option is Break Lock with Pick, which consumes 66s. After each door is opened, the player will witness a murder scene that appeared in the previous episode, and get x10 TIMIE.

Door 0 is inspectable during this time, but it has absolutely nothing to do with clearing the Somnium, and costs 999s, bringing the x999 TIMIE to the player. It means that even if the player can use TIMIE to safely execute this option, the acquisition of x999 TIMIE has declared a complete failure, so neglect it.

Before executing Break Lock with Pick, first find a TIMIE that reduces the time it consumes. The best solution is to find the nearest Door A and choose Open, which only consumes 1s and can get a 1/6 TIMIE. After attempting to open it the player will discover that it requires a key to unlock it, which will appear after a while.

In summary, to unlock Mental Lock #1:

  • Open on Door A (1s, 1/6) -> Break Lock with Pick on Door 1 (66s1/6, x10)

Mental Lock #2 - Open the second door.[]

REFRaiN Mental Lock 2

After opening Door 1, the player needs to select one of the correct keys among the keys dropped nearby to open Door A. The correct one is Key 1, the one with the ice pick inserted. However, the player has just obtained a x10 TIMIE, and must first choose an option that only consumes 1s to use it up. Therefore, perform Pick Up on Key 5 first, and then pick up Key 1, use it to open Door A. After picking up Key 1, all remaining keys disappear.

After entering Door A, the player find themselves on the 3rd floor. The 3rd floor is divided into three parts: the upper part with Door D', Pipe, Control Panel, the middle part with Door A', Door B, and the isolated Door F part. In the middle where the player is, the only one that can be investigated is Door B. There are three ways to open an unlocked door, one of which takes only 1 second to open directly, but will bring a negative TIMIE; the other two will take more time but will bring a positive TIMIE. If you want to save as much time as possible, choose Open. This will get negative TIMIE, but then there is a way to consume it in the shortest possible time later.

After entering Door B, the player find themselves on the 2nd floor. The 2nd floor is divided into two parts: the upper part and lower part. Most objects are at the upper part, which are Door C', Door D, Door E, Door E', Shelf, Steel Drum; In the lower part, only Door B' and Door C exist. The player is located in the lower part and can only access Door C. Just like before, choose to open directly, under the effect of negative TIMIE, it only consumes 3s, allowing the player to enter the upper part.

After entering the upper part, the player finds that Door 2, have Mental Lock #2 unlocked by opening it, is blocked by Shelf. The option to make Door 2 accessible isn't on the Shelf however, but to push down the nearby Steel Drum. In order to consume x5 TIMIE, investigate Door D or Door E before that, opening them directly only consumes 1s. If you try to open Door D, the player will find it locked; if you open Door E, the player will return to the original location from Door E' next to it. Next, perform Push on Steel Drum, and then open Door 2 with [1] TIMIE, because the Open option originally takes 999s, and it's impossible to do it safely without using this TIMIE.

In summary, to unlock Mental Lock #2:

  • Pick Up on Key 5 (1sx10) -> Pick Up on Key 1 (5s, [1]) -> Open on Door A (1s) -> Open on Door B (1s, x3) -> Open on Door C (1sx3, x5) -> Open on Door D or Door E (1sx5, No TIMIE or [1]) -> Push on Steel Drum (7s, Random) -> Open on Door 2 (999s[1], x10)

Mental Lock #3 - Open the third door.[]

REFRaiN Mental Lock 3

After opening Door 2, the player needs to select one of the correct keys among the keys dropped nearby to open Door D, but this time all the keys are scattered all over the floor. The correct one is Key (08:00), located near Door D. However, like before, the player has just obtained a x10 TIMIE, and must first choose an option that only consumes 1s to use it up. Therefore, perform Open on Door D or Door E first, and then pick up Key (08:00), use it to open Door D. After picking up Key (08:00), all remaining keys disappear.

If the player has not executed Open option on Door E at this time, it is recommended to open it and collect a [1] TIMIE, which is especially important for subsequent actions.

