Guide |
- -Help Iris Escape!-
- "If Iris escapes, you may discover So's secret..."
- —Somnium description
PSYNCIN' IN THE VILLaiN is a dreamworld featured in AI: THE SOMNIUM FILES.
It is a Somnium world that was created from So Sejima's dreams by the Psync System. ABIS investigated this Somnium to gain information about the supposed murder of Iris Sagan.
Mental Locks[]
Mental Lock #1 - Make an escape path.[]
Once entered the Somnium world, the first thing the player need to do is remove the Large Box blocking Iris' escape route to unlock Mental Lock #1. The objects that can be investigated at this time are: Forklift, Large Box, Warehouse Door G, H, and I.
The first thing to investigate is the Forklift, and then executes Drive, make the Forklift fall into the water, allowing the player to investigate Portal A. This Portal A allows objects passing through it to appear from high above on a larger scale, so Aiba can hit down the Large Box by reaching into this portal.
Before performing this action, however, the player gets a x2 TIMIE. In order to complete the follow-up actions within the least time, it is necessary to execute Throw Pebble on Portal A first, so that it will only consume 10s. Then, perform a Put Your Hand In on it to unlock Mental Lock #1.
In summary, to unlock Mental Lock #1:
- Drive on Forklift (20s, x2) -> Put Your Hand In on Portal A (20sx2, 1/2)
A possible optimal path for less time consuming can be:
- Drive on Forklift (20s, x2) -> Throw Pebble on Portal A (5sx2) -> Put Your Hand In on Portal A (20s, 1/2)
Mental Lock #2 - Make an escape path.[]
After entering Mental Lock #2, the new objects that appear are Warehouse Door E and F, and Concrete Fragments. At the time, the Large Box disappears, and Portal A is no longer available for investigation.
The player needs to try to activate the crane, but the crane is not located in this area. From here, the surveyable area is divided into Open Area and Container Section. The player need to enter the Container Section first. To do this, investigate the only open Warehouse Door F in the Open Area and choose Go In.
After performing this action, the player will come to the Container Section from Warehouse Door B. After coming here, except for Door B, there are new investigable objects: Warehouse Door A, and Control Panel A. Find Control Panel A and execute Input Fighting Game Combo on it to unlock Mental Lock #2. Since this operation takes 120s, it is highly recommended to use the 1/10 TIMIE obtained by performing Listen on Warehouse Door A.
In summary, to unlock Mental Lock #2:
- Go In on Warehouse Door F (10s) -> Input Fighting Game Combo on Control Panel A (120s)
A possible optimal path for better TIMIE can be:
- Go In on Warehouse Door F (10s) -> Listen on Warehouse Door A (10s, 1/10) -> Input Fighting Game Combo on Control Panel A (120s1/10)
Mental Lock #3 - Make an escape path.[]
After entering Mental Lock #3, the new objects that can be investigated in Open Area are Crane and Box Near Crane, as well as Warehouse Door C and D. Now, in order for Iris to pass through the gap between the warehouses, considering the Portal that appeared before, the player must try to create a new Portal and make Iris smaller.
To do this, the player needs to return to the Open Area via Warehouse Door B, then enters the new accessible section created by the crane. There, investigate the Warehouse Door D with the prominent animation effects playing on it, executes Open, a new Portal will appear nearby and Mental Lock #3 will be unlocked.
Note that among the new investigable objects that appear from here, some actions can easily lead to negative TIMIEs for you. The more remaining time you have, the more likely you are to get a negative TIMIE, worst case get x5. If this happens, the best thing to do is to find Concrete Fragments and perform Kick, because it is an action that can be performed in all sections and generally only consumes 5s, only able to obtain once though - if you don't use it before. Therefore, getting x5 TIMIE will only make it consume 25s, and you can get a 1/10 TIMIE as compensate to help the further actions.
However, it should be noted that this object is located at the right end of the map, and it will take some time to get there. Therefore, the player can also investigate nearby objects for TIMIEs which would give the player a creative advantage.
