PSYNCIN' IN THE CAPTaiN

## Chapters

*-Bring back Date's heart!-*
*"Date's 'heart' is lost... To bring him back, I need to tell him my true feelings..."*
—Somnium description
**PSYNCIN' IN THE CAPTaiN** is a dreamworld featured in *AI: THE SOMNIUM FILES.*

It is a Somnium world created from Kaname Date's dream by the Psync Machine. Mizuki Okiura assisted ABIS in Psyncing with Date to wake him up from his comatose state.

## Mental Locks

In this Somnium world, the objects that can be investigated are all located in areas saturated with colors, illuminated by the light coming through the window. As the investigation progresses, the areas that can be investigated will change.

### Mental Lock #1 - Memories of stew.

After starting the exploration of Somnium world, the only object that can be investigated is the **Stew**. Although choosing either *Leave it...* or *Taste* will unlock Mental Lock #1.

Choosing the former will cause all later options to take 10 seconds longer, so it is recommended not to choose this. Otherwise, restart the Somnium is suggested, as keep going will make the progress go harder. Therefore, the better choice here is *Taste*.

It should be noted that some options may have a very small probability of bringing negative TIMIE to the player, such as x2 or even x3. The more time the action takes, the higher the chance of a negative TIMIE. If such a TIMIE is accidentally obtained, the option that consumes the least time should be executed; In some options that consume less time, after choosing, you may get a TIMIE that can give the player a great advantage, such as [1] or 1/6. And vice versa, the chances of getting such a TIMIE from some options that consume more time are low.

In summary, to unlock Mental Lock #1:

* *Taste* on **Stew** (18s - 1/3)

Performing the following action can also advance the progress, but the time consumed by all behaviors will increase by 10s since then. The situation faced after making this choice will not be specifically listed below:

* *Leave it...* on **Stew** (18s - 1/2)

### Mental Lock #2 - Memories of school.

After entering Mental Lock #2, the area that can be investigated becomes Date's desk area, and the interactable items changed to **Police ID**, **Computer** and **Corkboard**. Here, the player is asked to relive Mizuki's school-related memories.

Since progressing requires reviving the memory that would allow Date to appear in it, investigate the **Police ID** first, and choose *Throw It!* In this way, the area able to investigate will become the 3rd Curtain Position. Another window's curtain is pulled up, allowing the player to investigate the **Trash Can**, and the Police ID disappears. Once there, find **Trash Can** and select *Look Closer*, and Mental Lock #2 will be unlocked.

If you accidentally get a negative TIMIE during this period, the best next move which originally only costs 6s/16s is *Hold it Up* on **Police ID**, or *Smell* on **Trash Can**, depends on where the Curtain Position is currently.

In summary, to unlock Mental Lock #2:

* *Throw It!* on **Police ID** (24s, 1/3) -> *Look Closer* on **Trash Can** (12s - Random)

A possible optimal path for better TIMIE can be:

* *Throw It!* on **Police ID** (24s1/2, 1/3 or strongest 1/n, [1], [10], 1/3) -> *Look Closer* on **Trash Can** (12s1/3 or strongest 1/n, [1], [10] - Random)

### Mental Lock #3 - Memories of gifts.

After entering Mental Lock #3, the area that can be investigated extends to the speaker area, Trash Can can no longer be investigated, and the newly appeared objects are **Left Speaker** and **Audio Deck**. The player is now asked to recreate Mizuki's memories related to the gift.

Investigate the **Left Speaker** first and select *Listen*, so the Curtain Position will expand, allowing the player to investigate the **Right Speaker**, **Adorabbit** and **My Chair**, while Left Speaker becomes no longer able to interact with. Then, investigate **Adorabbit** and schoose *Ugly...* to unlock Mental Lock #3.

If you accidentally get a negative TIMIE during this period, in addition to the previously mentioned options, the best next move which originally only costs 6s/16s can also be *Lift* on **Left Speaker** or **Right Speaker**, or *Look* on **My Chair**, depends on where the Curtain Position is currently.

In summary, to unlock Mental Lock #3:

* *Listen* on **Left Speaker** (24s, 1/3) -> *Ugly...* on **Adorabbit** (66s, x2)

A possible optimal path for better TIMIE can be:

* *Listen* on **Left Speaker** (24s1/2, 1/3 or strongest 1/n, [1], [10], 1/3) -> *Ugly...* on **Adorabbit** (66s1/3 or strongest 1/n, [1], [10], x2)

### Mental Lock #4 - Memories of the bed.

After entering Mental Lock #4, the Curtain Position changes so that there are only two objects that players can investigate at this time: **Bed** and **Door**. The player needs to reproduce the memory of Mizuki related to the bed at this time.

Since in the last action, the player got a x2 TIMIE, the next action is to find an option that consumes the least amount of time, so perform *Smell* on **Bed** first, so that it only consumes 12s or 32s.