After entering Door D, the player find themselves on the upper part of the 3rd floor where Door 3 is, but the door is frozen by now. To unfreeze the door, investigate the Pipe next to it, and execute Kick, it only consumes 7s. If the TIMIEs that the player has obtained are full, and the leftmost one is [1], then one of the TIMIEs that is not [1] must be consumed here, because [1] is very important in subsequent actions and cannot be used recklessly. Once Door 3 is unfrozen, use a [1] TIMIE to Open it to unlock Mental Lock #3.

In summary, to unlock Mental Lock #3:

  • Open on Door D or Door E (1sx10, No TIMIE or [1]) -> Pick Up on Key (08:00) (5s, [1]) -> Open on Door D (1s) -> Kick on Pipe (7sAny 1/n TIMIE) -> Open on Door 3 (999s[1], x10)

Mental Lock #4 - Open the fourth door.[]

REFRaiN Mental Lock 4

Next, the player needs to use the Control Panel to create a new route to the isolated area on the 1st floor and open Door 4. To consume the x10 TIMIE, first Investigate the Control Panel, then Insert Key. After inserting the key, two options will appear on the Control Panel for the player to manipulate the scaffold nearby. Rotate Key will change its scale, executing it the first time will shrink it, and the second time will enlarge it; Press Switch will make it move through the direction away from the Control Panel. In order for the scaffold to move in that direction and unfold again, execute Rotate Key first, then Press Switch, and finally execute Rotate Key again. In this way, the scaffold will connect the area where Door B is located with the isolated area where Door F is located, and the area where Door A' is located will be inaccessible. If you execute Press Switch without first reducing the scale of the scaffold, it will be blocked by obstacles on the way because of its large size, and it will not be able to transfer its position.

After the operation succeeded, leave from Door D' and return to the 2nd floor, then pass through Door C' and Door B' in turn according to the prompts that appear when the Control Panel is successfully operated, and return to the middle part of the 3rd floor. The player will appear at the location of Door B, and now they can go to the area where Door F was isolated before passing through the changed scaffold. What to pay attention to when opening the door this time: all options after passing through the door will require consuming 999s, which requires the player not to be able to obtain any negative TIMIE at this time, but must use [1] TIMIE in following moves. So, using a 1/n TIMIE obtained earlier, perform Kick Open or Tackle on Door F to the isolated area on the 1st floor.

After arriving in this area, the player can no longer return to the area they have been to before, which means that the next actions can only rely on the currently preserved TIMIEs. In order to unblock Door 4, the player must try to create an explosion that destroys the slats blocking it. By observing the layout here, it can be seen that the power cord can explode when it comes into contact with the oil in the nearby oil drums. Therefore, Tackle the Ladder (1F) next to the pile of objects located to the left of the player, to create a chain reaction. Note that this action must use [1] TIMIE to proceed with the following activities, as the action originally consumes 999s.

After the explosion, Door 4 will be accessible. Although this time you can unlock Mental Lock #4 to clear the Somnium without using TIMIE to open it, but if you want to keep the remaining time at the end, you must use the previously accumulated [1] TIMIE to open the door, as usual.

In summary, to unlock Mental Lock #4:

  • Investigate on Control Panel (1sx10) -> Insert Key on Control Panel (5s) -> Rotate Key on Control Panel (2s) -> Press Switch on Control Panel (2s) -> Rotate Key on Control Panel (2s) -> Open on Door D' (10sAny 1/n TIMIE, [1]) -> Open on Door C' (10sAny 1/n TIMIE, Random) -> Open on Door B' (10sAny 1/n TIMIE, Random) -> Kick Open or Tackle on Door F (30s or 60sAny 1/n TIMIE, 1/3 or 1/6) -> Tackle on Ladder (1F) (999s[1]) -> Open on Door 4 (999s[1])

TIMIE Pool[]

