Sie sind auf Seite 1von 33

Wiki Guide PDF

Trophy List
This is the full Trophy List for Zero Escape: Virtue's Last Reward. There are 17 Bronze Trophies, 10 Silver Trophies, 5 Gold Trophies, and 1 Platinum Trophy. Virtue's Last Reward Acquired all trophies. A Consumate Collection Found ALL the files! Doctor of Escapology Escaped from sixteen rooms. An Eidetic Experience Found a file. Bachelor of Escapology Escaped from the elevator. Classified Found a secret. Escapey Escaped on Hard difficulty. Every Ending Begins Somewhere Saw any of the endings. Master of Escapology Escaped from eight rooms. That Wasn't Supposed to Happen Saw any of the bad endings. Secret Trophies A Certain Point of View Caught a glimpse of another time. Escapest Escaped everything on Hard difficulty. Fire and Ice Saw the end. Or maybe the beginning? Redacted Found ALL the secrets! An Equal and Opposite Reaction Saw Quark's ending. Arms Race Saw Sigma's ending. Behind Blue Eyes Saw Dio's ending. Best Served Cold Saw Alice's ending. In Root Beer Veritas Saw Tenmyouji's ending.

Secret Agent Woman Saw Clover's ending. Tears in the Rain Saw Luna's ending. Through the Looking Glass Saw K's ending. Time After Time Saw Phi's ending. Gotta Hand It To You Opened the third lock. He Was Convicted of a String of Numbers Opened the fifth lock. I Can't Believe It's Not Murder! Opened the second lock. If I Told You You Had A Nice Antibody... Opened the fourth lock. No Lying Down On the Job Opened the sixth lock. Some Days You Just Can't Get Rid of a Bomb Opened the tenth lock. To Each According to His Needle Opened the first lock. Who Set Up Us The Bomb, Part 1 Opened the seventh lock. Who Set Up Us The Bomb, Part A Opened the ninth lock. Why'd You Do That, You Dumas! Opened the eighth lock.

Escape Rooms

Zero Escape: Virtue's Last Reward consists of two parts. The first is the novel portion in which players will progress and experience the story. The second is the escape portion. The escape portions take place in escape rooms that players decide throughout the game. Players can navigate the rooms entirely by touch controls. Puzzle controls can vary between buttons, touch, and gyroscope controls. The goal in each room is to open the safe and retrieve the key to escape as well as other items central to the plot. Each code to open the safe is unique to each players individual game. You must solve at least the final puzzle and obtain the code to open the safe. Each final puzzle also has an alternate solution in which the player obtains a blue code for the safe. Entering this code reveals a gold file (silver on easy difficulty) with secrets that will be added to the archive.

Elevator
The Elevator is the first escape room in the game. Players will meet Phi and Zero III for the first time here. This is a fairly small room so let's have a look around.

Examination

The back wall has a red machine with three slots for memory cards, the safe, a fire extinguisher, fire extinguisher instructions, and a fire extinguisher case.

To the right of this is a rail with a red handle on one end and a blue handle on the other. There is also a series of nine buttons under an image of a baby.

Continuing right from here is the elevator door. To the right of it is the elevator control panel which consists of ten buttons and a slot under the image of a rabbit head. Just above the head is a screen, a lock, and a red button that opens the escape door. At the bottom of the control panel is a grate with bolts, each with their own unique shape and color.

The final wall has another panel of nine buttons with an elderly person image. Just underneath is another rail with green and yellow ends. There is also a poster on the right side of the wall.

Escape
Start out by examining the fire extinguisher. Remove the pin to get a key. Go back to the fire extinguisher case and use the key to unlock it. Open the case to obtain four socket wrech tips. Turn right to the baby button panel. Grab the handles on the ends of the rail to get both the red and blue handles. Next turn to the elderly panel wall. Grab the poster to have it added to your archives. You'll need it later. Next tap the handles hear to get the green and yellow handles. Now turn to the rabbit elevator panel. Examine the grate on the bottom of the control panel. The bolts here are the same color as the handles you now have and the shapes match the socket wrench tips. There have been some players that say the shapes different in each game. Fortunately the answer is here and the game only lets you combine the right tips with the right handles. Combine the handles and tips accordingly. Once you have, use each wrench on the like colored bolt. Once you undo each bolt, you'll discover a puzzle by tapping the grate.. Tap the puzzle to begin. This maze can be controlled either by the D-Pad or Gyroscope controls. The goal here is to get the green square on the top left to the blue square on the bottom right. The only complication here is you're controlling the maze and not the green square. This means that all the blocks move in the direction you move the maze. The method to get through the maze is as follows: Right, Up, Right, Down, Left, Down, Right, Down, Right, Up, Right, Up, Left, Up, and finally Right. Completing the maze puzzle gets you the green memory card.