Then, execute *Knock* on **Door**, so that the Curtain Position will change again, allowing the player to investigate the sofa area, while Door became no longer able to interact. The new thing that can be investigated is **Date's Sofa**, and **My Chair** can be re-investigated at this time. Executing *Sleep* on **Date's Sofa** will get Mental Lock #4 unlocked.

Same as above, if you accidentally get a negative TIMIE during this period, the best next move which originally only costs 6s/16s can be *Smell* on **Bed** or *Look* on **My Chair**, depends on where the Curtain Position is currently.

In summary, to unlock Mental Lock #4:

* *Smell* on **Bed** (6sx2, 1/3)-> *Knock* on **Door** (42s, [10]) -> *Sleep* on **Date's Sofa** (60s, 1/3)

A possible optimal path for better TIMIE can be:

* *Smell* on **Bed** (6sx2, 1/3)-> *Knock* on **Door** (42s1/3 or strongest 1/n, [1], [10], [10]) -> *Sleep* on **Date's Sofa** (60s[10], [1] or strongest 1/n, 1/3)

### Mental Lock #5 - My true feelings...

After entering Mental Lock #5, as the Curtain Position changes again, the area becomes able to investigate is the kitchen and hanger area, and enables the player to investigate **Fridge** and **Date's Coat**. At this point, the prompt the player gets is no longer specific to a certain thing.

In this section, the player is possible to get the "A...Do...Rab...Bit..." achievement. To get it, first perform *Lift* on the **Fridge**, then *Turn Up...* on **Pot**.

To advance the Somnium progress, you need to *Kick* on **Date's Coat** first. Once executed, the Curtain Position makes one final change, allowing the player to investigate the **Backpack**. Next, execute *This Charm...* on the **Backpack** to enter the last section of this Somnium.

Same as above, if you accidentally get a negative TIMIE during this period, the best next move which originally only costs 6s/16s can be *Get in* or *Open* on **Fridge**.

The last section takes place in A Dark Place, and the player only has two options to choose from: **Date**, as well as **Mom and Daddy**. Here, you have to insist on choosing *Date!* on **Date** 3 times before you can unlock Mental Lock #5, clear the Somnium. If investigate **Mom and Daddy**, either option leads directly to game over.

In summary, to unlock Mental Lock #5:

* *Kick* on **Date's Coat** (30s, 1/6) -> *This Charm...* on **Backpack** (48s, 1/6) -> *Date!* on **Date** (12s, x3) -> *Repeat* (12sx3, x6) -> *Repeat* (12sx6, x9)

A possible optimal path for better TIMIE can be:

* *Kick* on **Date's Coat** (30s1/3 or strongest 1/n, [1], [10], 1/6) -> *This Charm...* on **Backpack** (48s1/6, or [1], [10], 1/6) -> *Date!* on **Date** (12s1/6, or [1], [10], x3) -> *Repeat* (12sx3, x6) -> *Repeat* (12sx6, x9)

If the player is also aiming for the "A...Do...Rab...Bit..." achievement:

* *Lift* on the **Fridge** (66s1/3 or strongest 1/n, [1], [10], 1/6) -> *Turn Up...* on **Pot** (?s1/6, or [1], [10], Random) -> *Kick* on **Date's Coat** (30s1/2, 1/3 or strongest 1/n, [1], [10], 1/6) -> *This Charm...* on **Backpack** (48s1/6, or [1], [10], 1/6) -> *Date!* on **Date** (12s1/6, or [1], [10], x3) -> *Repeat* (12sx3, x6) -> *Repeat* (12sx6, x9)

## TIMIE Pool

The following is the pool of TIMIEs that spawn during PSYNCIN' IN THE CAPTaiN. Certain choices in the Somnium will drop a random selection of TIMIE from "**Pool CAPTaiN**", a pool of TIMIE exclusively used only in this Somnium. The values of TIMIE found in this pool change every 90 seconds, splitting the Somnium into 4 quarters of time. During the first quarter, negative TIMIEs have a 28% chance of dropping from the pool, with the beneficial TIMIEs of [10] and 1/6 being uncommon. In the second quarter, the negative TIMIEs' odds decrease from 28% to 23%. In the third quarter, negative TIMIEs drop from 23% to 10%, along with the decrease chances of a [20] TIMIE and the addition of a [1] TIMIE into the pool. The final quarter removes the x6 and [20] TIMIEs altogether, with x2 and x3 having a 3% chance together and the [1] and 1/6 values increasing, This pool is designed to offer a risk in giving plenty of negative TIMIEs at the start, but then decrease as the more beneficial drops increase.

## Objects of Interest

This particular Somnium is divided into **9 Curtain Positions** within the Date Household, where each change of the curtains allow the light to color in different objects in the room, allowing them to be interacted with by the player. Based on the first choice with the **Stew**, all of the following choices from 2nd Position onwards can potentially receive 10 extra seconds on their counter. At the very end of this segment, the player is taken from the **Date Household** to **A Dark Place**, where the final set of choices can be found.