The following is the pool of TIMIEs that spawn during PSYNCIN' IN THE REFRaiN. Certain choices in the Somnium will drop a random selection of TIMIE from this pool, "Pool 2", composed entirely of the TIMIEs 1/2, 1/3, 1/9, and 1/10. During the first 3 minutes, the values 1/2 and 1/3 make up a 90% chance of appearing during drops. From 3 minutes to the last 90 seconds, the values even out, with 1/3 and 1/9 being 30% each, and 1/2 and 1/10 being 20% each. In the last 90 seconds, the 1/9 and 1/10 values, normally rare for any pool of TIMIEs, appear with 90% certainty. This exceedingly small TIMIE pool that provides only positive TIMIEs exists to counter-balance the Somnium's large scope and prevalent cases of present Negative TIMIEs alongside large time-spending choices. Since PSYNCIN' IN THE REFRaiN is very demanding in its use of time, the increase in chance for 1/9 and 1/10 values near the end can help players advance when the timer is dire.

Time Span 360s-180s 180s-90s 90s-0s
TIMIE Value 1/2 1/3 1/9 1/10 1/3 1/9 1/2 1/10 1/9 1/10 1/2 1/3
Percentage 50.00% 40.00% 5.00% 5.00% 30.00% 30.00% 20.00% 20.00% 50.00% 40.00% 5.00% 5.00%

Objects of Interest[]

The Somnium is divided into three different floors, with travel from each floor done through traversing different doors around the warehouse. Most doors are open, but two specific doors require keys to enter, each obtained just after Mental Lock #1 and #2 are unlocked.

Floor 1[]

Object Description
Availability Action Cost TIMIE Effect
Door 0 A rusted metal door at the back of the warehouse. It's unclear what's behind the door.
Mental Lock #1 onward Open 999s x999
Detail:
Aiba attempts to open the door, but despite all her pulling, it wouldn't budge.
Door 1 A rusted metal door at the front of the warehouse. A padlock has the door closed, with an ice pick stuck next to the lock.
Mental Lock #1 only Break Lock with Pick 66s Hidden

(x10)

Detail:
Date asks Aiba to break the lock with the ice pick, and she complies. After wiggling it around like crazy, the lock breaks, and Date tells her to open it. Inside the room, they see a blue silhouette stabbing Shoko continuously in her body with an ice pick. After the door closes, 5 keys fall to the ground on the 1st Floor. Date determines one of them must be the right key, but with no time to try all of them, they wonder if there's some sign as to which one is right.

This action unlocks Mental Lock #1!

Investigate 5s
Detail:
Placing her ear to the door and listening, Aiba notes that she can head the sound of meat being pierced. Date gets a bad feeling about the noise.
Put Pick in Keyhole 66s Hidden

(1/6)

Detail:
Aiba attempts to pull out the pick from the door, but it won't budge from the door, meaning it can't be used as a key.
Door 4 A rusted metal door on the first floor in a remote area. It was barred shut by wooden planks, but after a chain explosion occurs, the door is accessible.
Mental lock #4
Choose Tackle on Ladder (1F)
Open 999s
Detail:
Aiba opens the door, and inside she sees So Sejima restrained to a chair, as a silhouette points a gun to his head. After that, all the doors open, and Date tells Aiba to head back to the monitors. There, they see each of the doors in question, and find out that Renju killed Shoko, Iris killed Renju, So inside a polar bear suit killed Iris, and Boss killed So. Door 0 finally opens, and reveals a red Psync Machine inside, with Boss restraining Hitomi at the door. But before Date could tell Aiba to follow, Pewter makes a force shut down from the outside.

This action unlocks Mental Lock #4, awakening Boss from her dream!

Door A A door labeled "A" at the top of a set of stairs. It leads to Door A', on the 3rd Floor. Aiba states that it looks like the "anywhere door."
Mental Lock #1 onward Open 1s 1/6 Without Key A:
Detail:
Aiba attempts to open the door, but realizes that it appears to be locked.
With Key A:

Aiba opens the door and arrives at Door A' in Floor 3.

