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Installation Aeon/Worker's Quarters Guide - SIGNALIS - Neoseeker

Oh my. What an intro. You're now in the "Installation Aeon" area. Be sure to examine the mirror. We came all the way here to find her. There’s no turning back now. Luckily there is no letter from the ole’ dead wife in the inventory, but we still have that photograph! What happened to the puzzle solution on the back? Was that not really even there!?

Anyways, there is nothing else in the Bathroom unless you want to stare at the mirrors. Exit the room via the door to the side. Rfid Key Control

Installation Aeon/Worker

Grab the Welcome to S-23 Sierpinski file from the seats to the left. Step toward the reception counter and take the Receptionist Key that is taped along the left side of the window. There's a notice beside it which says that all new arrivals should be reported to Class 4C due to a staff shortage. You can’t do anything with the surface access lift in the middle of the room. The door on the left side of the room cannot be opened. Enter the room to the right after unlocking it with the Receptionist Key.

Five new rooms to choose from! The door closest to you is locked and requires a keycard to enter, so that one is out. There is a The Rule of Six poster on the wall beside a door with tape all over it (This hints to how little inventory space you have, so try to pick your items wisely!). All other rooms except for the one at the end of the top corridor cannot be entered, and there is a security camera that keeps watching our character... Guess where we are going next?

That’s right, the top corridor! There is a dead Eule laying on the floor up ahead. She’s not looking so hot with all that infected-looking stuff on her. There is another dead Eule near the door at the end of the hall, although this one doesn't seem to be infected. The door to the left cannot be open and the two side doors up above cannot be opened either. If you enter the Library room straight ahead, there is nothing useful inside apart from a microfilm viewer inside, but you’ll need an Aperture Card to do anything with it. For now, enter the first room to the right.

This is your first save room! Examine the Service Request Form F-29 file on the desk with the save monitor, the “Keep Records!” poster on the nearby wall (Which hints you to always save the game whenever you could) and the Memorandum: Wall Safe Codes file on the bottom table. It’s about time we go over Saving Your Game, so read the info below to help out with all of that.

All doors are locked except for the one on the bottom right, one on the top, and the one you just came through (duh). The bottom right room will lead the Class 4B room where we need a combination for the wall safe inside – we don’t have that combination yet though. Enter the room at the very top of the corridor.

A cutscene will play as you enter. After the cutscene, you can speak with the Star unit some more for some extra dialogue(You'll notice how her legs and thighs are very long. Had she stood up, she would be towering over most Gestalts and Replikants!). The two side rooms cannot be opened and the top door is locked and requires the Classroom Key. Well, damn. Take the Protektor Key from the chairs on the top left side of the room. Retrace your steps back to the first corridor area.

Use the Protektor Key to unlock the upper left door then go inside that room.

Walk over to the left side of the desk up ahead and interact with it to view the shelves below the terminal. Open the top drawer and examine the Memorandum: Terminology file inside. Close the drawer (interact with the front) and then open the middle drawer. What do we have here!? It’s your first weapon – the Pistol! Take it then grab the Aperture Card below it. Try to read the Type-75 Pistol: User Manual below everything else. Long story short hold LT to aim then either RT or A to fire – RB while aiming is reload. The bottom shelf has nothing special inside. Make sure you equip your new pistol via the inventory menu, because we all know what happens in survival horror games when you find your first weapon, right?

Leave the room when finished. Return to the (Bottom) Corridor area.

Now, we can just go to the Library and use the Aperture Card without any problem, right? No. The Eule on the floor will get up and attack! You can start aiming at it when you first enter the room. It should take around 2-3 shots to knock it down. Once it falls, run over to it and tap the A button near it as it spasms to finish it off with a swift kick. It’s best to go ahead and kill this first enemy. The Eule that leans against the wall at the other end will not get up. Enter the Library at the end of the corridor when done.

A cutscene will play as you enter. This Isa doesn’t seem so bad, just look at how she flat out mutilated that Eule on the floor with a good bit of bloodbath and she left with a near emotionless look on her face! This one’s a keeper.

