Nested Insecurities

## Chapters

*-Recover Shoma's memories-*
*"Shoma seems to know the secret of Horadori Institute. By repairing his wounded heart, you might discover repressed memories."*
—Somnium description
**Nested Insecurities** is a dreamworld featured in *AI: THE SOMNIUM FILES - nirvanA Initiative*, based on the Enda Residence.

It is a Somnium world created from Shoma Enda's dream by the Psync System. ABIS investigated his Somnium in order to learn about his connection to the Horadori Institute of Genetics.

## Mental Locks

### Mental Lock #1 - It's still not funny...

The Somnium begins by being presented with only one object, **Andes Komeji's Outfit**. This option provides two TIMIEs, a 1/2 and a 1/4. Choosing *Joke* will progress the Mental Lock and net the player a 1/2 TIMIE, while choosing *Tickle* will net a 1/4 TIMIE and choosing *Smell* will do nothing. *Tickle* can be chosen first and its TIMIE used on *Joke* to reduce the total amount of time by 9 seconds.

Choosing the correct option will unlock the **Enda Residence Model** to interact with. It is the only object that can be interacted with and costs 6 seconds. Choosing it will move the player inside of the **Enda Residence Model**.

Inside of the model is the **Torn-up Cardboard Outfit**. It cannot be interacted with; instead, one of the five objects surrounding it must be used to fix it. The options are *Fix with hammer*, *Fix with glue*, *Fix with scissors*, *Fix with tape*, and *Fix with screwdriver*. All of these options cost 12 seconds and net no TIMIE, so it is best to just pick the correct option, *Fix with tape.* This choice will unlock the Mental Lock and move the player back out to the **Enda Residence.**

In summary, to unlock Mental Lock #1:

* *Joke* on **Andes Komeji's Outfit** (25s - 1/2) -> *Inspect* on **Enda Residence Model** (6s) -> *Fix with tape* on **Torn-up Cardboard Outfit** (12s)

An optimal usage of TIMIE would be:

* *Tickle* on **Andes Komeji's Outfit** (10s - 1/4) -> *Joke* on **Andes Komeji's Outfit** (25s[1/4] - 1/2) -> *Inspect* on **Enda Residence Model** (5s) -> *Fix with tape* on **Torn-up Cardboard Outfit** (12s)

### Mental Lock #2 - But it's not cool...

In the second Mental Lock, **Andes Komeji's Outfit** is gone. It is replaced with the **TV**, which is again the only object that can be interacted with. Choosing *Inspect* will net a =10 TIMIE, but also costs 36 seconds. Choosing *Turn On* nets a 1/3 TIMIE and progresses the Mental Lock, while choosing *Laugh* nets a 1/2 TIMIE at the cost of 15 seconds. The TIMIEs that can be gained aren't really worth the time spent, so it is recommended to just choose the correct option and progress with the 1/3 TIMIE.

Choosing the correct option will unlock the **Enda Residence Model** to interact with. It is the only object that can be interacted with and now costs 7 seconds. Choosing it will move the player inside of the **Enda Residence Model**.

Inside of the model is the **Broken TV**. It cannot be interacted with; instead, the only object that can be chosen is the **Suitcase**. The Suitcase has four options: *Open*, which costs 7 seconds for no TIMIE; *Throw*, which costs 17 seconds for a -30 TIMIE; *Go on vacation*, which costs 41 seconds for a 1/2 TIMIE; and *Tickle*, which progresses the Mental Lock while also giving a 1/2 TIMIE. It isn't particularly worth it to grab the -30 TIMIE from *Throw*, as the TIMIEs given during the main progression are sufficient. The player should progress forward with *Tickle*.

Choosing the correct option unlocks the **Komeji's Face Drawing** to interact with. This also has four options: *Comment*, which costs 30 seconds for no TIMIE; *Ball up and throw* and *Stab*, which both cost 11 seconds and reward a -20 and 1/4 TIMIE respectively; and *Cut out*, which unlocks the Mental Lock and gives a =10 TIMIE. Optimally, the player can use a 1/2 TIMIE on *Ball up and throw* and then the -20 TIMIE on *Cut out*, but this only saves a few seconds overall, so simply using the 1/2 TIMIE on *Cut out* is also acceptable. This choice will unlock the Mental Lock and move the player back out to the **Enda Residence.**

In summary, to unlock Mental Lock #2:

