Welcome to the ultimate guide for Zero Escape: Zero Time Dilemma! Here, you will find a 100% walkthrough for the game, covering all Achievements, Endings (even the Game Overs), and Files. Be warned, this guide contains spoilers, so it’s best to play the game on your own first. I’ve tried to minimize backtracking, but if you have any suggestions for better routing, please let me know. Let’s dive into the world of Zero Time Dilemma!
Introduction
First, Zero Time Dilemma is structured a little differently than the other Zero Escape games in that it is made up of fragments.
Because the participants are being knocked out and their memories wiped, the placement of fragments on the flowchart are not immediately obvious until they are played.
There are also several decision sections that can lead to two or more paths. The game will sometimes remember the decision you make even when you switch fragments.
Fragment Placement
C-TEAM
Q-TEAM
D-TEAM
Coincide
Pick any color, it doesn’t matter which.
Congratulations! You beat the game!
- Beginning of the End
Just kidding, it wouldn’t be that easy. Pick any Team’s chart, and go to the only available fragment. Click on the scales to go back to the decision. Pick any color, it doesn’t matter. This time it’s wrong.
Now the real game starts.
- A Grain of Sand
Execution
To start, head over to C-Team’s screen and select Execution: C (the top right fragment).
DECISION TIME: Choose Q-Team to execute.
Now head over to D-Team’s screen and select Execution: D (the top middle fragment).
DECISION TIME: Choose Q-Team to execute.
Finally, head over to Q-Team’s screen and select Execution: Q (the second fragment from the bottom on the left)
DECISION TIME: Choose C-Team to execute.
We will now get one of the execution endings, for Team Q. We still need the others, so let’s go back.
Go back to D-Team’s Execution: D fragment.
DECISION TIME: This time, choose C-Team.
This will now give us another execution ending for Team C.
- Coming Up on 90 Minutes
Go back to Q-Team’s Execution: Q fragment.
DECISION TIME: Now, choose D-Team.
This won’t show us an ending, but this is the timeline where no one is executed.
Finally, select C-Team’s Execution: C fragment.
DECISION TIME: Choose D-Team to execute.
This will give us our final ending for the executions: Team D’s execution.
We now have more fragments unlocked! You should notice a bold outline around the execution fragments now, indicating we have completed them.
First Come, First Saved
First go to Q-Team’s selection screen and choose the bottom left fragment, First Come First Saved: Q
– DECISION TIME: Press the Button
– This will leave only one fragment available to pick; on the Q-Team screen called Press the
Button
– You will be prompted to enter 6 words for the X Passes: DREAM KEY QUARK DEAR ARM MOM
- Gotta Go Back in Time
Head back to the Q-Team Selection screen and select First Come First Saved: Q again.
This time, let the timer run out and Don’t press the button.
Now for D-Team. We are going to do the exact same thing as with Q-Team. Choose the bottom right fragment, First Come First Saved: D.
– DECISION TIME: Press the Button
– Once again, this will leave us with one fragment available on the D-Team screen, Press the
Button. When it prompts you to enter the X Passes, enter: SHIFT SIX RING AGE
HEART LOVE
– Then go back to First Come First Saved: D and let the timer run out.
Finally, go to the C-Team Selection Screen and choose the bottom right fragment, First Come First Saved: C.
– DECISION TIME: Press the Button.
– Again, there will be only one fragment available, Press the Button. When it prompts
you to enter the 6 words, enter: SELF RIP LAKE BIRD TWIN OLD
No game over? Weird…. We’ll come back to that
Suspicion (Pantry)
- Look to your left, and you’ll see a big shelving unit with a sliding door cabinet at the bottom. Open the right side of it and you’ll see a… torso? and a bottle next to it. Pick up the small bottle
- Turn to the left and take note of the gelatin instructions on the poster. You’ll find another similar set of shelves.
- Open the left side of this cabinet and see gelatin powder along with a right leg- another body part. Pick up the powder.
– Above the cabinet doors is a cardboard box with some cut potatoes in it and a round part. You will automatically pick up the round part. - Use the iodine solution on the cut potatoes to see the letters DUDLLR appear.
- Head on over to the large glass freezer doors. Remember how the box we were just looking at had those letters? Those were directions. As well, the box also had the words:
L-Door →
← R-Door
– This is telling us to read the letters left to right to open the left door, and right to left to open the right door - So select the keypad for the left door and enter the following:
Down, Up, Down, Left, Left, Right - Now we can see a blue doll and another body part (At this point it’s getting excessive). Take the blue doll and look at the puzzle on the shelf above.
- For this puzzle, rotate the hexagons so that the puzzle lines up. If you’re struggling, the best way is to find two pieces that absolutely fit together, and branch out from there.
– Completing this puzzle will give you the mold. - Now for the right side. Enter the following:
Right, Left, Left, Down, Up, Down - Select the circular note to pick up the file DOLL MANUAL (PANTRY)
- Crib Sheet
Obtain 1 Quest File - Grab the bottle of water from the bottom shelf. Notice how the glass doors when overlapped now say “Left Hand + Doll =”
- In your inventory, combine the mold and the water to obtain mold with water. Then combine the mold with water with the gelatin powder to obtain mold, water & powder.
- Head on over to the microwave machine you started near. Put the round part in the indentation as the head.
– Put the mold, water & powder in the machine and set it to cool to obtain gelatin.
– Place the gelatin below the round part in the indentation to finish off the man. This will open a drawer beneath you. - Grab the small key from the drawer and head back over to the shelves to the left of the poster. This time open up the right side and find another arm (Is this trying to tell us something?)
– Use the small key on the handcuff the hand is attached to. The arm will fall and show the numbers 529. If you click on it again, Akane will point out it could also be 625, with the numbers upside down. - In the left side of the freezer, where we found the doll, unlock the handcuff to obtain the right arm.
– Head back over the machine and put the right arm in. Set it to warm. The hand will open.