Make sure to walk forward and examine the Isa’s Note file on the desk directly ahead. There is also a Dictionary at the table across the Viewer. Walk over to the Microfilm Viewer on the left desk and use the Aperture Card on it. You’ll get access to the Mond&Tochter High-Security Wall safe (Numeric) file. Read it over and we’ll get the default code for wall safes which is “204512”. Leave the room and go to the Class 4B room (lower right room in the East Corridor)

There is a No Running in the Hallways poster on the wall along the top left portion of the room that hints about the risk of alerting nearby enemies while running around a room. Run over to the wall safe (on the wall behind the desk). Be sure to read over the Service Request Form F-29 file if you haven’t (should be in your Memory on the menu). It says that the default code will work for the wall safe in Class 4B since it keeps resetting. Examine the wall safe then enter the code (204512) from the Aperture Card. Tap the enter button (arrow key) to confirm then interact with the circular handle on the left side of the safe. Take the Classroom Key inside the safe. Go back to the Aula room (north of the East Corridor).

The Star unit is gone! She left behind a Repair Patch on the floor where she was lying so be sure to pick it up. There is also some 10mm Ammo on the top right set of sets, to be sure to grab that and reload your pistol. Use the Classroom Key to unlock the top door.

There is nothing special in the room besides a hole in the middle of the floor. Stand near it and you can see that Elster can leap down it with the press of the interact button. It’s time to do a James Sunderland gung-ho leap down a mysterious hole! Whee!

A cutscene will trigger. See, this is what happens when you jump down strange holes! You're now in the Worker's Quarters.

Ceiling debris blocks the rest of the corridor at the bottom of the screen. The left and right doors cannot be opened, so open the only other door at the top.

There is a Eule unit on the floor to the left of the door directly ahead. You can examine the corpse for some very detailed descriptions of it. There is another Eule that can barely be seen laying on the floor in the right corridor. The right corridor leads to a locked door that can only be unlocked from the other side. Enter the room down the left corridor.

The only working elevator is the left elevator. You can press the button and the elevator will come down to your floor (second floor) from the fourth floor. Step inside the elevator.

Step forward and look at the controls to the left. You need a Protektor Identification Card in order to unlock the elevator control panel. Take the Service Hatch Key from the shelf below the elevator control panel. If you turn around, you can view the Vertical Map of S-23 Sierpinski file on the wall across from the elevator controls. Return to the South Corridor and enter the north room.

The middle right and top left are the only doors that are unlocked in this area. There are two Eules lying on the ground – neither of them get up. The door at the end of the corridor requires a Service Hatch Key in order to unlock it (which we just got from the elevator, but don’t unlock the door just yet). Examine the Service Request Form F-29 file on the box to the left of the door. Enter the middle right room.

Examine the Diary file on the far right top bed. That is the only thing special in this room, so go back to Block A6 and enter the top left room.

Take a look at the Scrawled Note file on the desk across from the door, it hints that you need to finish an enemy when they're knocked to kill them. Run over to the back left bed along the top portion of the room and examine Alina’s Diary. Exit the room when done.

Still no movement from the dead Eules. It feels like they're waiting for us to pick up some key item or something... Nah! You're probably just overthinking it!

Use the Service Hatch Key to unlock the north door. Move close to the panel that is unlocked and look to the right. You’ll have to solve a lockpicking puzzle in order to unlock the door. Each of the four buttons will move the blue area along the key up or down. Pressing the “F” button will insert the key into the door. What you want to do is to make to where the middle section of each pin hits the lower line on the video. This is very simple if you simply do one pin at a time. Start with the left and go right. The inner right pin will manipulate the inner left pin a bit so you’ll have to go back and readjust the middle left pin again.

The two side doors are locked – the left door unlocks from the other side (Holy Moly is that a Dark Souls reference???) and the right door requires the East Wing Key. All three of the other doors are unlocked. Enter the top right room.

There is a locked chest with a square hole in the back of the room. You mainly want to enter this room to label this area on your map. Go back out and enter the middle room.

Ah, a save room! Take the Repair Patch off the bed. By now, you might need to store some items, so use the Storage crate on the right side of the room to put up what you don’t think you’ll need. The photograph is not needed, you can safely put it inside there. In horror games, I often drop my healing items, so toss the repair patches in the crate if you want. It’s really up to you and how you play. Be sure to save your game as usual. Leave the room once done and enter the left room.

Run over to the far left side of the room and examine the Interrogation Report file on the desk (This workplace seems very strict huh?) and take the East Wing Key from the other side of the desk. There is also a Wunderwaffen poster on the wall to the right of that desk. On the desk across from the door, there is some 10mm Ammo and the Disposable Stun Prod (2 of them). You’ll also get an Electro-Impulse Devices file that will tell you how to use them.

