Part 16: Suppression (1 of 2)
Part 16: Suppression (1 of 2)![](1-PollResults.jpeg.jpg)
A close one, but it's time to take D-Team through a puzzle room.
![](2-ZTD-016-002-0.jpeg.jpg)
A simple fragment structure this time.
![](3-ZTD-016-003-0.jpeg.jpg)
So let's get to it.
![](4-ZTD-016-004.gif)
Music: Sinisterness Phase 3
![](5-ZTD-016-005-0.jpeg.jpg)
For the first time, we see everyone while they're still knocked out, and about to wake up.
![](6-ZTD-016-006.gif)
And everyone wakes up, stands up, as a group. Though this GIF makes it look like Sigma and Phi stand up and teleport away.
![](7-ZTD-016-007-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](9-ZTD-016-008-0.jpeg.jpg)
![](10-ZTD-016-009-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
That's actually a pretty smart idea for a bomb shelter where a group might have to spend a long time isolated together.
![](11-ZTD-016-010-0.jpeg.jpg)
More traditional escape room this time.
![](12-ZTD-016-011-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](14-ZTD-016-012-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
Anothing team waking up at 18:00. In our last two fragments, C-Team and Q-Team each woke up at 18:00, and discovered at the end that D-Team had already died. Does that happen here?
![](16-ZTD-016-013-0.jpeg.jpg)
![](17-ZTD-016-014-0.jpeg.jpg)
![](18-ZTD-016-015-0.jpeg.jpg)
![](19-ZTD-016-016-0.jpeg.jpg)
![](20-ZTD-016-017-0.jpeg.jpg)
![](21-ZTD-016-018-0.jpeg.jpg)
![](22-ZTD-016-019-0.jpeg.jpg)
![](23-ZTD-016-020-0.jpeg.jpg)
![](24-ZTD-016-021-0.jpeg.jpg)
![](25-ZTD-016-022-0.jpeg.jpg)
![](26-ZTD-016-023-0.jpeg.jpg)
The first hump the player has to get over with ZTD is the Execution fragments - there is a lot of dialogue to get through before any real interactivity is unlocked. The second hump is right around here, the third or fourth puzzle room, where the player has seen just enough to be confused about what's going on but not enough to really make sense of it. The sense of confusion that the characters feel as they wake up with their memory wiped at the start of each fragment mirrors that of the player, who is trying to make sense out of how all these scenes fit together. That parallel is particularly true in the first few fragments after the Execution fragments, where it's not clear what the rules are for unlocking new fragments, or how they fit in with the Execution votes.
In VLR, you can jump all over the timeline, but only to places (and times) you're already been. You still have to unlock everything by moving through time linearly and making decisions along the way, and you always know what's happened to get to any given point on the flowchart. In ZTD, you can pick isolated fragments but you really don't know much more than the characters themselves, and that sense of confusion can be very frustrating at around this point of the game. It pays off eventually, but the player has to push through the first few puzzle rooms to get there. Here, Phi is hinting at the fact that maybe they're not just moving down a single timeline, but across all of them. And in fact, that's what the player is doing, too. It becomes a little more clear after going through a fragment for each team, and then examining the global flowchart to see how (or if) they connect to each other.
![](27-ZTD-016-024-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](28-ZTD-016-025-0.jpeg.jpg)
Missing Lip Animations: 13
![](15-ZTD-Diana.gif)
![](29-ZTD-016-026-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
Sigma's gone through a lot of these puzzle rooms, even if it was 45 years ago for him. He more recently also designed those same puzzle rooms. Phi has just gone through all the puzzle rooms from VLR, from her perspective. So we should be able to crush this room, right?
![](30-ZTD-016-027-0.jpeg.jpg)
Music: Healing Room (Treatment 2nd Mix)
![](31-ZTD-016-001.gif)
Interesing decor in here.
![](32-ZTD-016-031-0.jpeg.jpg)
Just a table and a couple of chairs right in front of us.
![](33-ZTD-016-028-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](34-ZTD-016-029-0.jpeg.jpg)
The table isn't interesting, but how about the candle on it?
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
![](35-ZTD-016-030-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](36-ZTD-016-032-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
To the right we have a piano. The seat isn't interesting, how about the rest?
![](37-ZTD-016-033-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
We can also examine the keys themselves.