– Repeat this with the blue doll, warming it up. Four numbers will appear on its stomach, 1234. - Remember what the doors said, about left hand plus doll. Add the numbers your obtained from the left hand to the numbers on the doll. Note that you should use the upside down numbers, so 625 rather than 529.
1234 + 625 = 1859 - Enter this code in the keypad beside the door and it will open up, leaving a hand scanner. Use the right arm to open it.
— YOU FOUND IT! —
- Still a Rookie
As for why we found those body parts… Guess that makes sense now jeez…
DECISION TIME: When asked who the killer is, enter CARLOS, ME, MYSELF, or I.
You’ll get a Game Over, so now go back and this time, enter AKANE.
Triangle (Study)
- Click on the desk drawers to get the human mark key
- Look over at the fireplace, and take notice of the pictures above it. It’s all the teams as dolls! Lovely… We’ll keep that in mind.
- Over by the door we entered is a safe with a human on it. Use the key to open the safe and obtain part D, the star mark key, a handgun, and Birdman Card (Study).
- Turn around. To the right of the creepy doll pictures is another safe with a star on it. Use the star mark key to open it and obtain part C, Moon Card (Study), and Note 1 (Study).
- Head up the stairs. On the floor to your left, pick up Polovtsian Secret 1 (Study).
– According to the note, the position of the figures have a meaning. To the right is a safe with a moon on it. The figure on top is in the confirm position. - Looking at the moon card in the files, it says NIL. Enter NIL in the safe. You will get part E, a crossbow, and the Sun Card (Study).
- Go back downstairs. To the left of the fireplace is another safe, this one having a sun symbol on it. The sun card file also says NIL, but the figurine on the safe is in the deny position, so we have to take the opposite
NIL → EXIST
– Enter EXIST in the safe to open it and obtain part F. Also in the safe is a lever. Flip it and it will power on the fancy chair. - Go over to the fancy chair and click on it. There is a keyboard accepting _ – _ _ – _ _
– Looking at Note 1 (Study), enter S-02-16. This will give you Polovtsian Secret 2 (Study)
– The note says that there are more figurine positions. - On the desk, there are the four figurines. According to the note, they are in Sand Dance, Grass Dance, Wind Dance, and Sand Dance positions.
– Take a look at the birdman card. It has the letters HFGY. Apply the rules of the four figures’ positions to these letters.
H → Sand (Move 5 down) → M
F → Grass (Move 3 down) → I
G → Wind (Move 7 down) → N
Y → Sand (Move 5 down) → D
– From this, we get the code MIND. Enter this in the cryptex on the chair. You will obtain part B and Note 2 (Study). - Following Note 2 (Study), it says “Bullet for C-Team, Arrow for Q-Team.”
– Turn to the fireplace and equip the handgun. Shoot Junpei (Middle Left), Carlos (Top Middle), and Akane (Top Right).
– Switch to the crossbow and shoot Q (Middle), Eric (Middle Right), and Mira (Bottom Right)
– You’ll obtain a grenade launcher. - By the door you came in is a large and cracked glass window. Select the grenade launcher and click on the window.
– Head over to the now open safe to obtain part A and Note 3 (Study) - Note 3 (Study) says J-05-03. But before we can enter it, take note of the three figures above. They are all in the Wind Dance position. This means we have to move 7 down on each of these three letters/numbers.
J → Q
05 → 12
03 → 10
– We get Q-12-10. Enter this in the chair to get Blueprint (Study) - Now, we have to assemble all the parts we got according to the blueprint.
– Combine:
part A with part B → part AB
part C with part D → part CD
part E with part F → part EF
part AB with part CD → part ABCD
part ABCD with part EF → combined key
– Take this weird combined key over to the large safe behind the desk. Use the safe to finish the room.
— YOU FOUND IT! —
Team Q is given a note, and now is in a three-way standoff. You have to decide what to do.
DECISION TIME:
First, Enter MIRA
Now, go back and enter NO ONE
Once again, go back and this time enter ERIC. Watch the (gruesome) cutscene.
You will be prompted to enter 6 X Passes: FIGHT JUMP POOR BLUE RED MILK
There’s a fourth ending, but don’t worry about that right now.
Pop Off (Pod Room)
- Look to the floor to your left. Pick up the note on the ground to obtain Note (Pod Room)
- Go to the glass cabinet to the left of the giant dartboard. Solve the sliding puzzles on the top and bottom to obtain a hammer.
- Look at the four red circles. The note had similar red circles with the word STRIKE. We’re gonna be hitting these and rotating the room. It’s very easy to get mixed up, so follow along closely. Hit:
– Bottom left
– The one on the right facing you to push the tab out.
– Bottom right - The one on the left facing you to push that tab out
– Bottom right once
– Top left 4 times - A new glass cabinet with two more locks will appear. Solve each of the locks and open the cabinet to obtain the driver handle
- Now hit:
– Bottom right 2 times.
– Top left 4 times. - Click on the backwards h, and collect the driver tip.
- Combine the driver tip and driver handle in your inventory to get the large driver.
- Zoom in on the slot under the dartboard. Solve the puzzles on the sides and remove the glass cover. Get Zero Doll Picture (Pod Room).
- Use the large driver on the indentation in the middle of the slot.
- Now the goal for this puzzle is to get the muddle equal to 0. You have to turn the wheel and go over the various red and blue numbers. Going over a red number will add that number to the counter in the center. Going over a blue number will subtract that number. Here is the sequence:
Inner circle: Rotate Left x4, Right x1, Left x1
Middle circle: Rotate Left x1, Right x9
Outer circle: Rotate Right x9, Left x1 - A mechanism will rise from the floor. Use the large driver on this and it will help you rotate the sections of the room. Your goal is to make it so that the green lines all match up.
– Go left 3 times, and right once. - Now we have to open another glass cabinet (Yay!) With two more sliding puzzles!