There is also a wall safe on the back wall in this room. We do not know the code for it just yet though. Before leaving the room, examine the Memorandum: Wall Safe Codes file on the desk to the right. The file will give hints as to how to find out the wall safe codes, but we still do not have the means of using code broadcast frequencies at he moment. Maybe we’ll learn that later or stay forever stuck in this hole we leaped down with regret. Leave the room once done and return to the North Corridor.

Use the East Wing Key to unlock the door on the right side of the corridor.

Enter the first room to the side.

Open the middle stall and you’ll find a Repair Patch inside. You can interact with the left stall to find that it's locked, and that someone may be inside that stall(Probably hiding from the rouge Replikants or taking a huge dump inside). Once you're done here, go back to the corridor.

Enter the second room along the north side.

Take the Repair Spray from the first right shelf then grab the 10mm Ammo off the second left shelf in the back. To save inventory space, combine the Repair Patch with the Repair Spray to make a Repair Spray+. Exit the room.

The far right room down the hall cannot be opened. Open the bottom door beside it.

An Eule is standing near the counter and is cutting a body. You can sneak by this enemy if you WALK behind her(Remember the "No Running In The Hallways" poster?). The Mensa Key is required to open the door along the right side of this room. You can interact with the pulsating mass at the top left of the room for some insight, then you can open the bottom left door.

There is a Eule standing next in front of a sink on the top left side of the room. You don't have to kill it. Walk slowly towards the EULR poster at the Eule's right side to take a look at it, then you can head along the bottom to avoid the Eule. Turn left and walk slowly towards the bottom right of the stove to take the Mensa Key. The other door in this room cannot be opened, so go up and head to the top right of the room to read the Service Request Form R-90 file, then exit the room.

Carefully sneak by the Eule and use the Mensa Key to unlock the right door.

Two Stars (tall enemies) will be patrolling this room. Stars take about the same amount of bullets as a Eule. They can take three shots with the handgun, but sometimes two. You really have to kill these Stars if you want to explore the room. If you want to, you could try running by them. There is a Repair Patch on the table along the top side and some 10mm Ammo a table to the right of the Repair Patch pickup. Along the bottom side of the room is another pickup of 10mm Ammo on a right table just before exiting. Enter the next room on the bottom.

A Star patrols the hallway – it’s best to kill this one. You can lead it to the middle and run by it, but honestly, I'd say just kill it. The top left door (Pantry door) and bottom right door cannot be opened. Unlock the far left door for a quick way back to the South Corridor. Enter the bottom left room (Worker Bathroom).

There is an item in a bottom left shower. Walk over to the item and pick up the Broken Key. There is nothing else here so leave the room.

Enter the top right room.

Walk over and speak to the uninfected Storch if you want(She also has long legs and thighs like the Star unit, and she had to stare down at Elster when she speaks to Storch thanks to her towering stature). Grab the Disposable Stun Prod off the counter to the left. Snatch the West Wing Key off the table along the top portion of the room. Examine the About the Administrator file on the filing cabinet against the wall. Leave the room.

Elster needs to get to the Elevator Lobby via the South Corridor. There are now two Eules in the South Corridor and two Eules in the Block A6 area. If you want to run by the Eules in there, make sure that the patrolling Eule is on the left side then run to the center area and wait for them to group there then run to the other corridor. You could also just kill them – your choice. Keep in mind that there is no reason to reenter the South Corridor though. Either way, get to the Elevator Lobby on the left side of the South Corridor.

Use the West Wing Key to unlock the door on the left side of the lobby.

The elevator shaft is locked and requires an Administrator’s Key to activate. The bottom room and the far left room cannot be opened, so enter the only other room.

An Eule has its back turned near the door up ahead. Grab the 10mm Ammo on the counter to the left. It’s up to you whether you want to kill this Eule or not. Honestly, it’s best to go ahead and kill her since you’ll have to come back through this room eventually.

There is an item in the middle of the floor and an Eule with its back turned on the opposite side of the room. Don’t kill her, there is no reason to. Sneak toward the middle carefully then grab the Broken Key. Combine this key with the other Broken Key to receive the Butterfly Key. The room on the right side is unlocked, so exit this room through that door.