![](38-ZTD-016-034-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
The key is pressed, and makes a sound. But then...
![](39-ZTD-016-035-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](40-ZTD-016-036-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
So the key falls out and we hold onto it. Okay.
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
The next key is pressed, plays a sound, and also vanishes.
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](41-ZTD-016-037-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
There are still six more keys to go, hang in there.
![](42-ZTD-016-038-0.jpeg.jpg)
The third key also falls off...
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](43-ZTD-016-039-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
Fourth key:
![](13-ZTD-Phi.gif)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Fifth key:
![](13-ZTD-Phi.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Sixth key:
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
Seventh key:
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
Eighth key:
![](8-ZTD-Sigma.gif)
![](15-ZTD-Diana.gif)
![](15-ZTD-Diana.gif)
Yeah the last one is another "C" key. They're identical and interchangeable.
![](44-ZTD-016-040-0.jpeg.jpg)
We've collected eight keys, let's see what else is in this room.
![](45-ZTD-016-041-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
That was clicking where the keys were while holding a key. If empty-handed:
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
So far, I'm liking the D-Team dynamic way better than the other two teams.
![](46-ZTD-016-042-0.jpeg.jpg)
On top of the piano, we have a wine glass and a pitcher.
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
Because our puzzle solving crew likes to pick up anything that isn't nailed down. Hence why you have a keyboard instrument that is missing all of its keys.
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](47-ZTD-016-043-0.jpeg.jpg)
To the right of the piano is this strange poster.
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
Second time is slightly more interesting than normal:
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](48-ZTD-016-044-0.jpeg.jpg)
There's something sparkling on the dresser, next to the poster.
![](49-ZTD-016-045-0.jpeg.jpg)
But first, some water.
![](50-ZTD-016-046-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
![](51-ZTD-016-047-0.jpeg.jpg)
I'm not sure why a note would be sparkling like that but I do like how the game is trying to draw extra attention to small, easily-missed objects.
![](52-ZTD-016-048-0.jpeg.jpg)
We just saw the pitcher and glass referenced here. Guess we're supposed to look through them? They're full in the picture, and we just picked up a bottle of water, so...
![](53-ZTD-016-049-0.jpeg.jpg)
Trying to combine the tumbler with the water we just got didn't work, so it must be used for something else here.
![](54-ZTD-016-050-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](15-ZTD-Diana.gif)
Keep this in mind if we need a distorted reflection later.
![](55-ZTD-016-051-0.jpeg.jpg)
Guess I should show off the text for the cabinet itself.
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](56-ZTD-016-052-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
The drawer opens.
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](57-ZTD-016-053-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Apparently these lines are in reference to The Little Match Girl, a weird Danish folk tale that you can read about in the link if you want. More importantly, we can use them to light something on fire.
![](58-ZTD-016-054-0.jpeg.jpg)
Still more in this room. Some kind of large control panel is up next.
![](8-ZTD-Sigma.gif)
![](59-ZTD-016-055-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
Not much to this thing yet. There's a button on the lower-left...
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
The strangely-shaped slots at the bottom...
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Our
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
There's also a lever to the right of the key-slots...
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Let me guess, it needs POWER.
Next to the lever is a panel of some kind...
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
So, yeah, not much to do here yet. Moving on...
![](60-ZTD-016-056-0.jpeg.jpg)
On the wall to the right is a dial. It's hard to see even live but the upper and upper-right dashes are lit up, with the dial currently pointing to the upper line.
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
I think Phi's first line here was supposed to say she's not sure it's safe to touch. Anyway we're going to finish exploring the room first.
![](13-ZTD-Phi.gif)
Yes, thank you, Phi.
![](61-ZTD-016-057-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
Doesn't seem to be any method of unlocking the door, either. No keypad or anything like what we saw in the Pantry.
![](62-ZTD-016-058-0.jpeg.jpg)
What's this thing?
![](63-ZTD-016-059-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
There's a strange display with colored squares on it, how about that?
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
Well that was helpful.
![](64-ZTD-016-060-0.jpeg.jpg)
We've almost come full circle. There's just this distortion on the wall to check out.
![](65-ZTD-016-061-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
Well it seems like an unlikely accident. The reversed colors form something of an "L" shape. Or maybe a piano key...
![](66-ZTD-016-062-0.jpeg.jpg)
There are a couple things we can do with what we have so far. The first is lighting the candle over on the table.