* *Turn on* on **TV** (18s - 1/3) -> *Inspect* on **Enda Residence Model** (7s) -> *Tickle* on **Suitcase** (15s - 1/2) -> *Cut out* on **Komeji's Face Drawing** (24s - =10)

An optimal usage of TIMIE would be:

* *Turn on* on **TV** (18s[1/2] - 1/3) -> *Inspect* on **Enda Residence Model** (7s) -> *Tickle* on **Suitcase** (15s[1/3] - 1/2) -> *Ball up and throw* on **Komeji's Face Drawing** (11s[1/2] - -20) -> *Cut out* on **Komeji's Face Drawing** (24s-20 - =10)

### Mental Lock #3 - Doesn't fit...

With Mental Lock #2 cleared, the **Enda Residence Model** can no longer be interacted with. Instead, there is a **Blue Notebook** on the ground that's the only point of interaction. Reading it costs 12 seconds, and unlocks the five other Notebooks to be interacted with.

Each Notebook has two options that all cost 12 seconds. Most of these options will also give a =6 TIMIE, except for *Fix with toy hammer* on the **Social Studies Notebook** and *Fix with folding fan* on **Worn-Out Notebook** that both give a 1/3 TIMIE, and *Fix with screwdriver* on **Science Notebook** that gives a =3 TIMIE. None of these are worth grabbing for the amount of time spent on them, so the player should proceed with *Fix with eraser* on the **Math Notebook**, which unlocks the Mental Lock and gives a =6 TIMIE.

In summary, to unlock Mental Lock #3:

* *Read* on **Blue Notebook** (12s) -> *Fix with eraser* on **Math Notebook** (12s - =6)

An optimal usage of TIMIE would be:

* *Read* on **Blue Notebook** (12s) -> *Fix with eraser* on **Math Notebook** (12s=10 - =6)

### Mental Lock #4 - I don't want to accept it, but...

There are now three new objects to interact with: the **Dresser**, the **One-wheeled Robot**, and the **Refrigerator**. Choosing *Lift* on the **Refrigerator** will also unlock the option to interact with the **Pot**, which is used to unlock the "A...do...roo...ster..." achievement. The **Dresser** options are *Make 'em laugh!*, which costs 15 seconds for a 1/2 TIMIE, and *Comedy duo!*, which progresses the lock and gives a 1/2 TIMIE. The **One-wheeled Robot** options are *Beat up*, which costs 20 seconds for a -5 TIMIE, and *Smile*, which progresses the lock and gives a 1/2 TIMIE. The **Refrigerator** options are *Lift*, which costs 66 seconds for a -60 TIMIE, and *Prop comedy*, which progresses the lock and gives a 1/2 TIMIE.

Each correct option gives the player a **Torn-up Medal Fragment**. These fragments can be collected in any order. When all three are collected, the **Golden Paper** will become available to interact with. It has four options: *Fix with scissors*, *Fix with eraser*, *Fix with pen*, and *Fix with tape*. All of these cost 12 seconds and give a =6 TIMIE. Choosing *Fix with tape* will unlock the mental lock and move the player to the **Giant Enda Residence**.

The **Pot** has four options that are all the same: *Heat up*, which costs 66 seconds and gives a =1 TIMIE. It is recommended, if the player is trying to get the achievement, to use the -60 TIMIE that is gotten when the fridge is lifted. Otherwise, it is not necessary to interact with the **Pot**, as the time used to reach it isn't worth the =1 TIMIE when the player will already get a =6 for the next lock automatically.

The best path for TIMIE usage is to the =6 TIMIE on the largest required time, the *Prop comedy!* on the **Refrigerator**, and then do the rest of the required options with a 1/2 TIMIE each time.

In summary, to unlock Mental Lock #4:

* *Comedy duo!* on **Dresser** (15s - 1/2) -> *Smile* on **One-wheeled Robot** (20s - 1/2) -> *Prop comedy!* on **Refrigerator** (25s - 1/2) -> *Fix with tape* on **Golden Paper** (12s - =6)

An optimal usage of TIMIE would be:

* *Prop comedy!* on **Refrigerator** (25s[=6] - 1/2) -> *Smile* on **One-wheeled Robot** (20s[1/2] - 1/2) -> *Comedy duo!* on **Dresser** (15s[1/2] - 1/2) -> *Fix with tape* on **Golden Paper** (12s[1/2] - =6)

### Mental Lock #5 - Honestly, I want to laugh...

The final Mental Lock is a simple one to clear. There is only one object to interact with in the **Giant Enda Residence**, which is the **Golden Medal**. Choosing *Pick up* will unlock the option to interact with the **Toy Robot**. The robot has four options: *Repair*, which costs 36 seconds for a =10 TIMIE; *Stand up*, which costs 23 seconds; *Do Komeji's routine!*, which costs 15 seconds for a 1/3 TIMIE; and *Fit gold medal*, which costs 60 seconds and completes the Somnium. The player has a =6 TIMIE from completing Mental Lock #4, so none of the options for the robot are necessary unless the player wants the flavour text.