In summary, to unlock Mental Lock #3:
- Enter on Warehouse Door B (10s) -> Open on Warehouse Door D (30s)
A possible optimal path for better TIMIE can be:
- Enter on Warehouse Door B (10s) -> Open on Warehouse Door D (30s1/2 or strongest 1/n, [10])
Mental Lock #4 - Make an escape path.[]
After entering Mental Lock #4, the player needs to find a way to remove the crate hanging from the crane. From here, the player becomes able to investigate Portal B, and the option Enter is added on Warehouse Door D.
Since the next move involves the crane again, the player needs to find another Control Panel. So, go back to Warehouse Door D and execute the new option Enter, which takes the player to the last area - Alcove above Warehouse Door C. There, the player can find Control Panel B, and the Smaller Warehouse Door C that exits from here. The last thing the player needs to do is find Control Panel B and execute Raise Lever, which will unlock Mental Lock #4.
It should be noted that the last operation will consume 60s. If you want to keep the remaining time when Somnium clears, you must find a TIMIE that allows you to achieve this goal. Investigating objects nearby to look for such TIMIE is recommended.
In summary, to unlock Mental Lock #4:
- Enter on Warehouse Door D (10s) -> Raise Lever on Control Panel B (60s)
A possible optimal path for better TIMIE can be:
- Enter on Warehouse Door D (10s) -> Raise Lever on Control Panel B (60s1/2, 1/3 or strongest 1/n, [20] or strongest [n])
TIMIE Pools[]
The following are the pools of TIMIEs that spawn during PSYNCIN' IN THE VaiN. Certain choices in the Somnium will drop a random selection of TIMIE from either of these pools, "Pool VILLaiN A" and "Pool VILLaiN B".
For Pool VILLaiN A, the values present change every 30 seconds for a total of 12 Pool phases. In each of these phases, all available TIMIEs have precisely the exact same amount of odds of dropping, with those odds increasing as more TIMIEs are removed. At the beginning, the only TIMIEs available are 1/2, 1/3, [40], and [50], which are not the most useful variety. Each phase introduces one or two TIMIEs of better value, and the following phase removes one or two TIMIEs of higher value as it inches closer to better TIMIE drops. At the last 30 seconds of the Somnium, Pool VILLaiN A drops 1/7 and [10] TIMIE exclusively at 50% odds each.
Time Span | 360s-330s | 330s-300s | 300s-270s | 270s-240s | 240s-210s | 210s-180s | 180s-150s | 150s-120s | 120s-90s | 90s-60s | 60s-30s | 30s-0s | ||||||||||||||||||||||||||||||||||||||||
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TIMIE Value | 1/2 | 1/3 | [40] | [50] | 1/2 | 1/3 | 1/4 | [30] | [40] | [50] | 1/3 | 1/4 | [30] | [40] | 1/3 | 1/4 | [20] | [30] | [40] | 1/3 | 1/4 | [20] | [30] | 1/3 | 1/4 | 1/5 | [20] | [30] | 1/4 | 1/5 | [20] | [30] | 1/4] | 1/5 | [10] | [20] | [30] | 1/4 | 1/5 | [10] | [20] | 1/4 | 1/5 | 1/7 | [10] | [20] | 1/5 | 1/7 | [10] | [20] | 1/7 | [10] |
Percentage | 25.00% | 25.00% | 25.00% | 25.00% | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | 25.00% | 25.00% | 25.00% | 25.00% | 20.00% | 20.00% | 20.00% | 20.00% | 20.00% | 25.00% | 25.00% | 25.00% | 25.00% | 20.00% | 20.00% | 20.00% | 20.00% | 20.00% | 25.00% | 25.00% | 25.00% | 25.00% | 20.00% | 20.00% | 20.00% | 20.00% | 20.00% | 25.00% | 25.00% | 25.00% | 25.00% | 20.00% | 20.00% | 20.00% | 20.00% | 20.00% | 25.00% | 25.00% | 25.00% | 25.00% | 50.00% | 50.00% |
For Pool VILLaiN B, any available TIMIEs are also measured in exactly the same values, making them all equal to each other. The first 3 minutes count as one phase, but the rest of the pool is split in 30 second increments just like in Pool VILLaiN A. At first, the pool of TIMIEs begin with mostly negatives, at x2, x3, x4, and x5, counterbalanced by a meager [30] and a helpful 1/7. Once half the Somnium is complete, the highest tiered negative TIMIE is removed from the pool every 30 seconds, replaced with a more valuable fraction or fixed TIMIE. At 90 seconds, all negative TIMIEs are gone, and the available TIMIEs rest at 1/8, 1/9, 1/10, [20], and [10]. Within the last 30 seconds, only the 1/10 and the [10] remain.