![](67-ZTD-016-063-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](15-ZTD-Diana.gif)
We can also take our water and fill up the wine glass and the pitcher.
![](68-ZTD-016-064-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
For the pitcher:
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](69-ZTD-016-065-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
As the dialogue implies, nothing actually happens yet. We still need a star.
![](70-ZTD-016-066-0.jpeg.jpg)
Nothing left to do but turn the mystery dial.
![](71-ZTD-016-067-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Sigma, from 45 years in the future and specifically researching advanced technologies for setting up VLR, hasn't seen this kind of technology.
![](72-ZTD-016-068.gif)
Other than the color differences, there are a few key changes to go investigate.
![](73-ZTD-016-069-0.jpeg.jpg)
First is this strange black mark on the wall.
![](74-ZTD-016-070-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
Hmm, more weaponry...
![](75-ZTD-016-071-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
The knife is completely invisible in the previous room pattern. It's not selectable at all until now, either. It's kind of a cheat because the size of it on the wall is much bigger than one of the black-and-white tiles, so it really just wasn't here at all until now.
![](76-ZTD-016-072-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
The pattern on the pixel plate is different now, but it's not yet clear why.
![](77-ZTD-016-073-0.jpeg.jpg)
A strange figure on the wall here.
![](78-ZTD-016-074-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Clicking the area down below gives a different result...
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](79-ZTD-016-075-0.jpeg.jpg)
Here's another puzzle. Touching a sprout advances it two stages to full bloom, while the neighboring tiles advance one stage from sprout to bud. The goal is to get every panel to bloom, so every sprout has to move two stages while the existing blooms have to not be changed, or get moved three stages to get back to a bloom. Here's the solution at double speed:
![](80-ZTD-016-076.gif)
Like many such puzzles, the solution can easily be found by exploiting the symmetry/geometry of the puzzle itself. Just click on every other sprout once.
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
This sequence is one of the weakest parts of this puzzle room. There's no reason not to have the payoff for solving the puzzle come now, as you'll see in a bit.
![](81-ZTD-016-077-0.jpeg.jpg)
Nothing different with the chairs, table, or lit candle. Other than the color, anyway. The text descriptions are the same.
![](82-ZTD-016-078-0.jpeg.jpg)
The harpsichord is still the same, too. There's something missing to the right of it, though.
![](83-ZTD-016-079-0.jpeg.jpg)
The poster of some guy begging us to defeat him was here before.
![](84-ZTD-016-080-0.jpeg.jpg)
The cabinet and the control console are still the same, too. So the only things we really accomplished here are playing the flower game, to no result, and picking up a knife.
![](85-ZTD-016-081-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
So let's change the room back.
![](86-ZTD-016-082-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
Nope, we just have to stab the poster with the knife.
![](87-ZTD-016-083-0.jpeg.jpg)
The knife easily penetrates the wall, and the image fades away.
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
This puzzle offends Sigma's puzzle-creation sensibilities.
![](88-ZTD-016-084-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
Somehow, getting rid of the image makes another option on the dial available.
![](89-ZTD-016-085-0.jpeg.jpg)
Thanks, Phi.
![](90-ZTD-016-086-0.jpeg.jpg)
What the game does not tell you, is that the control console is now powered on. You can tell that the monitors are now lit up, but that's your only clue.
![](91-ZTD-016-087-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
We actually unlocked two additional options here.
![](92-ZTD-016-088-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
The option on the left actually turns off all of the patterns, and is optional and almost completely useless.
![](93-ZTD-016-089-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Maybe the wall patterns are more convincing in person.
![](94-ZTD-016-090-0.jpeg.jpg)
Something new on the floor, here.
![](95-ZTD-016-091-0.jpeg.jpg)
There's a pattern on the floor. It looks like it fans out from the center.
![](13-ZTD-Phi.gif)
The second set of dialogue has a more direct hint.
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
Did someone ask for a distorted reflection? Let's put "that thing" there, then.
![](96-ZTD-016-092-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
We still don't know why we're doing all the things we're doing yet. But there's another more direct hint by clicking on the tumbler after it's in place:
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Like one of the keys we're holding from the harpsichord, not a traditional key for opening a lock.
Before going any further, let's take a look at the whole room in forest mode:
![](97-ZTD-016-126.gif)
Now to continue with the guided tour...
