PSYNCIN' IN THE VaiN

## Chapters

* gumAI (B Path)

*-Discover Iris's Secret!-*
*"A mysterious room, videos, and a strange device. You may be able to find the truth!"*
—Somnium description
**PSYNCIN' IN THE VaiN** is a dreamworld featured in *AI: THE SOMNIUM FILES*, based on an unknown factory.

It is a Somnium world created from Iris Sagan's dream by the Psync System. ABIS explored this Somnium to gain information about the murder of Renju Okiura.

## Mental Locks

### Mental Lock #1

The Somnium begins with the simple first Mental Lock, where the only two interactable objects are **TV** and **Doors**. You just need to interact with the **TV**. Investigating TV will give you two options, and choosing either option will give you a negative TIMIE.

#### A:Look at the blood.

Selecting *Hit* on **TV** will enter Branch A, a children's drawing of a mouse appears briefly on TV, and the scene changes to White Remains.

In summary, to unlock Mental Lock #1 Branch A:

* *Hit* on **TV** (30s, x2)

#### B:Watch the murder.

Selecting *Spin the Dial* on **TV** will enter Branch B, and the scene changes to Blue Remains.

In summary, to unlock Mental Lock #1 Branch B:

* *Spin the Dial* on **TV** (30s, x2)

### Mental Lock #2

#### A:Blow it up.

After entering Mental Lock #2, the scene becomes White Remains, and the interactive objects that appear are: **Medicine Shelf**, **Gun**, **Mirror**. A second TV appears, showing a children's drawing of a frog. The player need to try to create an explosion in this section. Since the player got a negative TIMIE before, it needs to be consumed here by performing the action with the fewest seconds first - *Open* on **Doors**.

From here, proceed with caution with selecting options as you may get a negative TIMIE after the action, worst case getting a x5 TIMIE, so avoiding options with bringing such TIMIE for you.

In summary, to unlock Mental Lock #2 Branch A:

* *Open* on **Doors** (5sx2, 1/6) -> *Investigate the Bottle* on **Medicine Shelf** (35s, 1/6)

A possible optimal path for better TIMIE can be:

* *Open* on **Doors** (5sx2, 1/6) -> *Investigate the Bottle* on **Medicine Shelf** (35s1/6 or strongest 1/n, 1/6)

#### B:Strangle it.

After entering Mental Lock #2, the scene becomes Blue Remains, and the interactive objects that appear are: **Torso**, **Mirror**, **Gun**. The player need to try to create a strangling incident in this section, imitating the events watched from TV. Since the player got a negative TIMIE before, it needs to be consumed here by performing the action with the fewest seconds first - *Open* on **Doors**. After performing the correct option to unlock Mental Lock #2, the player is rewarded with a positive TIMIE from **Pool 1**.

From here, proceed with caution with selecting options as you may get a negative TIMIE after the action, worst case getting a x5 TIMIE, so avoiding options with bringing such TIMIE for you.

In summary, to unlock Mental Lock #2 Branch B:

* *Open* on **Doors** (5sx2 - 1/6) -> *Choke* on **Torso** (45s, Random)

A possible optimal path for better TIMIE can be:

* *Open* on **Doors** (5sx2 - 1/6) -> *Choke* on **Torso** (45s1/6 or strongest 1/n, Random)

### Mental Lock #3

#### A:Tear and stab it.

The explosion changed the settings of objects in the room. The Medicine Shelf becomes no longer interactable, and the new objects are **Reference Book**, **Operating Table**, and the third **TV**. In the third TV, a children's drawing of a butterfly is shown on it.

There are two paths to choose from to unlock Mental Lock #3, one is *Rip* on the **Reference Book**, the other is *Perform Surgery* on the **Operating Table**. After the player executed the first correct action, the fourth **TV** appears, showing a children's drawing of a bird. The former option is divided into three steps, but each step takes less time; the other option has only two steps, but takes longer. If you want to choose the latter method, you must use TIMIE, otherwise the remaining time may be exhausted directly.

If you execute *Rip* on the **Reference Book**, then the Reference Book will disappear and the third TV will no longer be interactable, and then **Locker** and **Gas Canister** will appear in the scene; executing *Open* on the **Locker** will let **Knife** appear and Locker will no longer be interactable.

Similarly, *Perform Surgery* on the **Operating Table** will let the third TV no longer be interactable and **Locker** and **Gas Canister** will appear, but they are useless in this choice.