- Take the shotgun and shoot the glass covering the red button above where it says POD. Then press the red button.
— YOU FOUND IT! —
DECISION TIME: Who is the murderer 2.0, Q-Team edition.
Enter YOU or ERIC
This will give you a Game Over
Go back, and this time let the timer run out.
Radical-6 (Biolab)
- Head over to the sink in the corner and grab the knife
– To your left is a series of shelves. In the middle is a note on top of a box to get Centrifuge Manual (Biolab). - Further to the left is a table with a DNA model, a computer, and a microscope. On the table is a note. Select it to get Research Notes (Biolab).
- On the DNA model, there is one base that is red. Take this one to get piece of DNA model.
- The computer says to slash the pig’s stomach. The chair has a pillow with a pig on it. Use the knife to slash the stomach. You will get File on Fanatic Bio R (Biolab), a microscope lens, and a power cord.
– Turn around to see the fume hood. Grab the pink liquid beaker and green liquid beaker.
– Turn around again and look to the centrifuge right of the DNA model. Use the piece of DNA model to unscrew the cover. - Put the pink liquid beaker in the centrifuge to get red liquid test tube and white liquid test tube. Do the same to the green liquid beaker to get the blue liquid test tube and yellow liquid test tube.
– Head over to the microscope to your left. Equip the microscope lens and put it back on the microscope. Take a look at all four color liquid test tubes and note the number of cells in each cluster for each color:
Red: Groups of 3
White: Individuals
Blue: Groups of 2
Yellow: Groups of 5
– Before you use that code, go back to the centrifuge and put the red liquid test tube and yellow liquid test tube in to get the orange liquid beaker.
– To your left is a cabinet with a red thing on the front. This is a puzzle with four buttons. Based on the numbers of cells in the clusters of each color, press the following:
Red button 3 times
White button once
Blue button 2 times
Yellow button 5 times
– The cabinet to the left will unlock. Open it and click on the puzzle. - Arrange the specimens into the rectangle, making sure to place the Xs on top of each other. Here is the solution:
- You’ll get a bunch of capsule packs, each different colors with certain ones taken out.
The Yellow one is in the shape of a 1
The Pink one is in the shape of a 2
The Blue one is in the shape of a 3
The Orange one is in the shape of a 5
The last one is empty. - Turn around and look at the weird microwave machine. Put the centrifuge cover in it and letters will appear saying ORANGE BLUE WHITE with arrows pointing at petri dishes.
- Go to the left and equip the power cord. To the right of the pig specimen is a desk with an analyzer machine on it. Use the power cord on the machine to plug the analyzer in. Then, use the knife to open the analyzer
– Put the following liquids in the analyzer in order (Based on the centrifuge cover):
Orange
Blue
White
– You’ll obtain a fetus specimen. - The computer to your right has lit up! It’s now showing this image:
– Go over to the right where all the specimen tubes are. There are four in a row, with a slot for a fifth open. Put the fetus specimen with the others, but now we have to rearrange them.
– We are going to arrange them based on two clues: The image on the computer and the capsules.
The Yellow pills are 1, and the image is a Bird, so the Penguin is first.
The Pink pills are 2, and the image is a Marine Animal, so the Seahorse is second
The Blue pills are 3, and the image is a human, so the Fetus is third.
The Orange pills are 5, and the image is a virus(?), so the Root is last.
This leaves the missing 4th being the Insect, or the Butterfly. - Click on the three fingerprint areas that were just revealed. The light on the sink will turn on.
- We can now move it! Move it up against the wall. Click on it again and the light on the pig specimen bench will turn on. Move that one next to the sink. The pig is free! (But still dead).
- Pick up the pig specimen and place it next to the sink. Below the sink is a drawer. Open it and grab the scalpel. Equip the scalpel and use it to cut open the pig.
[o/list]
— YOU FOUND IT! —DECISION TIME: Choose Don’t Inject.
Now, go back and choose to Inject.
Outbreak (Manufacturing)
Head to the D-Team screen and select the second from the bottom on the right.
- On the floor to your right are two pieces of paper. Grab them to obtain Note 3 (Manufacturing) and Note 2 (Manufacturing).
– To the right of these, on the round platform (called a lathe) is a screwdriver head.
– Turn further to the right to another lathe and grab the wire cutters.
– Go again to the right to the table and pick up everything there. You will obtain Blueprint 1 (Manufacturing), Note 1 (Manufacturing), the stun gun, the screwdriver grip, Blueprint 3 (Manufacturing), and Blueprint 2 (Manufacturing). - In front of the three robots is a Hi-Volt Contactor. Looking at Note 1 (Manufacturing), it tells us to start at the far left (1) and go 4 right (5), then 1 left (4), then 2 left (2), then 4 right (6), then 3 left (3).
– Use the stun gun and touch the coils above in this order: 1 5 4 2 6 3 - Now the robots are on! Betty (The one in the middle) is saying something about setting the timer to 0 seconds. Well, she said please. Turn to your right and see an odd glass cylinder with three buttons on the front. Click on it to set the timer to 0.
- A machine will rise from the floor. On the front are two wires, red and blue. According to Note 2 (Manufacturing) and Note 3 (Manufacturing), Alex is White, Betty is Red, and Charley is Blue.
- Combine the screwdriver head and screwdriver grip in your inventory. Click on the machine and cut the red wire. Now, unscrew the bracket in front of the wires as well as the four screws on the corners.
- Now we have another puzzle. First, Alex will give us Alex’s Note (Manufacturing) that says Cut Betty!
- Now back to the machine. For this puzzle, we have to take all the screws out without letting the hammers hit the pendulum in the center. Unscrew them in this order:
– Take the rest of the screws off. Now we have more wires! Betty’s going a little crazy, so we’ll ignore her.
- This thing looks like the device on Blueprint 2 (Manufacturing), which says Cut Charley. So, cut the blue wire.
