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Between Horizons Cheats

Between Horizons

Hints and Tips:
---------------
Submitted by: David K.

-= Treat every case submission as final =-
A wrong solution does not stop the story, but it can change later events and the
ending. Do not submit a case merely because one clue fits. Confirm the location,
timeline, profession, access rights, or physical evidence that rules out the
remaining candidates.

-= Build each case inside the Evidence tab =-
Assign only relevant clues to the active case, then compare their statements side by
side. Use the clue-type filters when the list becomes crowded. Remove a clue when it
supports a different case instead of forcing every discovery into the current theory.

-= Show evidence before accusing anyone =-
Present new clues to witnesses, doctors, engineers, programmers, and suspects.
Several deductions only become possible after a character explains a code, job
category, schedule, access rule, or prescription. Revisit people after each major
discovery because their available responses can change.

-= Scan the room, then read the object =-
A scan identifies interactive evidence, but the case is solved by interpreting what
the object means. Open the clue, inspect numbers and labels, and compare them with
the map or witness statements. A highlighted object is not proof by itself.

-= Use the PDA as the investigation hub =-
Check Cases for unanswered questions, Evidence for linked clues, Comms for messages
and dialogue logs, Journal for progression reminders, and Map for unlocked areas.
When a case stalls, one of these tabs usually shows the missing person, room, or clue
category.

-= Recheck the Navigation Room in the second act =-
Later cases become available through the Navigation Room. Read the Journal reminder
and inspect the case list before chasing the next story marker. Finishing only the
obvious story conversation can leave useful investigations unopened.

-= Frequent saves do not undo a bad deduction =-
Update 1.2.0 saves more often and reduces lost progress after interruptions. That
convenience does not make an incorrect submitted case reversible inside the same run.
Finish optional interviews and recheck the evidence before the submission prompt.

-= Switch presentation mode without changing the investigation =-
Version 1.3.0 adds a full 2D presentation that can be toggled at any time. Use
whichever view makes doors, terminals, and room transitions easier to read. The
clues, cases, and decisions remain the same.

-= Remap actions instead of relying on a copied key list =-
Current Windows builds support remappable controls from the main menu. Bind scan,
interact, PDA, and movement to comfortable inputs, then verify the prompts in game.
Physical defaults can differ after rebinding.

-= Separate exact facts from moral decisions =-
Case questions usually ask for a person, room, terminal, or cause with one correct
factual answer. Later conversations ask what Stella should do with that truth. Solve
the evidence first, then choose policy or punishment according to the ending you
want.

Secrets:
--------
-= Curtis has an optional final disclosure =-
Before submitting the last case, visit Curtis in the Psychiatric Ward. Show Network
Access Point, Broken Door, and PDA Network Terminal in that order. Continue the
conversation and choose how Stella responds after he reveals the information.

-= The message from Paul can be a trap =-
When a message asks Stella to meet Paul in the lab, go to the second floor of the
Command Center beneath her bunk and investigate before trusting the message. Treat
unexpected Comms requests as evidence until the sender is confirmed.

-= The hidden server is in the Maintenance Room =-
The signal-distance evidence in The Server points to the Maintenance Room, the
closest viable room to the relevant Public Area train-station ping. Submit the room
only after attaching the distance clues to the case.

Solutions:
----------
-= Compact route - First act investigations =-
1. In the Network Area, inspect the Network Tool, question Aaron, compare the five
   terminal patterns, and solve The Intruder as PDA Network Terminal.
2. Follow the suspicious-letter trail, identify the addressee, and solve The Recruit
   as Luis.
3. Scan the Recycling Times, question Isaac about paper-using rooms, enter the
   Activities Room with code 2480, and compare the remaining paper stacks.
4. Submit Paper Chase as Activities Room.
5. At the Earth Museum, combine the three-horizontal-lines clue with the category 2
   profession information and submit The Contact as Geraldo.

-= Compact route - Second act investigations =-
1. Open the later cases from the Navigation Room before following the next main story
   conversation.
2. Compare the power-node sequence and submit Sabotage as Power Node C.
3. Reconstruct the Earth Museum break-room door log and submit Paper Trail as Oceane.
4. Decode the Medical Records, establish that pain killers end in 55, and submit Pain
   Killers as Asher.
5. Revisit the old explosive evidence and submit The Setup as William.

-= Compact route - Final investigations =-
1. Use the signal-distance clues to identify the Maintenance Room and submit The
   Server.
2. Obtain the server PIN clues before entering the hidden room; the first digit is 7,
   the last is 5, and the first pair has the same sum as the last pair.
3. Before the final submission, visit Curtis and present Network Access Point, Broken
   Door, and PDA Network Terminal.
4. Collect the remaining navigation evidence and submit The Hacker as Erik.
5. Make the final command and political decisions only after checking the closed
   cases and Comms log for consequences.

-= Correct case submissions =-
1. The Intruder - PDA Network Terminal.
2. The Recruit - Luis.
3. Paper Chase - Activities Room.
4. The Contact - Geraldo.
5. Sabotage - Power Node C.
6. Paper Trail - Oceane.
7. Pain Killers - Asher.
8. The Setup - William.
9. The Server - Maintenance Room.
10. The Hacker - Erik.

-= Activities Room keypad =-
1. Scan the Recycling Times in the Recycling Room.
2. Question Isaac to identify the Activities Room, School, and Art Institute as the
   paper-using locations.
3. Talk to Devran or inspect the keypad hint.
4. Enter 2480.
5. Inspect the paper stack inside before submitting Paper Chase.

-= Medical Records code =-
1. Show the Medical Records to a doctor to learn that the code contains doctor,
   patient, and drug information.
2. Read the first digit as the prescribing doctor, either 1 or 2.
3. Read the middle three characters as the patient's residence.
4. Use Simon's residence from Evidence for the middle section.
5. Show comparable prescriptions to patients and identify 55 as pain killers.
6. Try the two possible doctor digits with Simon's residence and 55, then use the
   returned record to finish Pain Killers.

-= Paper Trail timeline =-
1. Treat the logged door as the boundary between the break room and Activities Room,
   not the museum entrance.
2. Place Devran and Oceane in the Activities Room after their coffee.
3. Use the 11:11 exit and 11:18 re-entry as one person's round trip.
4. Use Tonio's sighting to account for Devran outside the room.
5. Conclude that Oceane made the unreported trip and submit her name.

Reference:
----------
-= PDA investigation tools =-
* Cases - Active questions, attached evidence, and submission.
* Evidence - Collected clues and clue-type filters.
* Comms - Messages and logged conversations.
* Journal - Current objectives and progression reminders.
* Map - Ship areas, rooms, and Stella's current position.

-= Named investigation areas =-
* Network Area - Network Tool and terminal-pattern investigation.
* Recycling Room - Recycling Times evidence.
* Activities Room - Paper evidence behind keypad 2480.
* Earth Museum - Contact and Paper Trail investigation.
* Navigation Room - Later case access and navigation evidence.
* Psychiatric Ward - Curtis and optional disclosure.
* Maintenance Room - Hidden communications server.
* Command Center - Paul message investigation and final operations.

-= Current player-facing update features =-
* Clue filters - Narrow Evidence by clue type.
* Remappable controls - Rebind actions in the main menu.
* Frequent saving - Added by update 1.2.0.
* 2D mode - Switch between 2D and 2.5D presentation at any time.
 
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