Part 12: Triangle
Part 12: Triangle
A crossbow is no chainsaw but it was still too irresistible to pass up here.


Lots of ways this one could go, it seems.

Music: Riddle and Puzzle 2nd Mix

Q-Team starts off this fragment in the Lounge.



Eric walks almost as badly as Carlos.


Same time as C-Team in the Pantry.







Each team remembers their Execution fragments.


Eric yells from somewhere off-screen.




Music: Sinisterness Phase 2










Eric's being useful. This is the darkest timeline.



A flashback, and an unknown voice speaks:







Yeah I don't know what to make of that, either.

Eric walks across the room.

Mira walking.




















We're not actually trapped in this room, but I guess we are searching the room looking for a way out of the game in general.
Music: Unliberated Library (Pantry 2nd Mix)

Welcome to the Study. As Mira pointed out, there are a lot of safes. And unlike most of these puzzle rooms, our goal is to seek out information, not escape the room.

The desk in front of us has a lot of stuff on it, let's start there. How about this lamp?

Ok, anything else?

Next - a bottle next to the lamp.


Second time--



...



*click*


Enough of the boring stuff, let's check out what's right in front of us.



And again.

Okay from now on I'm only going to show the later clicks on stuff if it's interesting, funny, or new information. There's only so many ways I can say "And then I clicked on it again to see what would happen", and they're not paying off so far.






Well the surface of the desk was disappointing, let's see if we can find anything in the drawers.


That's not the one I clicked on, but okay.



Trying a different drawer just gets these messages:








Starting to feel like Eric figuring out how to get in here wasn't an accident.

Let's start looking around the edges of the room now. Starting with that first safe in the background.



Reasonable strategy. Except we already found the key for this one. I'll open it up after we've finished exploring.







Let's look at the large safe in the background here next.








Continuing right around the edge of the room, we run into another chair.






Yeah random guessing won't work here.




What a happy couple.

Next up is another safe.



Selecting the letters allows us to try and open it...



Hmm not going to be able to guess at this one, either.




Man I hope we never get stuck in a room with just Eric.







Second time--



Above the fireplace is this interesting work of art. You might recognize some of these portraits from the status screen at the end of the Suspicion update, which showed them for the characters confirmed to be dead in that fragment. Now we get to see the whole set.


















Now that the portraits are done, let's look at the safe next to them.

Oh, right, I'm still holding the human-marked key. Let's put that away, first.




On the last wall is yet another safe, the largest one yet.






Nothing else on this level but we can go upstairs to the landing.


There's a short path to either side of the stairs, here.

You can see farther up into the library, too.


To the left, yet more books. And something on the ground.


Another quest file! Right hand over chest means "confirm", crouching means "deny" or "opposite". Have we seen one of these dolls in these poses yet?

To the right of the stairs, the final safe.


No need. It's a little hard to see here, but it's "confirm".






Looks a lot like the other safe with letter inputs. Only with a moon symbol instead of a circle. Let's go back.



And that's the Study! The only item we have is the human-marked key. This room is actually pretty linear - there's only one item lying around for the taking, and each safe leads to unlocking another safe.

So let's go unlock the human-marked safe.



We automatically grab the contents of each safe.



We'll collect a bunch of these as we go. Eric has an insufferable line for each one.


Well, I know what safe we're going to next.




I'm uncomfortable with weaponry being here, after the last puzzle room.

The last item in the safe is a file showing the password for the cryptex cylinder thing with the bird-man symbol on it.

The star safe is all the way across the room.



The safe opens with the same animation as before. More loot!



First is another mysterious part.

Next is another file, showing the probable password for the moon safe.

The last item in the safe is a file with some kind of code on it. We'll just have to remember that one for later.

The moon safe is upstairs, so let's head back up there.

The doll with the "confirm" pose means we probably just enter the password from the file as-is.

We have to click and drag the dials up and down to set the letters, but "NIL" works!



I feel like Eric shouldn't be let anywhere near a weapon.







The moon safe also contains the password for the circle safe. Like links in a chain....


Back downstairs at the sun safe. We didn't know this doll's meaning before, but a quick check of the file shows that it means "deny" or "opposite".

It's a good thing the file explicitly said that "EXIST" is the opposite of "NIL" because that doesn't really make sense. Maybe it made more sense in Japenese?







Oh, hey, not just a stash of items this time.



There's still another mystery part, though.

So, this thing. We need to actually click on it, or we're stuck here. Mildly unfair when everything else has been handed to you once the safe was opened, but at least the game pointed out that it was unusual.




The lever is pulled down....

It's hard to see in a screenshot or even in video, but there's a sound of something turning on while the camera is focused on the weird chair here. So that's our next destination.
If you missed it, you can go back to the lever and click on it again to get an explanation.



You can see the side of the chair is glowing a bit better from this angle. Let's click on the keyboard now.




It was a couple of safes ago, but do you remember getting a file with some kind of code on it? Let's try putting it in here.




Yeah, for some reason the chair brings you to the book instead of the other way around. Weird.







I don't know why Eric/the game thinks we got lucky, I just used the number from the file.