Time Span | 360s-180s | 180s-150s | 150s-120s | 120s-90s | 90s-60s | 60s-30s | 30s-0s | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
TIMIE Value | x2 | x3 | x4 | x5 | 1/7 | [30] | x2 | x3 | x4 | 1/7 | 1/8 | [20] | [30] | x2 | x3 | 1/7 | 1/8 | 1/9 | [20] | [30] | x2 | 1/8 | 1/9 | [10] | [20] | [30] | 1/8 | 1/9 | 1/10 | [10] | [20] | 1/9 | 1/10 | [10] | [20] | 1/10 | [10] |
Percentage | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | 14.29% | 14.29% | 14.29% | 14.29% | 14.29% | 14.29% | 14.29% | 25.00% | 12.50% | 12.50% | 12.50% | 12.50% | 12.50% | 12.50% | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | 16.67% | 20.00% | 20.00% | 20.00% | 20.00% | 20.00% | 25.00% | 25.00% | 25.00% | 25.00% | 50.00% | 50.00% |
Unlike most TIMIE pools, these two sets are built around balanced drops of TIMIEs, where any TIMIE in the pool has an equal chance of appearing. The variety that comes from these pools resides in the short intervals of time for which the TIMIE count and values change, making the drops dynamic despite any given available value resting at equal probabilty. The first pool provides somewhat helpful TIMIEs at the start, while the second pool opens up with an almost suffocating amount of negative TIMIEs, a dangerous set of values when exploring the large map. As more time passes, the undesirable values are removed and the best TIMIEs become available, assisting in the diminishing timer available.
Objects of Interest[]
Standard Objects[]
This Somnium is split into three areas. The main location is the Open Area; this makes up the largest portion of the map, but is gradually unlocked the more Mental Locks are cleared. The second location is the Container Section, which is found at the very end of the harbor, surrounded completely by distorted walls of containers. The last location is the Alcove, a small stretch of space located just above the door to Warehouse C. Traversal to these locations require access to certain doors. The following non-door items are found throughout the Somnium.
Object | Description | |||||
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Availability | Action | Cost | TIMIE | Effect | ||
Forklift | A forklift, placed in front of a YOTOTA container. Aiba appeared into the Somnium driving the forklift, crashing it into a container. | |||||
Lock #1 Only Open Area |
Kick | 20s | Pool VILLaiN A |
| ||
Drive | 20s | x2 |
This action progresses Mental Lock #1. | |||
Large Box | A monumental wooden box, obstructing Iris's path to escape from the mysterious killer. | |||||
Lock #1 Only Open Area |
Push | 20s | Pool VILLaiN A |
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Investigate | 10s |
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Hit | 20s | Pool VILLaiN A |
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Concrete Fragments | Pieces of concrete that fell into the portal above when Aiba pushed the box off. | |||||
Lock #2 Onwards Open Area |
Kick | 5s | 1/10 |
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Investigate | 10s |
| ||||
Crane | A stationary crane by the water. The crane has a box at its end, and can be controlled by two separate control panels. | |||||
Lock #3 Onwards Open Area |
Throw Something | 20s | Pool VILLaiN B |
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Ride | 20s | Pool VILLaiN B |
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Tackle | 20s | Pool VILLaiN B |
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Box Near Crane | A wooden box set on the ground and her by the crane. It blocks the path in a small alcove area. | |||||
Lock #3 Onwards Open Area |
Punch | 20s | Pool VILLaiN B |
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Push | 20s | Pool VILLaiN B |
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Portal A | A portal uncovered from underneath a container moved by the forklift. | |||||
Lock #1 Only Open Area Choose Drive on Forklift |
Put Your Hand In | 20s | 1/2 |
This action unlocks Mental Lock #1. | ||
Scream | 20s | Pool VILLaiN A |
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Throw Pebble | 5s |
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Portal B | A portal that appeared once Warehouse Door D was opened. It has the power to shrink objects. Date notes that it looks like a preview to a premium pornographic channel before purchase. | |||||
Lock #4 Only Open Area |
Peek Inside | 10s |
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Control Panel A | A control panel located on a container. It controls the crane. | |||||
Lock #2 Onwards Container Section |
Raise Lever | 30s |
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Input Fighting Game Combo | 120s |
This action unlocks Mental Lock #2. | ||||
Investigate | 10s |
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Lower Lever | 30s |
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Control Panel B | A control panel that operates the crane. It's located on the alcove above Warehouse C. | |||||
Lock #4 Only Alcove |
Raise Lever | 60s |
This action unlocks Mental Lock #4, awakening So from his dream! | |||
Input Fighting Game Combo | 60s |
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Investigate | 10s |
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Lower Lever | 60s |
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Warehouses[]
This Somnium contains a large number of warehouses, up to 9 warehouses in total. Most of the doors are simply there for extra small choices, while others are there for travel around the Somnium to bypass the barriers between the 3 locations.