![](98-ZTD-016-093-0.jpeg.jpg)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
The water tank is red now.
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
Different colors and patterns on the pixel plate.
![](99-ZTD-016-094-0.jpeg.jpg)
Strange distortion on the wall and on the headrest of the chair, here.
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
There's another clue on the second click:
![](13-ZTD-Phi.gif)
We'll be back here soon.
![](100-ZTD-016-095-0.jpeg.jpg)
The candle is casting some unusual shadows, but there's nothing to do here yet.
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](15-ZTD-Diana.gif)
![](101-ZTD-016-096-0.jpeg.jpg)
Nothing new with the harpsichord or the cabinet. And the knife is still stuck in the wall.
![](102-ZTD-016-097-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
Only thing left is the control console, which now mysteriously has power. I'm pretty sure it got power when we stabbed the image in the wall, but I don't know why. What do those monitors say?
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](103-ZTD-016-098-0.jpeg.jpg)
The next step is pulling the lever, which works now that the console has power.
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
I don't remember VLR having any of its puzzles be outright booby traps, so I'm not sure where Phi's attitude comes from here.
![](104-ZTD-016-099-0.jpeg.jpg)
The lever causes the adjacent cover to open, revealing what looks like a camera.
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
We still have to actually click on the camera to grab it.
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](105-ZTD-016-100-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
We've got a camera, a bunch of images of keys floating around, and an instruction to go shoot some keys.
The hardest part of this room isn't figuring out the puzzles. It's going to be figuring out how to actually move the game camera around to get the shots of each of the keys.
![](106-ZTD-016-101-0.jpeg.jpg)
Any time you click something while the camera is held, you take a picture instead of the normal interaction. Which can be annoying if you didn't mean for that to happen.
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](107-ZTD-016-102-0.jpeg.jpg)
I put the camera away, and wonder why I can't just take pictures of all of the keys that I already have.
![](108-ZTD-016-103-0.jpeg.jpg)
![](8-ZTD-Sigma.gif)
![](13-ZTD-Phi.gif)
If you haven't been paying any attention or done anything in this room, you might not know what the keys are. But that's a stretch. And one more click on the monitor will have the game spell it out for you explicitly:
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
If you somehow got this far without clicking on the
![](109-ZTD-016-104-0.jpeg.jpg)
One of our already-solved puzzles has a key waiting for us. The key is highlighted when you take the picture.
![](110-ZTD-016-105-0.jpeg.jpg)
The picture is automatically uploaded to the console, and a slot for the key that was just "shot" opens up.
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
![](111-ZTD-016-106-0.jpeg.jpg)
Let's put the key into the slot...
![](8-ZTD-Sigma.gif)
The key appears and slides down into the slot.
![](8-ZTD-Sigma.gif)
![](112-ZTD-016-107-0.jpeg.jpg)
There's another key here, but it can be tricky to trigger. Selecting the pattern on the wall doesn't do anything, and selecting the pattern on the headrest just gives the same dialogue as before, about the pattern being cut off in the middle.
![](113-ZTD-016-108-0.jpeg.jpg)
I gave up for a moment here and took a picture of the weird shadow cast by the candle instead.
![](114-ZTD-016-109-0.jpeg.jpg)
And another slot opens up!
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
If you don't put the tumbler in the light ring or if you don't light the candle, the pictures won't work, since the shapes are apparently too distorted to count that way.
Putting the key into the new slot nets some more generic text:
![](13-ZTD-Phi.gif)
![](13-ZTD-Phi.gif)
![](115-ZTD-016-110-0.jpeg.jpg)
The pixel configuration in the red light hides another key shape.
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
In theory you can figure that out by looking at the plate on the "no patterns" setting and figuring out what color of water will result in an image that has a key shape in it. Or you can just take a picture of the pixel plate under every color and get lucky on the first one, like so.
![](116-ZTD-016-123-0.jpeg.jpg)
Here's a picture of the plate in the powered-off room, just for completeness.
![](117-ZTD-016-111-0.jpeg.jpg)
Pictured is me trying to put in the key while still holding the camera. I've never been talked down to by a game that much.
![](15-ZTD-Diana.gif)
Actually putting the key in is less interesting:
![](15-ZTD-Diana.gif)
![](15-ZTD-Diana.gif)
![](118-ZTD-016-112-0.jpeg.jpg)
Phi is still preachy if you click on the monitor again.