Now we finally have the information needed to decode the dolls on the desk. These poses and the password for the bird-man cylinder are the next pieces to put together.

I use the Memo feature for the first time to note what each doll's pose translates to in terms of how many spaces to move down.

Here's the file for the bird-man password, again.

Back to the cylinder.

Entering the password as-is doesn't work.



Yes that's why I put in what's on the card!
That text is actually just the generic second-failure script. I guess it didn't check what I specifically entered. Trying again...



So there's your hint for that puzzle.

Back to the memo. 5-3-7-5 is how far down to move each dial. H-F-G-Y is the starting point. Moving 5 down from H gives M, and so on, until you get M-I-N-D. (For the last letter, the "Y" wraps around back to the beginning, as you can see in the image.)
I know I made light of it in the last puzzle room, but the memo feature is actually pretty robust. There are three different colors in case you want to draw something more complicated (we'll have at least one of those later), and there are actually two pages so you can save long-term information on one page and solve puzzles on the other.

Back to the puzzle. Let's put in the solution and see what comes out of it this time.






There's also a note with a hint for where to go next. We have a gun and a crossbow, where should we use them?



Yup, the portraits. After the last fragment, shooting C-Team sounds pretty fun.


Guess so. Let's equip the crossbow and pick out a target....











This little item is actually our next key.

There's also new dialogue for the portraits now.








Remember the safe in the corner with the cracked glass and no keyhole? Me either, but let's blow it up!





We're taken upstairs automatically....









Good thing Eric's aim was good and the explosion somehow only affected the safe door....

We have to go pick up the pieces ourselves.



That pose is the "seven down" one.



That's the last one of those. But what do we do with them?

Another code for the chair-lift. Guess that's our next stop.



Made a quick stop to look at the dolls on the desk again.

Easy, still have the code right here.

There's an error sound, and nothing happens.



Right, the dolls. Let's add seven to each of the inputs and see what happens.





It's either the same animation as last time or close enough that I can't tell the difference.


That's what I was saying!



This blueprint finally tells us what to do with all of those parts we've been collecting. It wouldn't be hard to brute-force this puzzle, but the last part was in the last safe, anyway.

So, let's do some combining...





Hmm...




Well, the last thing left in the room is the giant safe with the giant keyhole.






The last fragment has me nervous. Solving these rooms doesn't feel like something we get rewarded for anymore.

Music: Bereavement






There's a sound of a TV turning on.

I don't remember that being there. (Above the portraits.) Guess I just never looked up - I did go back and confirm it was there the whole time. There's even dialogue for it:








Missing Lip Animations: 10






Oh. Oh, no.


So it looks like we're in the same timeline as the Pantry; in particular, the "Carlos's Decision" scene from two updates ago. Why is that important? Well....








A chime, and the computer lady speaks up again.





[Computer Lady:] That is all.
It's the same set as in the Pantry update, plus "FIGHT" for Carlos (the firefighter).

So, what do you think "KILL ONE" means now?





Remember that in this scenario, C-Team followed the plan and Q-Team betrayed it, executing D-Team.









Good thing we have a lot of weapons handy?
Music: Strain 2nd Mix

Footsteps as everyone runs over to the desk.

I went down an internet rabbit hole trying to find out if the term "Mexican Standoff" was considered racist and if there was an alternative, and came up with "maybe" and "not really". The fragment title of "Triangle" is probably the closest I can get to an alternative that makes sense.
Anyway, look at the image above and draw your own conclusions.
Edit: The name of the decision node in the fragment flowchart is "3-Way Standoff", not sure why I didn't think of that one myself.







































Missing Lip Animations: 11
Whatever you call it, the classical definition of this scenario is actually a game theory topic. In a normal duel, the winner is whoever fires first. But here, whoever fires first is going to be shot by the third particpant, so the winner is whoever fires second. Thus resulting in a conflict where no one wants to act first. By similar logic, no one is able to safely retreat (lower their weapon), either.
Of course, that scenario also assumes there can be only one winner. Here we actually only need one loser....


Music: Dcom (The Beginning)

There's a fade to black, but when we come back we're still stuck in the same situation.








Here comes the heartbeat.

Music: Tough Decision (Make Your Choice)

Oh, good, more text entry.

A quick break to look at the status screen. Akane's portrait shows up with here alive this time, not sure why. You can see how the other portraits differ with the characters dead, from what we saw in the puzzle room.
So, we only need to kill one, right? Let's try Akane.

Well, crap. Here are some other invalid answers:
- ZERO --> DO NOT KNOW IDENTITY
- GAB --> HE IS NOT HERE
- ME --> YOU CANNOT COMMIT SUICIDE
- CARLOS --> THE DEAD CANNOT BE KILLED
- JUNPEI --> THE DEAD CANNOT BE KILLED
- DIANA --> THE DEAD CANNOT BE KILLED
- PHI --> THE DEAD CANNOT BE KILLED
- SIGMA --> THE DEAD CANNOT BE KILLED
Here are your real options. "Eric" and "Mira" are valid, of course. There's also a "do nothing" option, by entering "No one", that is a little tricky to think of but I'll give it to you for free. And there's a fourth option we haven't figured out yet.
So, who will you kill?