Examine the elevator poster in your inventory. You'll find that there are four babies and seven old people. Go to the elderly panel wall and press the 7 button. Next go to the baby panel wall and press the 4 button. Finally go to the rabbit panel again and press the 3 button (3 for Zero the III) which will get you the red memory card. Go back to the red machine and insert the two memory cards for the blue safe code. Entering this code will get you the gold file (silver on easy difficulty) which adds secrets to your archive.

Go back to the rabbit panel and press the 0 button to get the final memory card. Insert it into the red machine for the green safe code. Now go down to the safe and enter the green code to open the safe. The only thing in the safe is the key to the escape door. Grab it and head back to the lock at the

top of the rabbit panel. Use the key on the lock and press the button to escape!

Lounge
The Lounge is among the second set of escape rooms in the game. Players will reach this room after choosing to enter the magenta chromatic door. This is another simply four wall room, just a bit larger than the elevator.

Examination
So let's have a quick look. We have one corner here with the door we came through as well as the safe on a shelf.

Just to the right of this is another corner with a sun clock as well as a comfortable looking red couch.

Continuing right is a well equipped bar. There is also a blank monitor, some empty glasses, and a drink mixing machine at the end.

The final corner has a better view of the escape door as well as a table with barstools, the stand and some pieces of a globe, and some important writing on the wall.

Escape
Let's begin with the cabinet just under the safe. Zoom in on the cabinet and open the left door to find a fragment of a bartender's diary. With this in your archives, go ahead and open the right door of the cabinet for the southern hemi-hemisphere of the globe.

Go just right of here to the red couch. Zoom in and pick up the northern hemi-hemisphere of the globe. After that, tap the left pillow to reveal an astronomy magazine. Tap it again to add it to you

archive.

From here, go right to the bar and zoom in to the alcohol shelf. Every liqueur on the left can be added to you inventory so grab all of them. Take note that each of these are either an object or a color.

Be sure to also grab the second southern hemi-hemisphere on the right of these shelves. Combine the two southern hemi-hemispheres to form "Most of the s. hemisphere". We'll deal with that later. Zoom out from here and then zoom in on the monitor. Here you can grab the two needles in the right glass. You can also grab all three of these empty glasses so go ahead. By now you should have a robust inventory so let's make use some of that now. First, go into your archives and view the diary page from earlier. The page contains a riddle which is the first step to escaping this room. Fortunately, you're in a guide and you don't have to deal with riddles.

You may have noticed by now that you cannot simply combine the liqueurs you have on you. Go over to the end of the bar and zoom in on the drink mixer. Place a cocktail glass in the bottom as well as two liqueurs at the top to make cocktails. Simply press the button once everything is in place to mix the drink. You'll be making three here from the riddle earlier. Combine to make a Blue Ocean, Red Planet, and White Island.

Go back to the monitor and the three coasters. Place your new drinks in the following order: Blue Ocean, White Island, and Red Planet. Once you've done so, the monitor to the right glows blue. Tap it to gain the hidden file password for this room. Grab the drinks again before leaving.

Next go to your right and zoom in on the table with barstools. Grab the remaining two globe pieces here. At this point you should have the s. hemispher so next combine the two northern pieces for the n. hemisphere then combine the hemispheres to the mysterious disc. With all this done you'll have the full globe. Place the globe on the stand here.

Now turn all the way back to the red couch corner. Equip the two needles from earlier, zoom in on the sun clock and tap it to add the hands. Tap it again to start the puzzle. The answer to the puzzle is simple enough. Check your archive for the astronomy magazine. It states that the lunar eclipse happens at 4:50 PM. This is what you'll set the hands to. The hands can only be rotated by the minute and the hour hand moves for every full minute rotation so rotate until you get to 4:50. The hands will be on the words Green and Sun. Sounds like another drink so keep that in mind. Press the check button to complete the puzzle.