- Now Betty is trying to get to the bomb! To stop her, remember Alex’s Note (Manufacturing), which told you to Cut Betty. Cut the red wire to stop Betty.
— YOU FOUND IT! —
DECISION TIME: Choose Don’t Run.
This will give a Game Over, so now, go back and choose Run Away.
- A Rabbit in My Future
Suppression (Healing Room)
- Turn to your right and select the piano. Select and pick up all the keys from the piano/harpsichord.
- Further right is a cabinet. On top is a little card with a star, pitcher, glass, and eye. This is Note (Healing Room). Also on the cabinet is a tumbler and a bottle of water. Pick these all up.
– Click on the drawers. One will open and give you matches. - Even farther right is a red dial on the wall. Rotate it and the room’s scenery will change to a flowery pattern.
- To the right of the door is a knife on the wall. Pick it up. Turn the dial back to the original pattern.
– Between the harpsichord and cabinet is a big poster that says DEFEAT ME. Stab it with the black knife. More scenes have now been added to the dial. Turn it to the right twice. - Go to the giant control panel left of the dial. The monitors say to SHOOT MORE KEYS. Pull the lever on the control panel to open the alcove and get the digital camera.
- Just to the right of the control panel on the floor is an odd circular pattern. Place the tumbler in the center circle, and then use the camera to take a picture of the tumbler. On it is the shape of one of the piano keys. A slot on the control panel will open.
- Turn right to the giant red tube. Inside is a grid with some red colored squares. Take a picture to get another key.
- Turn right to the lawn chair. Click to get the camera pointed at it, but don’t take the picture yet. Rotate the camera so that the shape on the chair lines up with the broken trunk to form the full key shape.
- On the table next to the chair is a candle holder. Light the candle and the cutout shapes will project shapes onto the table. Take a picture of the one in front of you.
- Rotate the dial left to the flowery pattern. Unequip the camera and turn to the poster next to the giant green tube. The purpose of this puzzle is to get all the flowers to bloom. Clicking on a flower will send it backwards one step and send the bordering flowers one step forwards.
– Take a picture of the flower at the top. - Turn the dial back to the original setting. Turn to the right of the large blue tube and you’ll see a section of the checkered wall which does not fit the pattern. Take a picture.
- Now turn back to the control panel. All but two of the slots should be open. Place the keys in the slots, and you’ll have an A key and a B key left over.
– A new option is now on the dial. Turn the dial to the left twice. - Turn to the piano. Notice the pitcher and glass on top, as well as the star behind them on the wall. Use the bottle of water to fill the glass and pitcher up and then equip the camera and click on it, rotating until a green key shape appears.
– A bunch of shapes will appear on the wall coming towards you. Get the camera ready and snap the photo when they line up into the shape of a key. - Back at the control panel, place the last two keys in their slots and then press play. A melody will play. Go back to the harpsichord and put the keys back. Now play the melody:
— YOU FOUND IT! —
- In the Big Leagues Now
DECISION TIME: Choose to not press it. Let the timer run out. Take this opportunity of a 60 second wait to stretch a little while Sigma and Phi argue.
- What Are Ya, Chicken?
It will prompt you to enter 6 X Passes. Enter: FIRE CRASH FIVE ICE DAD TIME
Now go back. This time, Press the Button.
Wonderful…
Let’s go back to C-Team.
(Poison) Infirmary
You know, it’s good to see Junpei again (In one piece, at least).
- Grab the luminol spray from the desk in front of you.
- Turn to the right and spray the lockers. Numbers will appear on them, giving the codes to open the lockers.
Locker 1: 528
Locker 2: 693
Locker 3: 413
Locker 4: 139
Locker 5: 275
– In Locker 5 pick up Card (Infirmary). In Locker 3, pick up the puzzle cube.
– Examine the puzzle cube in your inventory. You have to move the pieces around so that it’ll fit into a perfect cube. Here is a picture of the positions:
– You’ll get a keycard - Turn to the giant scanner machine and pick the barcode reader up from it. Insert the keycard into the scanner and press the button to scan Carlos, Junpei, and Akane.
- Head over to the monitor with the scans and equip the barcode scanner. Use it and scan from left to right across all three barcodes to open the drawer beneath. You will obtain the ink and the lug wrench.
- Turn to the bed to your right and pick up the sparkling syringe. Combine it with the ink in your inventory to get syringe with ink.
- Remember how Card (Infirmary) showed a syringe squirting on a candle? Take a look at the poster on the wall, specifically what the woman is holding. Use the syringe with ink, and the ink will spread out. Two more candles will form, so repeat the process until there are Xs in all four corners.
- Use the lug wrench on all four corners to release a pod with some antidotes. But, the safe is locked. Turn to the lab coat on the wall and grab the stethoscope.
- Old heist movie style, use the stethoscope to open the safe:
– Turn right (counter-clockwise) to 15
– Turn left (clockwise) to 7
– Turn right again to 12
— YOU FOUND IT! —
Now, bear with me. It is random which case has the actual antidote. Team C gets to taste test them first, though.
Carlos licks: E F G H
Junpei licks: C D G H
Akane licks: B D F H
We can figure out which one is the antidote based on who says their tongue is tingling. If:
- Down the Hatch
Now go back and choose the incorrect antidote on purpose to finish off this fragment.
Fire (Trash Disposal Room)
- On the table in front of you, by the window is a gas torch. Pick it up.
- Turn to the left and go to the locker. Grab the goggles and the toolbox.
- Equip the goggles and turn to the poster on the wall. Notice how TIC is circled and written out. Also take note of how there is a symbol of a screwdriver and two screws by the chute.
– Turn back around to the control panel and click on the three sliders. Set the sliders so that it says TIC. Click on the window to your right in order to switch to Phi. - As Phi, look to your left. There will be a bunch of circles on the wall, and one has a screwdriver in it. Pick it up, then use it on the panel below. It says 188 pounds.