In summary, to unlock Mental Lock #5:

* *Pick up* on **Golden Medal** (12s) -> *Fit gold medal* on **Toy Robot** (60s)

An optimal usage of TIMIE would be:

* *Pick up* on **Golden Medal** (12s) -> *Fit gold medal* on **Toy Robot** (60s[=6])

## Keys

Actions in his ──── ──────────as well.
 2
stopped ───────────.
 3
to the world. But ────────────────────────.
 4
he ───── and has ────────────.
 5
By suppressing his feelings, the world has lost its color.
By suppressing his feelings, the world has lost its color.

## Objects of Interest

This particular Somnium is organized into its **5 Mental Locks**, with various actions necessary to clear each one. The Somnium is divided into three main locations: the **Enda Residence**, the **Enda Residence Model**, and the **Giant Enda Residence**. For Mental Locks #1 and #2 the player must traverse between the **Enda Residence** and **Enda Residence Model**, with actions in one place affecting the objects in the other. After clearing Mental Lock #2, the **Enda Residence Model** is no longer accessible and the **Giant Enda Residence** appears. Once Mental Lock #4 is cleared, the played is moved to **Giant Enda Residence** and can no longer access **Enda Residence**.

There are three versions of Shoma that appear in the Somnium: *Faded Shoma*, representing his trauma and desire to escape from his problems; *Colored Shoma*, representing his true feelings that he's kept repressed; and *Black-and-White Shoma*, a giant version that's fully immersed in the idea of the world being fake.

## Hidden Eyeballs

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

* #1: In the entranceway to the **Enda Residence**.
* #2: In the living room of the **Enda Residence**, sitting on the ground next to the bookcase.
* #3: In the **Enda Residence Model**, which can be accessed in the second half of Mental Lock #1 and Mental Lock #2. It is in the window of the door next to the refrigerator.
* #4: In the **Enda Residence Model**, which can be accessed in the second half of Mental Lock #1 and Mental Lock #2. The eyeball can be seen just outside of the window, next to the TV.
* #5: In the **Giant Enda Residence**, which is accessible in Mental Lock #5. Go past the giant toy robot and over to the television set. Go behind the set and there are a group of wrenches arranged in a circle. Stand in the middle of the circle and look up to find the eyeball.

## Gallery

Front portion of Enda ResidenceBack portion of Enda ResidenceMap of the Enda ResidenceFront portion of Enda Residence ModelBack portion of Enda Residence ModelMap of the Enda Residence ModelFront portion of Giant Enda ResidenceBack portion of Giant Enda ResidenceMap of the Giant Enda Residence"What's going on...? Adorooster..."Adorooster's appearance in the Giant Enda Residence after interacting with the PotThe strange gathering of wrenches to mark the fifth hidden eyeball
## Trivia

* Choosing *Make 'em laugh!* on the **Dresser** will have Tama attempt an impersonation of Ryuki, which involves her lying down on the ground and begging a nurse to pour soy sauce on her. Ryuki yells that he's never said something like that - and he's technically correct, as he doesn't say it until six years later in "2/10 Converge Chapter 0 - A Strange Tale".
* Choosing *Comedy duo!* on the **Dresser** will launch Tama into a *manzai* skit. Manzai is a form of Japanese comedy where a *boke*, the "funny man", says something stupid, to which the *tsukkomi*, the "straight man", corrects him with a slap across the head. Tama performs both roles, saying the stupid part as the *boke* and then slapping the dresser as the *tsukkomi*. Manzai is a comedy style often associated with the Osaka region and Kansai dialect - Andes Komeji, Shoma's father, speaks in a Kansai dialect in the Japanese version of the game.
* Choosing *Lift* on the **Refrigerator** and then *Heat Up* on the **Pot** will cause Adorooster to appear and launch itself towards Tama in a faux-horror sequence. This is a reference to PSYNCIN' IN THE CAPTaiN from the first game, where Adorabbit did the same thing to Mizuki Date.

## 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