Object | Description | |||||
---|---|---|---|---|---|---|
Availability | Action | Cost | TIMIE | Effect | ||
Warehouse Door A | The first Warehouse Door at the harbor. It has been distorted beyond use. | |||||
Locks #2 Onwards Container Section |
Knock | 10s | [10] |
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Listen | 10s | 1/10 |
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Warehouse Door B | The second Warehouse Door at the harbor. The door is open ajar, but the inside is obscured by a dark portal. | |||||
Locks #2 Onwards Container Section |
Enter | 10s |
This action takes you to the Open Area. | |||
Warehouse Door C [Large] | The third Warehouse Door at the harbor. It has been distorted slightly. | |||||
Locks #3 Onwards Open Area |
Listen | 10s | Pool VILLaiN B |
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Knock | 10s | Pool VILLaiN B |
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Warehouse Door C [Small] | A small door located above Warehouse C. It's portal connects to Door D. | |||||
Locks #4 Only Alcove |
Enter | 10s | First use:
This action takes you to the Open Area. | |||
Subsequent use:
This action takes you to the Open Area. | ||||||
Warehouse Door D | The fourth Warehouse Door at the harbor. The door is slightly open, and the inside is obscured by a dark portal. | |||||
Lock #3 Only Open Area |
Open | 30s |
This action unlocks Mental Lock #3. | |||
Lock #4 Only Open Area |
Enter | 10s |
This action takes you to the Alcove. | |||
Warehouse Door E | The fifth Warehouse Door at the harbor. | |||||
Locks #2 Onwards Open Area |
Knock | 10s | Pool VILLaiN B |
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Listen | 10s | Pool VILLaiN B |
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Warehouse Door F | The sixth Warehouse Door at the harbor. The door is open ajar, but the inside is obscured by a dark portal. | |||||
Locks #2 Onwards Open Area |
Peek Inside | 10s |
| |||
Go In | 10s | First use:
This action takes you to the Container Section. | ||||
Subsequent use:
This action takes you to the Container Section. | ||||||
Warehouse Door G | The seventh Warehouse Door at the harbor. | |||||
All Locks Open Area |
Knock | 10s | Pool VILLaiN A |
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Listen | 10s | Pool VILLaiN A |
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Warehouse Door H | The eighth Warehouse Door at the harbor. | |||||
All Locks Open Area |
Knock | 10s | Pool VILLaiN A |
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Listen | 10s | Pool VILLaiN A |
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Warehouse Door I | The ninth Warehouse Door at the harbor. | |||||
All Locks Open Area |
Knock | 10s | Pool VILLaiN A |
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Listen | 10s | Pool VILLaiN A |
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Hidden Object[]
- The Hidden Object appears after you have cleared a path for Iris with the crane. Once you go back through Warehouse Door B, you should see a Crane to your right. Enter the newly-opened zone and walk past towards the cleat, the hidden item is on one of them.
Gallery[]
Trivia[]
- When using the Forklift, Aiba references the "Drift King." This is a reference to The Fast and the Furious: Tokyo Drift, where the antagonist, Takashi, is known as the 'Drift King' for his skill.