- Remember how the chute had a screwdriver and screws symbol? Well, place the screws on the large scale to the right of the panel. They weigh 22 grams total, so 11 grams each.
– Do the same with the screwdriver. It weighs 133 grams. In total, it is 155 grams. - Swap back to Diana using the window and go over to the chute. Enter 155 on the chute to open it.
- You can now send things to Phi using the chute. Send Phi the toolbox. You will automatically switch to Phi. Open the toolbox using the screwdriver and there will be a puzzle inside. Put the tools in the rectangle, making sure to line up the Xs and not overlap any tools. Here is the solution:
– You will get Note (Trash Disposal Room). It tells you to Max out the Needle.
- As Diana, send over the gas torch. You will again swap automatically to Phi. Use the gas torch on the thermometer by the door.
- Zoom in on the heat dial on the control panel and grab the coin that appeared. Turn to the right and use the coin to unscrew the cover over the red button. Press the button and a chair will rise.
- Select the chair, and Sigma will get in. The restraints will activate. A locked box on a chain will drop from the ceiling.
- Pick up the locked box and send it over to Phi. You will switch automatically to Phi. Use the screwdriver to open it up.
– You will swap back to Diana. Pull the box back up by the chain and grab the revolver.
– Turn back to where Sigma is sitting. To the right of him is a pedestal with a slot on top that says STOP. Put the revolver in to finish the room.
— YOU FOUND IT! —
DECISION TIME: First, let the timer run out.
Then, go back and choose to shoot. When you choose to shoot, there are two possible outcomes- either the round will be blank or it will be live. If it is live, you’ll get a Game Over ending. Go back again and choose to shoot again. It might take a couple of tries, but you should get another ending- where the round is blank and all three live.
For the path with the blank round, watch the cutscene and then you’ll end up with another decision.
Remember those antidotes we sent over to D-Team with Gab? Well, here he is! Do you drink them?
DECISION TIME: First, choose not to drink. This will give you a Game Over.
Now go back, and this time choose to drink.
Monty Hall (Control)
- Turn to your right and look at the monitors. Zoom in on the one in the top right and click on it. You’ll be able to zoom out, and it will show you five lines in different directions.
– Turn back to where you started and click on the giant circuit board. There are five handles; turn them to the orientations seen in the monitor. This will open a drawer.
– Inside the drawer will be small battery parts and Card 3 (Control). - Turn to the poster on the wall with numbers down one side and roman numerals down the other. Click on it to flip it up and grab sunglasses
– In your inventory, combine the sunglasses with the small battery parts to get sunglasses & battery
– Examine the sunglasses & battery and choose A mode
– You’ll see what looks like the poster but with a series of lines connecting the two sides.
– According to these lines,
1 → II
2 → III
3 → IV
4 → V
5 → I - To the right of the monitors, there is a switchboard with 5 cables. Pick up Card 2 (Control) in front of it.
– Now, connect the cables according to what we saw in the glasses:
Connect 3 to IV
Connect 2 to III
Connect 4 to V
Connect 1 to II
Connect 5 to I - The top left monitor now shows a bunch of directions in different colors:
Red SE
Blue N
Green E
Pink SW - Look to the various colored stands around the room. Rotate the wheels so that the arrow lines up with the directions given in the monitor. So, Red points between S and E, Blue points to N, Green points to E, and Pink points between S and W.
– While looking at the red and green stands, there is a speaker between them. Click on it to get Card 1 (Control). - A fifth, black stand will come out of the floor, and some of the lights will shine in the bottom right monitor. Take note of which ones shine, and turn to the similar tubes right of the pink stand.
– Turn these on:
Top Row: 1, 3, 4, 6
Bottom Row: 2, 3, 5, 6 - A locker will open, giving you Card 4 (Control) and an ear speaker. Combine the ear speaker with the sunglasses & battery to get HUD sunglasses.
– Now examine the HUD sunglasses and choose B mode. You’ll hear 4 sounds:
Vrrrreeee
Znnnuurr
Whirrrrrr
Znnnuurr
– Go to the bottom left monitor, where you’ll see a crane. Moving the crane in different directions makes different sounds. Enter the following directions to mimic what we heard:
Right
Down
Left
Down
– Then release the crane and it will press a button, causing letters to appear around the monitors. - These letters are in the same positions as the ones in the Cards we have gathered.
– Put together, those cards look like this:
– Using the order given by the cards, you get the following:
BETESTEDBYFIRE - Examine the HUD sunglasses again and choose C mode. Enter what BETESTEDBYFIRE into it.
– A video of Zero will play, and show more directions:
Green: N
Red: NE
Blue: W
Pink: S
Black: NW
– Move the colored stands to these new positions. - Something will rise from the floor. Select it and then select the big cable to plug it in.
— YOU FOUND IT! —
DECISION TIME: In this one, think of the Monty Hall problem.
I’ll provide a brief explanation of the Monty Hall problem below, but for now pick any number.
Zero will then open 8 others that do not have the mask. You then get the choice to stay or switch. Choose to switch to the other closed locker, as it gives you a 90% chance of being correct.
- Tell Them What They Won
You will get a Game Over.
Now, if you got the mask, go back and pick any locker again. This time, stay with your first guess and there is a 90% chance you will not get the mask. If you were the unlucky 10% that didn’t get the mask even when swapping, go back again and switch again. Remember, switching gives you a 90% chance of getting the mask. It is not 100%, so it is possible that you might have to do it a couple of times. We want to get both endings here. You will get another Game Over.
Monty Hall was the host of the game show The Price is Right. The contestants would be presented with 3 doors, and told one had the prize behind it. The contestants then choose one door.
The host would then open one of the other two doors (One that did not have the prize) and ask the contestants if they wanted to Stay or Switch. You would think it would be a 50-50 probability, but it wasn’t.
The contestants already knew that at least one door they didn’t pick did not have the prize behind it. When they are choosing to Stay or Switch, they are actually working with the probability that they were correct the first time.