First time:
Aiba uses the key on the door, and as expected, Door A opens, and Aiba travels through it. She appears on the 3rd Floor, right on Door A'. They determine the floors are connected in weird ways, which Aiba figures is a troublesome dream.
Ladder (1F) An iron ladder on the first floor in a special area.
Mental Lock #1 onward Tackle 999s ?

(X)

Detail:
Aiba tackles the ladder, hitting a row of mannequins as they topple in a row, causing a chain reaction where barrels fall to the ground, knocking over an oil drum as it spills oil at the cord. The sparks from the cord causes an explosion that destroys the wooden boards blocking the door. Aiba notes that this Somnium appears very dangerous, and Date wonders if they can open the door in front of them.

This action progresses further into Mental Lock #4.

Lift 999s ?

([30])

Detail:
Aiba tries to lift the ladder, but finds that it is too heavy to lift.
Climb Up 999s ?

([30])

Detail:
Aiba tries to grab a hold on the ladder, but passes through it. She determines that this means it was not meant to be used for climbing.
Cord A power cord next to Door 4. It continuously discharges sparks.
Mental Lock #1 onward Investigate 999s ?

[30]

Detail:
Aiba examines the cord, noting that the sparks would be dangerous if something were to catch on fire. Date wonders if they could use it, his attention pointed at a nearby barrel.
Get Shocked 999s ?

[30]

Detail:
Aiba looks right at Date, telling him that, even though she knows he's joking due to knowing him for so long, he should consider an appropriate time and place for that. Date is surprised that she's lecturing him at this moment. As Aiba gets a stern expression, saying "Excuse me?", Date immediately apologizes.
Kick 999s ?

[30]

Detail:
Aiba wonders that, if she points the cord in a specific direction, it may affect the door somehow. However, after kicking the cord, which makes it vibrate in place, Aiba realizes that it won't work this time.
Key 1 A key laying on the floor. There's an ice pick on it.
Mental Lock #2
(without Key A)
Pick Up 5s ?

([1])

Detail:
Aiba notes that there is an ice pick next to the key, and as she picks it up, she realizes it was correct, which Date claims was what he said. Reading the key's tag, Aiba notes that it is labeled "A," and Date wishes he could get some credit from her. Aiba determines that the key must be used for something labeled "A" as well, as Date keeps wishing for some credit.

This action gives you Key A!

Key 2 A key laying on the floor.
Mental Lock #2
(without Key A)
Pick Up 5s ?

(Pool 2)

First key picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Realizing this was the wrong key, she wonders if this is related to what they witnessed on Door 1.
Sequential keys picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Date realizes this is the wrong key, and Aiba asks him to exercise more thought. Date thinks about the eyeball, and the ice pick, and declares that he knows what he has to do.
Key 3 A key laying on the floor.
Mental Lock #2
(without Key A)
Pick Up 5s ?

(Pool 2)

First key picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Realizing this was the wrong key, she wonders if this is related to what they witnessed on Door 1.
Sequential keys picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Date realizes this is the wrong key, and Aiba asks him to exercise more thought. Date thinks about the eyeball, and the ice pick, and declares that he knows what he has to do.
Key 4 A key laying on the floor.
Mental Lock #2
(without Key A)
Pick Up 10s ?

(1/10)

First key picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Realizing this was the wrong key, she wonders if this is related to what they witnessed on Door 1.
Sequential keys picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Date realizes this is the wrong key, and Aiba asks him to exercise more thought. Date thinks about the eyeball, and the ice pick, and declares that he knows what he has to do.
Key 5 A key laying on the floor.
Mental Lock #2
(without Key A)
Pick Up 1s ?

(X)

First key picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Realizing this was the wrong key, she wonders if this is related to what they witnessed on Door 1.
Sequential keys picked up:
Detail:
Aiba attempts to pick up the key, but in her hand, it turns into an eyeball instead. Date realizes this is the wrong key, and Aiba asks him to exercise more thought. Date thinks about the eyeball, and the ice pick, and declares that he knows what he has to do.