![](119-ZTD-016-113-0.jpeg.jpg)
Back to the chair again. We have to actually click on the pattern while holding the camera. Normally this action would just take a picture...
![](120-ZTD-016-114-0.jpeg.jpg)
But here we're taken to a different first-person view with control over the camera for lining up a shot.
![](121-ZTD-016-115-0.jpeg.jpg)
So we can line up the headrest with the weird tree stump on the wall, forming a key.
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
Thanks for explaining that after we already had to figure it out. Putting in the key gets the same generic dialogue:
![](13-ZTD-Phi.gif)
![](13-ZTD-Phi.gif)
Interesting touch here - either of the C keys in our possession will work in either slot. The other keys, even when the appear to be the same shape, are not interchangeable.
![](122-ZTD-016-116-0.jpeg.jpg)
We've shot four keys just from the forest pattern, let's see what we can find on other dial settings. We still have this flower puzzle to figure out.
![](123-ZTD-016-117-0.jpeg.jpg)
Click the large bud here and it magically transforms into a bloom this time. No idea why. Maybe the power to the console had to be on?
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
Who cares why it bloomed this time, we need a picture!
![](124-ZTD-016-118-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
No new dialogue for putting the key in, so let's move on. The spot on the wall with the flower puzzle held something else in the black-and-white room, if you remember.
![](125-ZTD-016-119-0.jpeg.jpg)
![](126-ZTD-016-120-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
Not really, it's actually one of the easier ones.
![](127-ZTD-016-121-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
Once we insert the sixth key and go through the same generic dialogue as every other key, something else happens. We have a new pattern option for the room. Good thing because we already shot all the keys in all the patterns we had.
![](128-ZTD-016-122-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
![](129-ZTD-016-124-0.jpeg.jpg)
![](15-ZTD-Diana.gif)
![](13-ZTD-Phi.gif)
There's a cool effect here with the clouds rapidly moving and giving the appearance that the room is wide open. Here's a shot of the whole room:
![](130-ZTD-016-125.gif)
Pretty cool, but what are we looking for here?
![](131-ZTD-016-127-0.jpeg.jpg)
Well, there's something that looks suspiciously like a distant star in the sky pattern here. One of the first clues we got referenced that.
![](132-ZTD-016-128-0.jpeg.jpg)
So I get my view lined up so that the glass and pitcher are lined up with the star behind them both, and take a picture. No luck.
![](133-ZTD-016-129-0.jpeg.jpg)
Much like with the chair headrest, we have to get closer to the glassware and click on one of them again while holding the camera.
![](134-ZTD-016-130-0.jpeg.jpg)
We're in control of a more zoomed-in view now.
![](135-ZTD-016-131-0.jpeg.jpg)
Somehow lining up all three reveals a key made out of light. Don't think about it too much.
![](8-ZTD-Sigma.gif)
![](15-ZTD-Diana.gif)
![](136-ZTD-016-132-0.jpeg.jpg)
Right after taking that picture, the game turns us around to show floating blocks appearing in the background behind the chairs. They don't actually come at us, but start rotating once they get close.
![](13-ZTD-Phi.gif)
![](15-ZTD-Diana.gif)
We do, but nothing new happens. The last key obviously has to do with the rotating blocks that just appeared.
![](137-ZTD-016-133-0.jpeg.jpg)
All you have to do here is time it. At a certain point in the rotation...
![](138-ZTD-016-134-0.jpeg.jpg)
No, not here. I just thought this shot was a nice view of all the blocks.
![](139-ZTD-016-135-0.jpeg.jpg)
Here! With the camera out, one particular side of each block is glowing, and when the view merges them all together, we get the last key.
![](13-ZTD-Phi.gif)
![](8-ZTD-Sigma.gif)
![](140-ZTD-016-136-0.jpeg.jpg)
There are the same lines from Diana as the key goes in, but then something new happens. The button on the lower-left is finally active.
![](13-ZTD-Phi.gif)
![](141-ZTD-016-137-0.jpeg.jpg)
Sure, why not.
![](15-ZTD-Diana.gif)
![](8-ZTD-Sigma.gif)
![](142-ZTD-016-138.gif)
A little tune plays as the keys light up in a certain order. And then all the keys fall out. Whoops.