With three doors, you have about a 33% chance of being correct on your first guess. By staying, you are keeping that 33% chance that the door you chose first was correct. But by switching, you are swapping to the ~66% chance that you were incorrect the first time.
In this situation, it is similar. Except, there is a 10% chance you were right the first time. By switching, you swap to the 90% chance you were incorrect on your guess.
Reality
DECISION TIME: First, choose not to press the button. This will lead to a game over
Now go back and choose to press it.
You will be sent back to the Team Select Team, but going back to the Reality fragment shows two exclamation points now available. Choose the one on the left.
- Virtual Reality
Now choose the one on the right. In the cutscene, Zero will give you a code. Make sure to remember it.
6140 4091
Once again, it gives you a Game Over.
Transporter (Transporter Room)
- There are 13 cards throughout the room. Make sure to grab them all. 3 are on tables just to your right, the other 10 are scattered on the floor.
- Just to the left of where you started is a monitor with the same symbol as is on the back of the cards we just got, saying “Place Cards Here”
– Scan each of the 13 cards we got
– A holographic book will appear. Select it and choose Chapter: 1. This will tell you that the wind symbol = 0. - After reading this, the odd shaped device on the table with turn on, and a bunch of symbols will appear by the nucleus – birdman, birdman, birdman, flower, human
– Scan any of the cards on the device on the table. Don’t worry too much about it right now.
– Head back to the book and read Chapter: 2, which has now appeared. This chapter tells you that cards with multiple symbols multiply the values of the individual symbols together. - After reading this chapter, a red Question will appear in the bottom right. Here, it is asking us to assign each card to a number between 0 and 12. This is where it can get tricky, so bear with me.
– If you want to just know the answer, you can skip this next little section
– For those that want to know, here is how you figure it out:Let’s start with what we know for certain: we know the wind card is 0. Given what Chapter: 2 said, we also know the card with three moons is moon x moon x moon. This means that the three moons card must be a perfect cube. The first three perfect cubes (other than 0) are 1, 8, and 27. It can’t be 1 (since the cube root of 1 is just 1, and we can’t have more than one card per number), and 27 is way too big, so the three moons must be 8. Because of that, one moon is just the cube root of 8, or 2. Two moons is then 2 squared, or 4.
Similarly, we know that the two humans have to be a perfect square. The only perfect squares in our range are 1, 4, and 9. It can’t be 1 (same reasons as before), and 4 is already taken. So, the two humans must be 9. It follows then that one human is the square root of 9, or 3.
Now, we look at the card with a moon and a human. Based on Chapter: 2, this is just human x moon, or 2 x 3. So, this card is equal to 6. As well, the card with a human and two moons is just human x moon x moon, or 3 x 2 x 2. So, this card is equal to 12.
There is also a card with a star and a moon, which is star x moon. Since moon is 2, and anything times 2 is an even number, this card must be an even number. The only even number left is 10, which makes star 5.
Now is where the odd device on the table comes into play. If we use the flower card on it, it will show an opposing sun or birdman card. If it is the sun, the opposing sun card will shatter. This indicates that the flower is greater than the sun. Similarly, if it is the birdman, the flower card will shatter. This means the flower is less than the birdman. The numbers we have left are 1, 7, and 11. The device just showed us that sun [ flower [ birdman, so that leaves sun = 1, flower = 7, and birdman = 11.– Here is the answer to put in the book:
– This will then give us Chapter: 3 and Chapter: 4. Chapter: 3 is the image above, and Chapter: 4 tells us how to operate the nucleus.
- If we close out of this, another monitor will turn on. It will print five decagon reels. Click on it again after you obtain the decagon wheels and it will print out 4 tridecagon reels.
– Bring these reels over to the odd machine on the desk. Put both sets of reels in, and the book will have two new chapters; Chapter: 5 and Chapter: 6 - Chapter: 5 tells us that lining up symbols means to multiply them. Let’s take the symbol sequence in front of the nucleus and multiply it.
birdman, birdman, birdman, flower, human = 11 x 11 x 11 x 7 x 3 = 27951
– We now have 27951 as a code, but we’re not done. - According to Chapter: 4, we need a second format for the code, to transform it to a four symbol sequence.
– Head back to the reels, and set the row of reels to 27951, or moon, flower, two humans, star, sun.
– Pull the lever and it will give you the sequence human and two moons, two humans, star, sun. - Finally, go over to the nucleus and, in order, place those cards from top to bottom:
human moon moon
two humans
star
sun
— YOU FOUND IT! —
DECISION TIME!: Choose to not transport. This will result in a Game Over.
Now go back, and choose to transport. This will bring you back to the Team Select, but now you only have two options.
Under D-Team, choose the one that does not say NEW and click the pulsing exclamation point. It will bring you back to the Team Select screen.
Now, choose the one that says NEW and select the exclamation point.
Door of Truth (Locker Room)
- Turn to your left and open the three lockers without locks. You will get Note 1 (Locker Room) and a conversion plug. Behind the third will be a music box on the wall. We’ll come back to that later.
- Head over to the sinks and grab the hair dryer. Combine it with the conversion plug to get hair dryer with plug. Click on the outlet above the sinks to plug it in, then select it to use it on the fan above.
– Three words in green will appear: Violet White Blue Red.
– Go back over to the lockers, and enter this sequence of colors in the lock on the fourth locker.
– You will obtain a coin and a remote control from this. - To your left is a red power box. Use the coin to unscrew the front. Connect the cable on the left and then flip the switch.
– The power is now on only to the shower area.
– Hit the button on the remote control to drain the water
– Grab the round piece from inside the drain - Open the stall to the right of the locked glass door and grab Note 2 (Locker Room) from the wall.
- Now open the shower stall farthest left and grab the bucket. With the bucket equipped, turn to the stall farthest to the right and click on the tap to fill the bucket.
- Unequip the bucket and then go back to the power box and flip the switch so power goes back to the other side.