Floor 2[]

Object Description
Availability Action Cost TIMIE Effect
Door 2 A rusted set of double doors on the second floor. It was hidden behind the bookshelf before it was pulled up to the roof.
Mental Lock #2
Choose Push on Steel Drum
Open 999s x10
Detail:
Realizing the door is not locked, Aiba opens it up. Inside, they see Renju being strangled by the blue silhouette. As the doors close, several keys fall around the 2nd floor, with wristwatches connected to them. Date determines they have to be careful on what they pick up.

This action unlocks Mental Lock #2!

Door B' A door labeled "B Prime" at the top of a set of stairs. It leads to Door B, on the 3rd Floor.
Mental Lock #2 onward Open 10s Pool 2 Aiba opens the door and arrives at Door B in Floor 3.
Door C A door labeled "C" at the top of a set of stairs. It leads to Door C', on the other side of the 2nd Floor.
Mental Lock #2
First Time
Tackle 60s 1/6 Any choice:
Aiba opens the door and arrives at Door C' in Floor 2.
Tackle:
Aiba tackles the door, and it opens with ease, surprising Date. Aiba walks through to the other side of the floor.
Kick Open:
Aiba kicks the door open, which Date found a bit excessive. Aiba walks through to the 2nd floor.
Open:
Aiba plays around with the doorknob, and discovers that the door is not locked. With that, she opens the door and passes through.

Once through the Door:

Detail:
Aiba notes that they are in the second floor again. Date finds it confusing, that they leave the floor and come right back.
Kick Open 30s 1/3
Open 1s x5
Mental Lock #2 onward
Subsequent Times
Open 1s Aiba opens the door and arrives at Door C' in Floor 2.
Door C' A door labeled "C Prime" at the top of a set of stairs. It leads to Door C, on the other side of the 2nd Floor.
Mental Lock #2 onward Open 10s Pool 2 Aiba opens the door and arrives at Door C in Floor 2.
Door D A door labeled "D" at the top of a set of stairs. It leads to Door D', on the Third Floor.
Mental Lock #2 onward Open 1s Without Key D:
Detail:
Aiba attempts to open the door, but realizes that it appears to be locked.
With Key D:

Aiba opens the door and arrives at Door D' in Floor 3.

First time:
Aiba uses the key on the door, and as expected, Door D opens, and Aiba travels through it. She appears on the 3rd Floor, right on Door D', which they note is just like past doors.
Door E A door labeled "E" at the top of a set of stairs. It leads to Door E', right next to the door.
Mental Lock #2 onward Open 1s [1] Aiba opens the door and arrives at Door E' in Floor 2.
Door E' A door labeled "E Prime" at the top of a set of stairs. It leads to Door E, right next to the door.
Mental Lock #2 onward Open 10s Aiba opens the door and arrives at Door E in Floor 2.
Shelf A bookshelf resting in front of a large door. A wire is tied to the top of the shelf, connected from the roof down to a steel drum through a pulley system.
Mental Lock #2 only Slide in Gap 999s ?

(Pool 2)

Detail:
With Date's request, Aiba attempts to slide in the gap. She continues, on and on and on..... and she keeps going... and keeps going.... and after 999 seconds, she collapses from exhaustion, admitting defeat.
Investigate 5s
Detail:
Aiba notes that it's a normal shelf, despite the wire connected to it. They notice that there's a door behind the shelf. Date examines the wire, and determines what they need to do to move the shelf.
Push 7s ?

(Pool 2)

Detail:
Aiba attempts to push the shelf, but determines she's not powerful enough to move it. Date states she's too weak, and after a silence, Aiba resounds herself to her weakness. Date attempts to apologize, but she resounds herself as a lowly AI.
Steel Drum A steel oil drum connected to a wire. The wire is connected to the shelf by the door, and the oil drum itself is on the edge of the railing, next to a gap.
Mental Lock #2 only Investigate 5s
Detail:
Aiba follows the wire by sight, and notes that it's connected to the shelf. Date thinks it looks like an intentional trap set up by someone, and wonders what they have to do with the wire.
Push 7s ?