In summary, to unlock Mental Lock #3 Branch A:

* *Rip* on the **Reference Book** (50s, 1/6) -> *Open* on the **Locker** (25s, 1/6) -> *Throw* the **Knife** (25s, 1/6)

A possible optimal path for better TIMIE can be:

* *Rip* on the **Reference Book** (50s1/6 or strongest 1/n, 1/6) -> *Open* on the **Locker** (25s1/6 or strongest 1/n, 1/6) -> *Throw* the **Knife** (25s1/6 or strongest 1/n, 1/6)
* *Perform Surgery* on the **Operating Table** (108s1/6 or strongest 1/n, 1/6) -> *Perform Surgery Again* on the **Operating Table** (216s1/6 or strongest 1/n, 1/6)

#### B:Beat it to death.

The settings of objects in the room changed after the strangling imitation. The Torso collapses and becomes no longer interactable, and the new objects are **Operating Table**, the second **TV**, **Medicine Bottle** and **Gun**. First of all, you need to turn on the **TV** as before, watch the next murder video, and then imitate the killing method on a Torso. Doing so will let **Shelf**, the second **Torso** and **Gas Canister** appear, while TV becomes no longer interactable.

To imitate the whacking event, there are two paths to choose from to unlock Mental Lock #3, but both requires executing *Turn the Dial* on the **TV** first, so the murder recreating can become possible. One of them is *Push* on the **Shelf**, the other is *Punch* on **Torso**.

The former option is divided into two steps, but each step takes less time; the other option has only one step, but takes longer time. If you want to choose the latter method, you must use TIMIE, otherwise the large amount of remaining time will be exhausted.

If you execute *Push* on the **Shelf**, then an **Iron Ball** will appear. Choose *Throw* on it can unlock Mental Lock #3. After performing the correct action on Shelf, Iron Ball or Torso, they will no longer be interactable.

In summary, to unlock Mental Lock #3 Branch B:

* *Turn the Dial* on the **TV** (40s, 1/6) -> *Push* on the **Shelf** (35s, 1/6) -> *Throw* on **Iron Ball** (40s, 1/6)

A possible optimal path for better TIMIE can be:

* *Turn the Dial* on the **TV** (40s1/6 or strongest 1/n, 1/6) -> *Push* on the **Shelf** (35s1/6 or strongest 1/n, 1/6) -> *Throw* on **Iron Ball** (40s1/6 or strongest 1/n, 1/6)
* *Turn the Dial* on the **TV** (40s1/6 or strongest 1/n, 1/6) -> *Punch* on **Torso** (130s1/6 or strongest 1/n, 1/6)

### Mental Lock #4

#### A:Shoot and kill.

The destruction of the fourth painting on TV caused the props in the scene to change again, this time Knife disappeared, the fourth TV becomes no longer interactable, and new **Oil Drum**, **Torso** and the fifth **TV** appeared. In the fifth and final TV, a children's drawing of a cat is shown.

Unlocking Mental Lock #4 requires performing *Shoot* with **Gun**, which requires searching for bullets. The correct action to look for bullets is *Look Inside* on the **Oil Drum**. After performing this action, the Oil Drum will no longer be interactable.

In summary, to unlock Mental Lock #4 Branch A:

* *Look Inside* on the **Oil Drum** (60s, 1/6) -> *Shoot* with **Gun** (99s, 1/6)

A possible optimal path for better TIMIE can be:

* *Look Inside* on the **Oil Drum** (60s1/6 or strongest 1/n, 1/6) -> *Shoot* with **Gun** (99s1/6 or strongest 1/n, 1/6)

#### B:Shoot to death.

The settings of objects in the room changed after the whacking. The Torso collapses and becomes no longer interactable, the third **TV** and a **Worn Out Reference Book** appeared. Like the previous one, you are required to turn on the **TV** as before, watch the murder video, imitate the killing method on a Torso. Doing so will let a **Locker** appear, while TV becomes no longer interactable.

This time, no new Torso spawns, the target the player needs to try to attack is the **Mirror**, which reflects a Torso. To imitate the shooting event, the player just need to inspect **Locker** and select *Open* on it. The knife flying out of the **Locker** will create a chain reaction that will eventually cause the objects on the ceiling to move and destroy the mirror, unlocking Mental Lock #4.

In summary, to unlock Mental Lock #4 Branch B:

* *Turn the Dial* on the **TV** (50s, 1/6) -> *Open* on **Locker** (95s, 1/6)

A possible optimal path for better TIMIE can be:

* *Turn the Dial* on the **TV** (50s1/6 or strongest 1/n, 1/6) -> *Open* on **Locker** (95s1/6 or strongest 1/n, 1/6)

## 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 1**" and "**Pool 3**".

For **Pool 1**, during the first 3 minutes, the standard spread of TIMIE values start off with the neutral types of TIMIEs being the most common, the larger TIMIE values just below them, and the smallest and most useful range of TIMIEs at around 5% chance of appearing. From 3 minutes to the last 90 seconds, the large-value TIMIEs, [40] and [50], decrease in probabilty from 18% to 7%, while the best TIMIEs increase from 5% to 22%. In the last 90 seconds, the [50] TIMIE is removed completely, and the best TIMIEs increase from 22% to 38%.

