Nearly Interesting

## Chapters

*-Get information on Tearer-*
*"Amame made contact with Tearer. By competing in the quiz show, you might be able to gain information about Tearer."*
—Somnium description
**Nearly Interesting** is a dreamworld featured in *AI: THE SOMNIUM FILES - nirvanA Initiative*, based on the Studio Dvaita and Sunfish Pocket.

It is a Somnium world created from Amame Doi's dream by the Psync System. Kuruto Ryuki investigated her Somnium in order to learn about her encounter with Tearer.

## Mental Locks

### Mental Lock #1 - Stage 1: Scavenger Quiz

The Somnium begins with Scavenger Quiz, hosted by Mizuki Date, in which the player has to guess an object by a music that will be playing. There are ten objects to interact with: the **Adorabbit**, the **Elephant Trinket**, the **Headphones**, the **Omelet Rice**, the **Magazine**, the **Trident**, the **Photo of Deep-sea Fish**, the **One-Wheeled Robot**, the **Vokeman** and the **Metal Pipe**, choosing any object costs 10 seconds. The player can also choose to **think**, this option costs 15 seconds and is available on the red AMABIE-TV table. There are no TIMIEs for this Mental Lock.

The only thing the player can do is play the quiz and choose answers correctly. The quiz has 3 rounds. The first question's answer is **Vokeman**, the second's is the **Elephant Trinket** and the third's is the **One-Wheeled Robot**.

If the first question is answered incorrectly three times, Komeji will answer the correct answer; if the player got the second question wrong twice, he will give the correct answer; if the player got only one wrong answer on the last question, he will give the correct answer.

In summary to unlock Mental Lock #1:

* *Choose* **Vokeman** (10s) -> *Choose* **Elephant Trinket** (10s) -> *Choose* **One-Wheeled Robot** (10s)

### Mental Lock #2 - Stage 2: Occult Quiz

In the second Mental Lock, the player has to win a quiz, hosted by Iris Sagan this time. The player will be given a question and hints for two options (A and B) on the screen. The player has to answer with a name or word, not the letter. To give an answer the player has to choose **Answer**, that costs 15 seconds. There are no TIMIEs again.

The first question is: *Which of these represents a historical secret society, and can you name it?* The correct answer is **Freemasons** (option B).

The second question is: *Which UMA is smaller?* The correct answer is **Chupacabra** (option B).

And the third question is: *Which can affect a person subconsciously?* The correct answer is **Subliminal** (option B), and then Mental Lock #2 will be unlocked.

The times that player answers wrong options to trigger Komeji to give the correct answers are the same as in the previous Mental Lock.

In summary to unlock Mental Lock #2:

* *Answer* **FREEMASONS** (15s) -> *Answer* **CHUPACABRA** (15s) -> *Answer* **SUBLIMINAL** (15s)

### Mental Lock #3 - Stage 3: Spot the Difference

The third Mental Lock is a quiz hosted by Gen Ishiyagane, requires the player to find 4 differences between the three monitors and the scene created in the Darkness. Same with the previous Mental Lock, no TIMIEs will appear in this Mental Lock either.

If the player doesn't get all the differences right after four choices are done, Komeji will give all the correct answers.

To unlock the Mental Lock, the player needs to choose the following objects (no specific order required):

* **Mizuki** - she is not fainted in the screen of the red monitor;
* **Kizuna** - she is not fainted in the screen of the blue monitor;
* **Magazine** - different to the blue figure on the blue monitor;
* **Mysterious Person** - different to the wrench on the red monitor.

Once the correct choices are made, the player will be sent back to the Studio Dvaita and the Mental Lock #3 will be unlocked.

In summary to unlock Mental Lock #3 (order is not fixed):

* *Choose* **Magazine** (15s) -> *Choose* **Mysterious Person** (15s) -> *Choose* **Mizuki** (15s) -> *Choose* **Kizuna** (15s)

### Mental Lock #4 - Stage 4: Ultimate 50/50

In the fourth Mental Lock, the player is required to answer 10 questions given by Andes Komeji, who is now sealed into a corpse bag. Each question will have two answers that must be chosen within 5 seconds and each choice will cost 1 second, but no matter which one is chosen, the result will be judged as correct. No TIMIEs will appear in this Mental Lock either.

If the player doesn't answer within 5 seconds, Komeji will remind the challenger to answer again, wasting 1 second.

All questions and answers are listed below:

### Mental Lock #5 - Final Stage: Find the Truth

The final Mental lock requires the player to answer 4 final questions, still given by Andes Komeji. This time, each of the following questions will be asked based on events happened in Sunfish Pocket displayed by the screen, and 4 answers will be given, but as in the previous Mental Lock, any answer will be correct. A TIMIE will appear in the second question.

The first question is: *What is this face?* and the screen displays Amame's frightened face. Choosing any questions will consume 2 seconds.