(Pool 2)

Detail:
Aiba pushes the oil drum with all her might, and manages to push it off the railing to the first floor, lifting the shelf from the pulley systems. Noting the door behind the shelf, Date tells her to check the door.

This action progresses further into Mental Lock #2.

Lift 7s ?

(Pool 2)

Detail:
Aiba attempts to lift the oil drum, but can't seem to lift it up. She keeps going and going, but determines she can't lift it. Date tells her that she should've told him before wasting their time, and Aiba reprimands him for saying that to the person who's making the effort. Date responds by saying that there's a difference between being stubborn and not knowing when to quit, angering Aiba.
Key (02:50) A key with a wristwatch attached to it. The time on the watch displays the time "2:50 PM."
Mental Lock #3
(without Key D)
Pick Up 5s ?

(Pool 2)

First key picked up:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. They determine that the have the wrong key, and Date wonders if the time on the watch was relevant. Aiba states it would be a simple gimmick, but Date wonders it could be what "they" wanted them to think.
Sequential keys:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. Date determines it wasn't the right key, and Aiba wonders what the time on the watch could be relevant to, and Date wonders what time could be in relevance to Renju.
Key (03:45) A key with a wristwatch attached to it. The time on the watch displays the time "3:45 PM."
Mental Lock #3
(without Key D)
Pick Up 1s ?

(x2)

First key picked up:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. They determine that the have the wrong key, and Date wonders if the time on the watch was relevant. Aiba states it would be a simple gimmick, but Date wonders it could be what "they" wanted them to think.
Sequential keys:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. Date determines it wasn't the right key, and Aiba wonders what the time on the watch could be relevant to, and Date wonders what time could be in relevance to Renju.
Key (05:00) A key with a wristwatch attached to it. The time on the watch displays the time "5:00," but when Aiba reads out the time, Date thinks she's saying it's 5 in the morning at the moment.
Mental Lock #3
(without Key D)
Pick Up 10s ?

(1/10)

First key picked up:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. They determine that the have the wrong key, and Date wonders if the time on the watch was relevant. Aiba states it would be a simple gimmick, but Date wonders it could be what "they" wanted them to think.
Sequential keys:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. Date determines it wasn't the right key, and Aiba wonders what the time on the watch could be relevant to, and Date wonders what time could be in relevance to Renju.
Key (08:00) A key with a wristwatch attached to it. The time on the watch displays the time "8:00 PM."
Mental Lock #3
(without Key D)
Pick Up 5s ?

[1]

Detail:
Aiba picks up the key, and they determine it must be the right key. Date notes that 8:00 PM on Saturday is Renju's time of death. Aiba notes that the key has the tag reading "D", telling Date to head to Door D.

This action gives you Key D.

Key (11:00) A key with a wristwatch attached to it. The time on the watch displays the time "11:00 PM."
Mental Lock #3
(without Key D)
Pick Up 2s ?

(Pool 2)

First key picked up:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. They determine that the have the wrong key, and Date wonders if the time on the watch was relevant. Aiba states it would be a simple gimmick, but Date wonders it could be what "they" wanted them to think.
Sequential keys:
Detail:
Aiba picks up the key, but it turns into an eyeball in her hand. Date determines it wasn't the right key, and Aiba wonders what the time on the watch could be relevant to, and Date wonders what time could be in relevance to Renju.