- Head over to the sinks again and take the plug out of the right sink. Use the bucket with water on the right sink to push a key out of the drain.
– Grab the key - Now turn to the darkened shower area. Take a look at the drain and notice the pattern on the lid glowing:
- Go to the lock on the last locker and press the buttons in that order to open it and see another puzzle.
– This one is similar to the one in the pantry. Solve it and obtain the screwdriver
– Flip the switch again. - Use the key to unlock the glass shower door. and grab the hose.
– Open the shower to the left of the glass door and use the screwdriver on the panel of the aquarium. Then use the round piece on the open panel and press the button.Grab the C-shaped piece from the bottom. - Go back to the power box and place the C-shaped piece to the right of the switches. Flip the right switch to turn on all the lights.
– Now go back to the shower farthest right. Unscrew the shower head and connect the hose to the pipe.
– A drawer will open on the music box, with Note 3 (Locker Room). - The pipe now burst! Luckily, this is actually a good thing. According to Notes 1, 2, and 3, we have to reset the power box by flooding the room with water to open the door.
– Get into the glass shower and press the button on the remote to close the drain.
– Leave the shower and go back to the power box.
– Press the red RESET button
— YOU FOUND IT! —
It will ask you to input a code into the yellow door, but we don’t have it quite yet. We’ll come back to it later.
Anthropic Principle (Rec Room)
- Go to the suit of armor right of the fireplace and take the fire hook from him.
- To your left there will be another suit of armor. In its face plate is a piece of paper. Grab it to get Letter Chart (Rec Room).
- There is also a white square on the floor. Use the fire hook to open it and grab the wooden hammer from within. Notice how the numbers 55643 are also there, with the 3 crossed out.
- On the coffee table, grab Rules Of Chess (Rec Room). Then click on the chess board and use the wooden mallet to hit out the C circle (55643 looks like chess upside down). The chess board then unfolds and we have a round cylinder space for a three symbol code.
- Looking at the chess board, there are three numbers and arrows going out in different directions. This is showing different ways these pieces can move, and we need to figure out which piece each number is.
1 = Rook
2 = Bishop
3 = King - Examine the round cylinder in your inventory, and change the symbols to these pieces. You will obtain a coin and Number Note (Rec Room).
- Go to the roulette table, and notice the red 5, red 21, black 26, and black 28 circled on it.
Number Note (Rec Room) says 05 28 21 26
– Take a look at the letter chart and find where those numbers would be in that order. You end up with SPIN
– Enter this word into the roulette wheel. You’ll obtain the roulette wheel, and make sure to grab the coin left behind. - Turn to the Slots machine and place the roulette wheel on the green circle. This will turn the machine on. Spin it and you will get puzzle pieces.
– Take note of how the machine says Make a Heart, and also notice how just beneath it says ODDS = 35(%)
– Click on the blinking pixel heart and fill in the puzzle to match the pattern with the puzzle pieces we just got.
– You will get another coin, a card calendar, and Card Calendar (Rec Room).
- All-Seeing Wisdom
Obtain all Quest Files. - To your left is a jukebox. Insert the card calendar in your inventory.
- Head over to the bar and grab the small wooden box and matches. Also note the pink Sadman 570 bottle. Grab the bottle of water from behind the bar.
- Use the matches on the fireplace to light it, and then use the small wooden box on the fire to put it in.
– Put the fire out with the bottle of water, then use the fire hook to get the coin left behind. - Turn around and go to the house of cards. Knock it over, and it will leave some cards sticking to the table.
– The ones left are making an equation
– If we look at the card calendar, it tells us what month each value is equal to. We can then convert that to the month number.
– The ripped kings say to ignore 13.
(A + 8 + 3) – (10 + Q + Q + 9) + (9 + 4 + Q + 5 + 8 + J)
– If we convert these to the bolded letter of the Month based on the calendar, we get:
(JAM) – (ODDS) + (SADMAN) - The Jam on the coffee table says 100(%) pure, we saw the Sadman 570 bottle at the bar, and the Odds on the Slot machine were 35(%). Plugging this in, we get:
100 – 35 + 570 = 635
– Put the dice in the three slots on the front of the card table. Change the dice to 635 to get the last coin. - Just to the right of the cards table is a machine that says Collect 5 Coins.
– Insert the 5 coins we have gotten throughout the room.
– Now, press the button
— YOU FOUND IT! —
DECISION TIME: Well, not really a decision, more like a chance.
Not even a chance, though. You have to do this three times. The first two times, you will fail and get a Game Over. The third, however, will be a success.
- Blessed by Lady Luck
You’ll notice a lock on the path. Ignore it for now, we’ll come back to it.
Ambidex (Power Room)
- Turn around and you’ll see two machines, a green and red one right next to each other. On the floor in front of them is a sparkling object. Pick it up to get matches.
– Look at the red machine and select it to turn the gas on. Look to the green machine next to it. There is a lever and a slider. Switch the slider first. - To your left is a red machine with a yellow panel in front. First, open the glass door that is currently powered and grab the steel mold. Then, flip the lever on it to redirect power to the panel and open it.
- Inside is another puzzle similar to the one in the pantry. This one is a little more tricky, so here is the first side if you’re stuck:
- This will give you two sink plugs.
– To the right of this machine is a sink. Use one of the sink plugs to plug the drain. To the left is a yellow box, flip the switch to open the gas valve. - Now flip the switch on the green machine to redirect power to the other side of the room.
– To the right is another sink. Plug this one as well.
– There is also another red machine with a yellow panel. Just as before, open up the top glass panel first and grab the freezing extinguisher. - Now, redirect the power to the yellow panel and open it to grab a block of tin.
- While over here, look a bit more to the right to see another yellow box. Flip the switch to open the gas valve. Further right is a machine with a red-bordered window. With the matches equipped, select the window to warm up this side of the room a bit.