For **Pool 3**, during the first 3 minutes, the odds of gaining the best TIMIEs are still lower while the weakest TIMIEs retain the highest chance. However, negative TIMIEs are added into the pool, and while 3x, 4x, and 5x TIMIEs have a combined total of 6% chance, the 2x TIMIE has a 17% chance by itself, making it common enough to appear at least once through a Somnium. From 3 minutes to the last 90 seconds, the negative TIMIEs drop considerably, with 3x, 4x, and 5x having a 2.5% chance while x2 has a 4% chance; likewise, the [50] TIMIE drops considerably from 13.5% to 2%, and most of the other TIMIEs increase to rebalance it. By the last 90s, the negative TIMIEs had been shrunk by half, and the more valuable TIMIEs have substantially increased.

These two pools are designed so that, the less time the player has to clear the Somnium, the more likely that they'll obtain useful TIMIEs that can dramatically cut down on the amount of time spent, and the less likely they are at obtaining higher-value TIMIEs or encounter negative TIMIEs.

## Objects of Interest

Unlike most Somnia in the game, PSYNCIN' IN THE VaiN is unique in which the room itself, named **Remains**, drastically changes based on the story branch, which splits right at the beginning of the Somnium itself, changing into either **White Remains in the A Path** and **Blue Remains in the B Path**. While it does contain Mental Locks, the Somnium progresses more specifically through either **5 Child's Drawings (for the A Path)** or **4 Murder Videos (for the B Path)**. Only two items are available at the very beginning, with only one of them lasting the entire Somnium.

### White Remains (A Path)

Progression in the A Path is dictated by how many **Child's Drawings are ruined** in the Somnium. With each drawing ruined, new objects are introduced. There are a total of **5 Drawings** to ruin.

### Blue Remains (B Path)

Progression in the B Path in the Somnium is dictated first by **Witnessing a Murder** and then by **Recreating said Murder**. With each of these steps fulfilled, new objects are introduced. There are **3 Murders to Witness** and **3 Murders to Recreate**, giving a total of **6 steps** to complete.

## Hidden Item

* The **hidden item** is found during Remains, in Mental Lock #1 before the environment changes to either White Remains or Blue Remains. It was located past the TV towards the left corner.

## Gallery

Layout of the Remains seen from the startMap of the RemainsLeft portion of the White RemainsRight portion of the White RemainsMap of the White RemainsThe first painting in Branch AThe second painting in Branch AThe third painting in Branch AThe fourth painting in Branch AThe fifth painting in Branch ALeft portion of the Blue RemainsRight portion of the Blue RemainsMap of the Blue RemainsThe first murder video in Branch BThe second murder video in Branch BThe third murder video in Branch B
## Trivia

* The various mentions to the chemical "acetone" are correlated to Iris Sagan, or rather, her stage name A-set. In Japanese, Iris's fan-nickname is "Aseton" (rather than "Tesa"), in reference to the chemical "acetone."
* In the B path of the Somnium, the first three victims of the Cyclops Serial Killer appear as mannequins with photographs of the woman on their face, except for the last one, who is fully modeled. On the A path, this model is used again, except that it has So Sejima's head on it. This model is a beta model for Boss, repurposed into one of the victims.
* When selecting "Perform Surgery" on the **Operating Table** in White Remains, Aiba states that she feels like she's part of a "medical dragon team." This is most likely a reference to *Team Medical Dragon*, a manga series that was adapted to a live-action show, involving a medical team of surgeons operating patients in Japan.
* Selecting "Talk" on the **Torso** in White Remains will have Aiba speak with an American Southern accent to the torso. In Japanese, she speaks with a Kansai dialect, common within the Kansai region in Japan, and commonly compared to the American Southern accent by game localizations.
* When selecting "Jump" on the **Gun** in Blue Remains, Aiba will prepare to jump by saying "Weekly Shonen––" before being cut off by Date. This is a reference to the manga anthology magazine *Weekly Shōnen Jump*, known for releasing weekly chapters of various shonen manga series published under the *JUMP* line.

## Navigation

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

## References

1. ↑ Wikipedia page for Team Medical Dragon
2. ↑ Wikipedia page for Weekly Shonen Jump.
3. ↑ To-Witter Archives Tesa: February 23rd, 2022