After solving the clock puzzle, it will release a beam of light. Follow the beam back to the globe on the table. On the globe you will see Blue Planet and the black letters that are lit up in the background spell out Red Moon. You have more drinks to mix.

Go back to the mixer. Underneath is a drain in which you must pour the first set of drinks you created. Zoom in on the drain with the drink equipped and tap it to gain an empty glass. Repeat this for the other two drinks. Go back up to the mixer again and repeat the mixing process to make Blue Planet, Green Sun, and Red Moon.

Once you have this second set of drinks, go back to the coasters and place them in the following order: Green Sun, Blue Planet, and Red Moon. Doing this will cause the monitor to glow green with

the escape password. Tap it to add it to your archive.

Now that you have both passwords you can finally leave. Go back around to the shelf with the safe. Enter the blue code for the gold file (silver on easy) and then enter the green code for the escape key among other important items.

With key in hand, go ahead and turn to the escape door. Tap the lock to use your key and you've done it!

Infirmary
The Infirmary is among the second set of escape rooms in the game. Players will reach this room after choosing to enter the yellow chromatic door. This is the first room that you can't look completely around. You're stuck either going all the way left or right.

Examination
Let's start all the way from the left. First is the door you came through. It's just a door. Slightly right is an AED. Examine it for some fun description dialogue.

More to the right is a hospital bed with a square hole cut out of the sheet, a hand-held scanner on top of a machine with a monitor, a big screen with arrows on the bottom right, and a desk with a chair at it. Slightly right of this is a cart with a wash basin and a scapel on top. On the bottom portion is a key and an injection gun.

To the right of that will be a medicine shelf above two drawers and a cabinet. There is a diagrampuzzle to the right of the shelves. There is another puzzle on the right drawer above the cabinet but below the shelves. Inside the left door of the cabinet is the safe for this room.

Immediatelty right of this is the escape door. We won't be using that yet so more to the right is a sink and three more hospital beds. The sink is functional but the mirror is too dirty to see into. The first bed has nothing of interest but the second bed has a square patch sewn to it and the third has a piece

of metal. The divider at the end of the room is the furthest you can explore.

Escape
Let's start by going back to the desk with the large screen. Zoom in on the desk to grab the metal coinlike thing. You can also examine the notebook here for some dialogue.

Next go to the cart and zoom in on the top. Grab the scalpel here. Then zoom out and zoom back in to the bottom of the cart. Grab the worn-out key. You can't pick up the injection gun.

Now go all the way to the right with the three beds. Zoom in on the bed closest to the divider and grab the metal stake. Combine this with the coin-like thing to get the pretty key. Zoom out and then zoom in on the middle bed. Use the scalpel on the fabric square to get dirty fabric.

Go back to the medicine shelf and zoom in on the shelves. Grab the jar containing white powder on the middle-right shelf. Zoom out from here and then zoom in on the cabinet doors. Open the right one and grab the memory card and a note with shapes on it. The note can be found in your archive.

Zoom out from the shelf and zoom in on the diagram-puzzle to the right. Notice that there are two locks here. Use the worn-out key on the left lock and the pretty key on the right lock. The puzzle will unlock and push itself towards you. Tap it to begin.

The goal of this puzzle is to move the red, green, and blue blocks to squares that correspond to their colors. This puzzle can be controlled either with directional buttons or with gyroscope controls. The solution to this puzzle is as follows: up, right, up, right, down, left, up, left, down, right.

Once you have this puzzle solved, you'll notice that this diagram is now filled. Take note that of these medicine symbols that 5 are blue, 6 are yellow, and 2 are red.

Now go back to the medicine shelf and zoom in on the drawers. Tap the one with the colored buttons to start another puzzle.

The goal of this puzzle is to use the buttons to enter a PIN and then press the CHECK button. The PIN/solution is: 562 that we just learned from the diagram. Once you solve it, the drawer opens and you'll get a note with colored numbers in your inventory. We'll use it later.

Go back to the drawer puzzle and enter 221 to get the left drawer to open. This will get you "clean

plaid fabric" which we'll use later.

Next, equip the memory card and head back to the large monitor above the desk. Zoom in and put the memory card into the slot at the bottom right to turn the monitor on. The monitor reveals that we need to mix the white powder that we found earlier with water.