– On the opposite side of the room is another one of these heaters. It has a drawer in front of it.
– Place the block of tin and steel mold in the drawer, then use the matches to light it.
– A key will fall into the grate below. Open it to grab it. - Now this side of the room is warm as well. On the large blue pipe is a valve. Switch it to turn the water on.
– Go to each of the sinks and turn the faucets on. The water will overflow.
– Follow each of the water flows to where it meets a drain. There is a rectangular drain cover in front of each drain. Move them to plug them up. - Above where the two water streams meet is another yellow box. Flip this switch to turn on the power.
– This will bring you to the control panel. If you interact with it, it says to turn off the steam turbine. - To the right of the control panel is a small console. The front of it has a keyhole. Use the key we got from the heater and then pull the lever.
- Now the control panel has a puzzle on it similar to the ones we have found in other rooms. Here is the solution:
- The monitor to the left is now on. Head over to it to see another puzzle. In this, we have to slide the columns to redirect the colored lasers to their spots on the center. Here is the solution:
Move column 1 all the way up
Move column 3 down 1
Move column 7 down 2
Move column 6 all the way down - We did it, but now the alarm is going off! We have to shut off the power!
– Use the freezing extinguisher on the water streams to freeze them.
— YOU FOUND IT! —
- The Go-To Guy
DECISION TIME:
If you’ve played VLR, you already know what the AB game is.
You start with 3 BP. If both Carlos and Junpei choose Ally, they each get 3 BP. If they both choose Betray, they each get 0. If one chooses Ally and the other chooses Betray, the one who chose Ally loses 3 BP and the one who chose Betrayed gets 6. If you get 9, the exit opens. If you drop to 0, you die.
The rules also explain that if one of them die, two of the others die, so the stakes are even higher.
Choose to Betray or Ally. You have to do them both, but I did Betray first. Then, go back and choose the other option. Both lead to Game Overs.
Now go back again. This time, the decision point is an exclamation. Watch this cutscene.
Anthropic Principle (2)
- Geronimo
We’ve now unlocked a new path! You still have only one option, so we’re going again to the Anthropic Principle. Once more, choose the new exclamation mark and watch the cutscene.
When it prompts you to put in the X-Passes, all will be entered except for the last one. Enter SAVE, and then when it prompts again, enter DOLL.
Suspicion (2) / Pop Off (2) / Transporter (2) / Door of Truth (2)
Now head over to Q-Team and Select Pop-Off in the bottom right.
A pulsing exclamation is now available. It will show a yellow door, with the words Twin’s Birthday on it. So who are the Twins?
We now go to D-Team, and right in the center select Transporter. There will be another pulsing exclamation mark. This one is a Doozy.
- A Silver Lining
This will bring us to an end, but we’ve learned something incredibly important: The Twin’s Birthday, November 16, 2029.
Now, we can head back to the Door of Truth (D-Team second from top on the right) and select the Decision node. It’s going to ask you for a code. Enter the Twin’s Birthday, 11162029.
- Unforgettable
Get Back / Apocalypse
Once again, we’re left with one option, this time back at the dice game again.
A new fragment has appeared in C-Team’s flowchart, APOCALYPSE.
Take special note of what Zero says here! He mentions “The spell to open Pandora’s Box.” This is an important password for later, so remember Vive hodie .
Akane points out that the letters on the wall, when rearranged, can form the words “Together with me, we are ten” but with five letters left behind, L D A E T. These letters are a hint we will need later.
! Make sure to be careful in the credits, as there is important information !
- Fly Me to the Moon
Q
It will ask you the code to the head, but just press Back for now. This will give a Game Over.
With that, go back in. Remember the code we got from Reality? Well, we’re gonna enter it!
If you don’t remember, it is: 6140 4091
- Schrödinger’s Cat
It will then ask you what Zero’s name is. Once again, enter the wrong name. For example, I entered “You” first before actually answering to get that Game Over and fill out the flowchart.
Back again. Well, remember what Zero said about being a twin born there? As well, the five remaining letters from the anagram, L D A E T? Unscramble these letters to get Zero’s name, DELTA
Now, pay attention to the cutscene, as you will get a code, the password for the quantum computer: 3808 0832
- It Came From Within
Triangle (2)
If you tried to enter “Q” in when prompted on who to kill, it would say to enter Q’s real name. We didn’t know it then, but now we do.
Enter DELTA to get Perceptive End
- Wrinkle in Time
Force-Quit
- Virtue’s True Reward
C-Team must enter a code. Remember what Zero said in Apocalypse? He gave a “spell to open Pandora’s box.”
That’s our answer, VIVEHODIE. C-Team can’t go farther, so now it’s Q-Team’s turn.
Head over to Q-Team and select their Force Quit: Q in the top left.
It’s now open, thanks to C-Team. Q-Team has to take it to the Quantum Computer. The two passwords we got from before (from Reality and Q) are used here:
To open up the cover: 3808 0832
To open Sean’s head: 6140 4091
Now over to D-Team for the last part, Force Quit: D in the top right.
The hint we are given is “mother’s mementos.” For this, remember back to that Doozy of an ending where Sigma and Diana got it on. When they were transporting the babies, what were the mementos Diana placed in the babies’ pods?
Our answers are BROOCH and BLUE BIRD.
- Bigger on the Inside
Final Decision
First, choose Not to Shift to get our last Game Over.
- C-Team Subject Report
- D-Team Subject Report
- Q-Team Subject Report
Now, all of our fragments are complete, but we’re not done yet.
Go back to the decision, and now choose to Shift.
You will be brought back to the Team Select screen. Choose any of the Coincide fragments (the coin flip) and a new exclamation mark will be there.
- Mountain of Knowledge
- The Final Decision
- SHIFTer
- Zero Escape
And that wraps up our share on Zero Escape: Zero Time Dilemma: Zero Time Dilemma 100% Walkthrough. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by adritae, who deserves all the credit. Happy gaming!