## Hidden Item

* The **hidden item** is on top of the Right Speaker, the same spot where Adorabbit rests, but in order for it to appear, various steps must be taken. First you must select "Lift" on the **Fridge**, available in the 8th and 9th Curtain Position. Then, interact with the **Pot**, which rests right next to the fridge, and becomes available after the last choice. There will be four options which are all the same: "Turn Up..." Doing so will net you the achievement "A...Do...Rab...Bit..." and will give you access to the Hidden Item on top of the Right Speaker.

## Gallery

Upper portion of DateHouseholdLower portion of Date HouseholdMap of Date HouseholdDate in A dark placeRenju and Shoko in A dark placeMap of A dark place
## Trivia

* This Somnium shares a similar trait to SINKIN' IN THE BRaiN, the first Somnium from Kaname Date, in that his world is tinted in a black-and-white color and is intangible, except for the spots where light touches.
* This Somnium is the only known Somnium in which the time each choice takes up changes based on a previous decision. In this case, every choice receives an increase of 10 seconds if you choose "Leave it..." on the **Stew**, with the exception of **Mom and Daddy**, for which the choices get a *decrease* of 10 seconds instead.
* Date's **Corkboard** contains small references to the rest of the game's story. It features a collection of images from Bloom Park and the Harbor Warehouse District, as well as the Ice-Cutting Machine found in Okiura Fishery Cold Storage Warehouse.
	+ The picture that Mizuki can observe is labeled Akikawa Valley. Akikawa Valley is the location in which the bodies of the Original Cyclops Serial Killing victims were found.
	+ The note that Mizuki reads contains the world "Cyclops," which she misreads as "Sai Rop" due to Date's handwriting. The Cyclops refers to either the original Cyclops killer from 6 years ago or the copycat killer for which the game follows.
* The CD that Mizuki finds in the **Audio Deck**, titled "LUE 42, the answer to the ultimate question," is a reference to *The Hitchhiker's Guide to the Galaxy*, a comedy science fiction series. In the series, certain characters search for "The Answer to the Ultimate Question of **L**ife, The **U**niverse, and **E**verything," to which they eventually find out that the Answer is the number **42**.
* When examining either the **Fridge** or the **Pot**, the player may note the bottles lined up at the back of the counter. The paper wrapped around some of those bottles contains the face of This Man, an urban legend about a mysterious man who appears inside the dreams of many different people. This Man is present and directly referenced in the Playstation 4, Nintendo Switch, and Steam versions of PSYNCIN' IN THE MaiN: 1 and PSYNCIN' IN THE MaiN: 2, while in PSYNCIN' IN THE CAPTaiN he remains a small cameo in the background.
	+ In the Game Pass version of *AI: THE SOMNIUM FILES*, released on Xbox One, Xbox Series X|S, and PC Game Pass, all appearances of This Man in PSYNCIN' IN THE MaiN: 1 and PSYNCIN' IN THE MaiN: 2 were completely removed, replaced with the appearance of an Alien named Gray. However, This Man's small cameo in PSYNCIN' IN THE CAPTaiN remains completely intact in the Game Pass version, as his appearance is held within texture assets for this room.
* The actions "Ugly..." for **Adorabbit**, "Lift" for the **Fridge**, and "Turn Up..." for the **Pot** all take up 66 seconds to choose them (if you drank from the stew). All three choices have a connection to Adorabbit and its occultic achievement, and the 66 seconds used on each choice is a reference to 666, the "number of the Beast," associated with the Devil himself.
* Since the Dark Place only has 3 options to choose from at any moment, and the two choices at **Mom and Daddy** are instant Game Overs, the player must burn through a x3 TIMIE and a x6 TIMIE in order to reach the final Mental Lock. This means that:
	+ If you ate the stew, the player is forced to burn through a minimum of 108 seconds in the last segment of the level, plus another 12 seconds for which any regular TIMIE can be applied. This means that, before reaching the Dark Place, the player must have over 38 or so seconds left in order to clear the Somnium, and over 110 seconds or so left in order to unlock the Gallery piece.
	+ If you didn't eat the stew, the player is forced to burn through a minimum of 198 seconds in the last segment of the level, plus another 22 seconds for which any regular TIMIE can be applied. This means that, before reaching the Dark Place, the player must have over 70 or so seconds left in order to clear the Somnium, and over 202 seconds or so left in order to unlock the Gallery piece. It may as well be impossible to obtain the gallery through this route, due to the amount of time added in the entire Somnium, and the types of TIMIE that can be located as you explore.

## Navigation

Hitomi Sagan • Mayumi Matsushita • Renju Okiura • Mama • Shoko Nadami • So Sejima • Moma Kumakura • Rohan Kumakura • Cyclops Serial Killer