Zoom out and then go to the wash basin on the cart. Equip the jar of white powder and tap the basin to pour the powder in. This will then get you an empty jar. Take the empty jar to the sink, tap the sink to start water flow, then fill the jar with water. Once you've done this, go back to the wash basin and pour the water into it. This creates a kind of cleaning solution. Equip your dirty fabric and tap the basin to soak it. This will get you "plaid fabric".

From here, go back to the bed with a square cut from the sheet. Place the "Plaid fabric" in the square hole. Now go just to your right with the hand-held scanner and the monitor. Press the button under the monitor to turn it on and then tap the scanner to start the next puzzle.

The goal of this puzzle is to touch the squares so that the scanner can read the hidden letters. With this, you must enter the correct five-digit password. Check the colored note you got at the drawers. There is a yellow 3, blue 1, and red 2. The cloth you've laid here already has a 4 and 5. This note gives you the 1, 2, and 3. If you recall the diagram from earlier: the pills are blue, bottles are red, and triangles are yellow. So to solve this puzzle tap the following: Pill, Bottle, Triangle, 4, and 5. This will spell out CURED and get you the green safe code to escape. However, if you're going for everything, we aren't quite done yet. Go back to the bed and grab the "plaid fabric". Next, equip "clean plaid fabric" and place it in the square hole. Go back to the scanner and tap it to start a slightly different puzzle.

The rules are the same here. Tap the sheet to reveal hidden letters. This time is easier because each letter is clearly numberd. Simply tap in order, 1 through 5, to spell out FOUND and get the blue safe code.

Finally, head to the cabinet under the medicine shelf for the safe. Type the blue code in to recieve the gold file (silver on easy) and then enter the green code for the escape key among other important items.

With key in hand, go ahead and turn to the escape door. Tap the lock to use your key and you've done it!

Crew Quarters
The Infirmary is among the second set of escape rooms in the game. Players will reach this room after choosing to enter the yellow chromatic door. This room actually consists of a small hallway and four smaller rooms. Let's have a look around.

Examination
Hallway
You'll start this room off in the hallway. The locked escape door should be ahead of you. as well as Rooms 2 and 4. A full 180 degree spin should show you the door you just came through as well as Rooms 1 and 3. Note that Room 3 is handcuffed shut. Due to the fact that entering Room 3 is part of the escape and not an initial exploration point, it will not be included until the Escape portion. Each of these rooms has similar layouts, however

Room 1
First up is Room 1. The first corner of note has a small shelf with an old-fashioned phone and three screens above it. This phone, like all others in the Crew Quarters, has room for a cassette tape to record messages. Just below the shelf is the safe for this area. You can also see the door you came through here.

In the corner to the right is a locker. This locker is double locked, you'll need a key to unlock the pinpad which in turn unlocks the locker.

To the right of this is a desk. Above the desk, there are shape on the wall. On top of the actual desk is a book entitled "Schrdinger's Cat". Also, take note that all desks in the Crew Quarters have glass tops and drawers just underneath that slide out.

The final corner contains a fold-up bed. Each room also contains a similar bed with the outline of a person drawn on to it. These drawings all have a certain piece torn out as a hint for a later puzzle. It's nothing you should concern yourself with as the answer will be in the Escape portion.

Room 2
Now for Room 2. We'll go through all of these clockwise. First corner is just to the right of the door you came through. The only thing here is another fold-up bed.

The corner to the right has another desk. On top of this desk is a "small piece of metal". The wall above the desk has 10 horizontal lines on it.

The next corner has another locker. This one only has a pinpad, making it easier to get into later.

The final corner in this room has another phone on a shelf. This one doesn't have screens above it like in Room 1.

Room 4
The first corner just to the right of the door has another phone on a shelf. The next corner has a locker. Like the others it has a pinpad keeping it shut. The important item in view here is the scratch-off poster just left of the locker. This is a puzzle for later. Continuing right is another desk. This desk has "part of a key" on it. On the wall above are 8 horizontal lines. The final corner has another fold-up bed.