Floor 3[]

Object Description
Availability Action Cost TIMIE Effect
Door 3 A metal door found on the third floor of the warehouse. At first, it's frozen solid by ice, but once the ice is removed, it can be opened.
Mental Lock #3 only Open 999s x10 Frozen Door:
Detail:
Aiba attempts to open the frozen door, but fails to do so, as it is frozen shut.
x10 Unfrozen Door:
Detail:
Realizing the door is not locked, Aiba opens it up. Inside, they see Iris laying at a table, with a blue silhouette controlling an ice-cutting machine, the sawblade approaching Iris's body. Once the door closes, a key falls to the floor, which Aiba picks up. The key's label reads "control panel," and Date notes that it could refer to the control panel next to Door 3.

This action unlocks Mental Lock #3!

Door A' A door labeled "A Prime" at the top of a set of stairs. It leads to Door A, on the 1st Floor.
Mental Lock #2 onward Open 10s Aiba opens the door and arrives at Door A in Floor 1.
Door B A door labeled "B" at the top of a set of stairs. It leads to Door B', on the 2nd Floor.
Mental Lock #2 onward Tackle 60s 1/6 Any choice:
Aiba opens the door and arrives at Door B' in Floor 2.
Tackle:
Aiba tackles the door, and it opens with ease, surprising Date. Aiba walks through to the other side of the floor.
Kick Open:
Aiba kicks the door open, which Date found a bit excessive. Aiba walks through to the 2nd floor.
Open:
Aiba plays around with the doorknob, and discovers that the door is not locked. With that, she opens the door and passes through.

Once through the Door:

Detail:
Aiba notes that they are in the second floor, but not in the spot they should've appeared. Date notes that he'll have to remember what door goes where.
Kick Open 30s 1/3
Open 1s x3
Mental Lock #2 onward
Subsequent Times
Open 1s Aiba opens the door and arrives at Door B' in Floor 2.
Door D' A door labeled "D Prime" at the top of a set of stairs. It leads to Door D, on the 2nd Floor.
Mental Lock #2 onward Open 10s [1] Aiba opens the door and arrives at Door D in Floor 2.
Door F A door labeled "F" at the top of a set of stairs. It is inaccessible until the Scaffold is Set using the Control Panel.
Mental Lock #2 onward Tackle 60s 1/6 Any choice:
Aiba opens the door and arrives at Floor 1,in a new location they haven't been to before.
Tackle:
Aiba tackles the door, and it opens with ease, surprising Date. Aiba walks through to the 1st floor.
Kick Open:
Aiba kicks the door open, which Date found a bit excessive. Aiba walks through to the 1st floor.
Open:
Aiba plays around with the doorknob, and discovers that the door is not locked. With that, she opens the door and passes through.

Once through the Door:

Detail:
Date notes the large door in the back, and predicts they can figure things out by looking inside.
Kick Open 30s 1/3
Open 1s x10
Pipe A broken pipe found next to Door 3. The mouth of the pipe extends outward, and hot steam continuously releases from the end.
Mental Lock #2 onward Cover 7s ?

(Pool 2)

Detail:
Aiba asks to makes sure that Date's command was to cover the pipe, and when he confirms it, Aiba retorts about how he's making her do dangerous things. Aiba finds some frozen metal containers nearby, and uses them to cover up the hole. However, the buildup of steam blows the top container away, sailing across the Somnium and landing on the first floor. Aiba remarks it won't be easy to cover up.
Kick 7s ?

(Pool 2)

Detail:
Aiba kicks the pipe, turning the mouthpiece towards the door. The steam releases and unfreezes Door 3, making it accessible. Aiba acts like she was calculating these results, but Date calls her out for secretly being surprised.
This action progresses further into Mental Lock #3!
Smell 7s ?

(Pool 2)

Detail:
Aiba leans in front of the steam and smells it. She determines it doesn't have any smell to it, but it is hot. With this information, Date begins to speculate what to do with the steam.
Control Panel A control panel, found within a worn-down control room on the top floor of the warehouse. The panel contains a row of buttons and a keyhole switch on it. Several monitors lay within the control room as well.
Mental Lock #2 onward
(Before choosing Insert Key)
Investigate 1s
Detail:
Aiba notes that the control panel controls the electronics within the factory, but it appears to be rather old. A key is needed in order to properly activate it.
Mental Lock #4 Insert Key 5s
Detail:
As Aiba inserts the key in, the monitors turn on. Aiba examines them, and finds a scaffold that connects to two parts of the 3rd floor, and that it can be moved around with the control panel, which can create a new route.