The second question is: *What is this?* and the screen displays Komeji's right half of corpse lying on the ground. Choosing any questions will consume 3 seconds and get a 1/99 TIMIE.

The third question is: *Who was enlightened by the Nirvana Initiative?* and the screen displays Tearer's chest. Choosing any questions will consume 15 seconds.

And the final question is: *I got threatened again... My only option now is...* and the screen is covered by blood. Choosing any questions will consume 250 seconds. A TIMIE acquired before is highly recommended to use (250s[1/99] =2).

All questions and answers are listed below:

## Keys

 2
 3
 4

## Hidden Eyeballs

The five **hidden eyeballs** are located in the following:

* #1: In the **Studio Dvaita** in Mental Lock #1 or #2, placed in the portion of the lens that sticks out from one of the cameras.
* #2: In the **Studio Dvaita** in Mental Lock #1 or #2, placed on the host's podium.
* #3: In the **Studio Dvaita** in Mental Lock #1 or #2, placed on the head of a mannequin, hidden behind the right side of board set behind the answerers' seats.
* #4: In the **Darkness** in Mental Lock #3, hidden behind a box. Its position can only be confirmed by the screen of the green monitor.
* #5: In the **Darkness** in Mental Lock #3, hidden on the side of a box, behind Shoma. Its position can only be confirmed by the screen of the red monitor.

## Gallery

Front portion of the Studio Dvaita, during the Occult QuizBack portion of the Studio Dvaita, during the Scavenger QuizMap of the Studio DvaitaRed screen in the Darkness, during Spot the DifferenceDitto, Green screen in the DarknessDitto, Blue screen in the DarknessMap of the DarknessWhen the scoreboard screen changes to Amame, the red score part will be kept on it
## Trivia

* This Somnium does not play the track PSYNCIN' IN THE FOUNTaiN at the beginning.
* When the Mental Locks are shown at the beginning of the Somnium, the fonts applied to the first four Mental Locks are almost the same with those that was applied in the Psyncs experienced (or yet to experience to some extent) by the moderators in corresponding sections.
* As the only two cases among all the Somnia, neither Nearly Interesting nor Necessary Intervention used the background track that was named after themselves in the Complete Soundtrack.
* The three correct answers in Mental Lock #2 all appear in the Trivia obtained during the investigation of the chapter Well-Known before this Somnium. "Freemasons" appeared in the Kumakura Office, "Chupacabra" appeared in the Aioen Orphanage, and "Subliminal" appeared in Marble.
* In Mental Lock #3, the player can easily find unnatural options by zooming in on the minimap. Objects that are inconsistent on-screen and off-screen will overlap in the minimap.
* Clearing the Somnium by answering all questions correctly in the first three Mental Locks in one attempt will earn the "Quiz King" achievement/trophy.
* This Somnium is theoretically, easy to clear, as the player can advance deeper into the Somnium no matter what choices they make, reaching Mental Lock #4 without wasting extra time walking around, even if they answer any of wrong options, due to Komeji will answer correctly in the end.

## Navigation

 Locations | **Tokyo**
*Chiyoda District*: Police Headquarters (Boss's Office, Psync Room, Interrogation Room) • Sunfish Pocket • Sekiba High
*Chuo District*: Horadori Institute of Genetics (Underground, Hostage Room) • Naixatloz Japan Branch (President's Office, Cathedral)
*Koto District*: Harbor Warehouse District • Date Residence
*Minato District*: Studio Dvaita • Aioen Orphanage • Ikume Shrine • Kumakura Office • Sejima Residence • Central Hospital
*Shibuya District*: Lemniscate Entertainment Offices • Yoyagi Park
*Shinagawa/Kabasaki District*: Matsushita Diner • Sagan Residence • Enda Residence • Kabasaki Chemical Plant
*Shinjuku District*: Golden Yokocho (Marble, Brahman World Cuisine) • Misetan Department Store • Tokyo National Stadium
**Side Ryuki:**
Dispossessed • Anyone Imagines • Ought to Know • Nothing to Be Done • Go • Farewell
**Komeji and Shoma Route:** Joy for Anguish • I Found Me • Past Its Ken
**Explosion Route:** Smiles for Tears • Well-Known • The Mind of God • Not All A Dream • She Was the Universe
**閭｡陜ｶ荵句､｢邱ｨ Route:** 遐ｴ邯ｻ逋ｾ蜃ｺ • All This Happened, More or Less
**Side Mizuki:**
Alone • Pass Mildly Away • End Where I Begun • Traveler • Left Behind • The Expense of Spirit
**Gen and Amame Route:** All Living Things • Of Arms and Of Man • Who's There • All That We Are
**Kizuna and Lien Route:** Bid the Soldiers Shoot • Sweet Silent Thought
**Resolution Route:** Hell • Visions • In Truth • Births • The End of Craving • Braver Than All Flowers