Escape
Now for the escape porton. This will contain images from multiple rooms per paragraph so hopefully

the Examination above helps with that. The first thing you'll want to do here is grab the "part of a key" from Room 4 and the "small piece of metal" from Room 2. Combine these two items to get "small key". Now head to Room 3 with the key equipped to unlock it. Room 3 has the same things in it (clockwise): a fold-up bed, desk, locker, and phone. Grab the "box cutter" on the desk here. Turn to the locker. It is simply unlocked so open it and grab the "large roll of aluminum foil". Combine the "large roll of aluminum foil" with the "box cutter" four times to get "aluminum foil (shapes)", "aluminum foil (pattern 1)", "aluminum foil (pattern 2)", and "aluminum foil (pattern 3)". Equip "aluminum foil (patter 2) and head to Room 4. Place the foil on the desk drawer to get the number 3472. Turn to the locker and tap the pinpad to start a puzzle. The goal of this puzzle is to enter the four digit code for the room. In this room, the code is 3472. The pinpad is basically a math puzzle grid so to solve: 3 is row 1, column 3; 4 is row 3, column 1; 7 is row 3, column 2; 2 is row 2, column 3. This opens the locker which lets you examine a wallet with a "coin" inside. Equip the coin and head to the scratch-off poster. Tap it to start another puzzle. The goal of this puzzle is to search for hints by scratching parts of the poster. To "scratch" simple touch and drag across the screen on areas of interest. Use the green triangles to navigate the poster. The only things you have to scratch off are the three bands bands on her arms and right leg (your left) as well as the heart tattoo on her left leg (again, right to you). Each one reveals a shape with a number inside. These specifically are: star (6), circle (1), triangle (9), and diamond (8). Scratching off the silver reveals her bikini. Next, head to Room 2 with "aluminum foil (pattern 1)" equipped. Place the foil on the desk here to get the code 4985. Enter it on the locker's pinpad for this room. The pinpad uses the same method as above. Once open, you can grab the "small cassette tape" inside. Go to room 3 and set the "small cassette tape" in the space for it in the phone here. Finally we go to Room 1 with "aluminum foil (shapes)" equipped. Go over to the desk and take the "Schrdingers Cat" book from the desk. Then place the foil down on the desk drawer to complete the shapes. From the shapes on the poster in Room 4, this gets you the code 1986. Zoom in on the phone here. Dialing extensions gets you pieces of a code. Extension 2 gets you "25**" and extension 2 gets you "**92". Type these together (2592) on the actual phone pad. In the mirror, the number 2652 is shown. Typing that opens the cassette tape box giving you a "small metal pin". Go to the locker and use the "small metal pin" to unlock the pinpad. Tap the pinpad to enter your new code (1986). By now, you should know how to enter the code. Once you have, the door opens revealing the green safe code. Tap it to add it to your archive. Go back to the phone in this room. Type 1986 on the phone pad to get the code 9861 on the screen above. Go back to the locker and enter this into the pinpad to get the blue safe code.

Finally, head to the cabinet under the medicine shelf for the safe. Type the blue code in to recieve the gold file (silver on easy) and then enter the green code for the escape key among other important items.

With key in hand, go ahead and turn to the escape door. Tap the lock to use your key and you've done it!

GAULEM Bay
The GAULEM Bay will be your third escape room if you have chosen "ally" at the Ambidex games. This room is slightly bigger than the previous two you have encountered.

Examination
At the start of this puzzle you will be faced towards a robot body on what would seem to be an examination table. There is also the door you entered through and a little star shaped indention in the wall. (Add Pictures Here!!) Just to the right there is a stage like area, and just a little further to the right is a computer with a laptop to the side. (Add Pictures Here!!) If you scroll a little further to the right you will come across some lockers and a poster on the wall. Just to the right of the poster there will be a tool box on top of a shelf. (Add Pictures Here!!) Right next to the tool box is the door you will need to get through and the lock just to the right of it, Finally, just a little further right there is another stage identical to the stage on the right. (Add Pictures Here!!)

Escape
First thing you will want to do is look for pieces of puzzles laying around. Right off the bat there is a fragment of a star and a radio on the examination table. Also just above the safe is a power switch that you need to turn on so do so now. After you've gotten those look behind you at the tool box. When you zoom in you should find a battery and a rusted key in the lock of the tool box. While you are in that area open all three lockers. You should find a name tag with numbers on the back in the left, in the middle there should be another fragment a star, and in the right there should be a frequency log. Once you've gotten these things we can start dissecting the room. The first thing you'll want to do is get that key in some oil. If you can recall, when you were picking up the radio and star piece there was some oil. Go over there and put the key in it. Once that is done go back to the tool box and open it. Inside there should be a key, screwdriver, and bottle of detergent.