This action advances further into Mental Lock #4.

After choosing Insert Key Sleep 2s
Detail:
Date tells Aiba to sleep on top of the control desk, so that her body can push all the buttons at the same time. Aiba calls him insane, but he responds by saying that "the line between insanity and genius is razor thin," but she responds to him by saying he's firmly on the "insane" side. She eventually complies, which makes the scaffold slightly lower by a few inches. Date asks Aiba what she sees from her position, but she's distracted by the buttons hitting the pressure points on her back, wishing to stay longer laying down. Date says he was clearly insane, so she has her get off and put the scaffold back in place.
Rotate Key 2s
Detail:
Rotating the key makes the scaffold either shrink or extend.
When extended:
The scaffold shrinks down in size.

This action shrinks the Scaffold.

When shrunk, in forward position:
The scaffold expands back to normal.
When shrunk, in backwards position:
The scaffold expands, reaching both sides of the floor and connecting a brand new path. The monitors show footage of the path leading to this new area, going to Door D', Door C', and Door B', which leads to the scaffold.

This action enlarges the Scaffold at new position.

This action, combined with Press Switch, sets the Scaffold in place!

Press Switch 2s
Detail:
Pressing the Switch makes the scaffold move forward or backwards.
When extended:
The scaffold tries to move to the back, but gets stuck on a stack of containers blocking its path. Date wonders if there's another step to do.
When shrunk, in forward position:
The scaffold avoids the stack of containers and arrives in position in the back. Date and Aiba take note of its new position.
This action helps transferring the location of the Scaffold.
When shrunk, in backwards position:
The scaffold returns back to the forward position.

This action, combined with Rotate Key, Sets the Scaffold in place!

Hidden Object[]

  • Once you are done with the Control Panel, go through Door D'. At 2nd floor, behind your character there should be a bunch of barrels forming the letter L and pointing towards a walkway. That's where you need to go to get the hidden object.

Gallery[]

Trivia[]

  • There exists a save corruption glitch in PSYNCIN' IN THE REFRaiN, reported specifically for the PlayStation 4 version of the game. Attempting to save during the Somnium may result in an ERROR message appearing on screen preventing the ability to save. In the event that the game does save during the Somnium, the created save file is ultimately corrupted and cannot be loaded up again, requiring the player to use another, if any, save file to continue playing.
  • PSYNCIN' IN THE REFRaiN contains the most examinable Objects of Interest in any Somnium in the game, at 32 different objects to inspect.
    • However, depending on how the objects are counted, PSYNCIN' IN THE MaiN: 2 could potentially be tied at 32 objects with REFRaiN, as there are certain objects that change properties and are given new names within that Somnium (such as "Guardian Dog (Peach)" being renamed to "Guardian Dog (Left)"). Additionally, there are certain objects in MaiN: 2 that don't get renamed but bear completely different functions and choices depending on which phase of the Somnium the player is currently at, such as Iris, the Chozuya, and the Arch, rounding up to 35 examinable Objects total.
  • The various doors with letters written in blood found throughout the Somnium are a reference to the video game Zero Escape: Nine Hours Nine Persons Nine Doors, which was written and directed by Kotaro Uchikoshi, the writer and director for AI: THE SOMNIUM FILES. In that game, the characters must pass through various doors labeled 1 through 9, and marked in blood (or red paint) in the same style as the doors in PSYNCIN' IN THE REFRaiN.
    • Additionally, all the various x999 TIMIE that can be found throughout the Somnium are most likely a reference to the game as well, as it is often shortened to simply Zero Escape: 999.

Navigation[]

AI: THE SOMNIUM FILES
Media
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
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