After you've rummaged through the tool box go to the drawer right under the laptop to your left. The key should fit in the lock and you should open the drawer to see a star shape hole. Combine all three pieces in your inventory for the star that goes into the hole and put it in. There will be a click and the drawers below will open. Open the second drawer for a wheel and then open the third for a tablet. The next thing you'll want to do is go to the laptop and plug in the radio you found earlier. Once you do that you'll be able to mess with the frequencies. if you look at the back of the ID you'll see 11010 and if you look at the frequency chart there is also a 11010. The 11010 in the frequency chart has a frequency right next to it and that is the frequency you'll want on the radio. Simply press the middle button four times on the radio and this puzzle is done. Once you've gotten everything you can get there go to the star shaped hole in the wall and put the wheel in it. Once you have turn it so that you allow robots to descend to the two stages to your left and right. You will notice that there is a robot on the left with boxers on and a robot on the left the a battery in its hand. Take them and enjoy the dialog in the process. Use the detergent on the boxers and then use the boxers on the oil on the examination table. This should reveal letters that say 120V. The new clue will be used on the screen to the left of the left stage. This will bring you to a puzzle that makes you connect a certain amount of energy from one side to the next. The magic number of course is 120V adn once this is complete you will be able to use the red button behind you. Hit the switch and you will notice that the robots eyes are now glowing. Go into your inventory and use the screwdriver on the tablet. Put in the batteries and pick the poster on the wall next to the lockers. Look at the robots and then cross off all of the letters on the poster that don't have a corresponding glowing eye. This should then make it so you have left "Beacon of hope". Type that into the tablet and then you will get the code to get out of there.

Rec Room
This room is accesible if you ally with Luna in the Ambidex games and decide to go through the second set of chromatic doors with K.

Examination
Coming soon!

Pantry
This room is accesible if you betray Luna in the first round if the Ambidex games and team up with Alice and Clover.

Examination
Coming soon!

Complete Endings guide


This is your absolute last chance to look away! MAJOR PLOT SPOILERS AHEAD!!!

Character Endings

Luna- Magenta door, ally, green door, ally, ally (requires K's and Sigma's endings) K-Magenta door, ally, Blue door, betray (Requires Clover's ending) Dio- Magenta door, betray, Red door, betray Tenmyouji- Yellow door, Ally, Blue door, Ally, Ally (Requires Lab solution from Quark's ending) Quark- Yellow door, ally, red door, ally (Requires Sigma's ending) Clover- Yellow door, betray, green door, ally Alice- Cyan door, ally, blue door, betray (requires Dio's ending & Lab solution from Quark's ending) Sigma- Cyan door, betray, Green door, ally (Requires Alice ending and Tenmyo's ending up to the Director's office puzzle) Phi- Cyan Door, betray, Red door, ally (requires all character endings and Phi's bad ending) Young Akane-Path opens automatically after Phi's ending Old Akane- Path opens automatically after Young Akane's ending, if all puzzle rooms were done on hard difficulty and you have obtained all the gold files.

Bad Endings

Luna 1- Magenta door, ally. green door, betray Luna 2- Magenta door, ally, green door, ally, betray (requires K's and Sigma's endings) K- Magenta door, ally, Blue door, ally Dio-Magenta door, betray, Red door, ally Tenmyouji 1- Yellow door, ally, blue door, betray

Tenmyouji 2- Yellow Door, ally, blue door, ally, betray (requires Lab puzzle from Quark's ending) Quark- Yellow door, ally, Red door, betray Clover- Yellow door, betray, green door, betray Alice- Cyan door, ally, blue door, ally (Requires Lab solution from Quark's ending) Sigma- Cyan door, betray, green door, betray (Requires Tenmyo's ending up to Director's Office puzzle) Phi- Cyan door, betray, Red door, betray (Required for Phi's good ending) Careful readers will notice that this list only accounts for 22 of the game's 24 endings. The other two are bad endings built into the story. You will see them automatically by playing through the game.

Das könnte Ihnen auch gefallen