The door on the other side of the room cannot be open. Take a look at the Search Protocol file on the desk (Mandatory searching? Is this a worksite or a prison?). Pick up the Disposable Stun Prod on the filing cabinets. Exit the room via the top door.

A Storch patrols this room. It’s best to kill her since you start out so close to her as Elster enters the room from every door. She will take around the same number of bullets as the Eule units. The far left door cannot be opened. Unlock the right door for a quick route back to the North Corridor. Enter the top left room.

Someone spilled a bottle of ketchup in this room! Take a look at the Frequencies file on the middle bed. This file is VERY IMPORTANT for later on in the game, so make a mental note of it. Go back to the Northwest Corridor then enter the other room.

A Storch patrols this room. There is nothing in this room except for the one item (Repair Spray+) along the bottom of the top right column. Walk along the left side and then move to the other side of that column as the Storch goes left. Move toward the Repair Spray+ then carefully grab it and quickly haul ass out of the room!

If you haven’t done it so far, unlock the far right door. Reenter the North Corridor.

We can now unlock the Butterfly Box in the Evidence Storage. Reenter that room (right top room).

Unlock the Butterfly Box using the Butterfly Key. Take the Plate of Eternity from the box.

You’ll go to a first person view. Your character will be on a bridge with a fenced area up ahead. Move over to the area beyond the fence. You can’t do anything with the speaker and microphone with the red light next to it off to the left just yet. Interact with the door across from the speaker and microphone and step into that room.

Take a look at the To the Radio Officer Yeong, Station 6 file on the table. Interact with the desk up ahead to search it. Read the REM-64 Longwave Radio Receiver Module: User Manual file on the right side of the desk. This will explain the radio controls to you. Grab the Radio Module out of the open box along the left side of the table. Leave the table.

Walk back outside and step over to the red light near the microphone and speaker. The speaker has a 160.000 frequency below it.

The game doesn’t tell you this, but the easiest way to the radio screen is to press the Menu/Select button. Move over to the “Receiver” tab along the left side of the screen. Press the A button to toggle the radio on. Use the left and right directional buttons on the directional pad to change the frequency. Change it to 160.000. Exit back out of the menu (B button). Interact with the speaker and microphone – you might have to step away then walk back toward it to interact with it. The meter on the right side of the speaker should start to fill. Once it fills, a door will open then you’ll go back to playing as Elster.

Step back out into the North Corridor and then enter the Office (left door).

Alright, you can now use the radio to open the wall safe, so do it and grab what is inside.

I’m just kidding. I won’t leave you hanging like that. Recall from the “Memorandum: Wall Safe Codes” file that one worker is broadcasting the frequencies for Protektor wall safes. Also, check the wall safe and you’ll see that there is an image of a tree on the front of it. Open the “Frequencies” file in your inventory and find the frequency for TREE, which is 177.000.

Open up your radio menu then tune the radio to frequency 177.000. It will give you the code for unlocking the safe. For me, the code is “51987”. The code is random for every playthrough. Enter the code that it gives you into the wall safe to unlock it. Be sure to press the Enter key (arrow key) and turn the crank on the left side to open it. Take the Identification Card from inside.

The Identification Card is used back in the Elevator Lobby. For god’s sake, save your game before going back there! Also, stash the Plate of Eternity in the storage crate since you won’t need that for a long while. It’s up to you if you want to bring any heals or not (I wouldn’t). If you don’t want to fight enemies, take the west area back to the Elevator Lobby. Just in case you get a bit lost, the path back is: Northwest Corridor > Registry > Showers > Lockers > Mineshaft Access > Elevator Lobby.

Step into the Protektor Elevator. Enter the elevator then step toward the controls to the left. Point at the card reader below the green and red button then use the Identification Card on the reader. The elevator will power up.

This is VERY IMPORTANT. Choose to go up to the first floor. If you don’t choose it now, you won’t be able to go there later and will forfeit the items on that floor. Press the blue button after selecting the first floor. Press the red button to open the doors. Take the identification card with you.

All the doors cannot be opened. There is also a creepy body in the upper right corner. Our friend Isa is sitting on the right side of the seats – you can speak with her. Take the Shotgun Rounds from the left side of the seats. The other side of the seats has a Repair Patch on them (you can’t see this item, so move along the seats and tap A to find it).

When you’re ready to leave, get back into the elevator.

Once again, use the identification card on the card reader along the left side of the elevator. Choose to go to whichever floor above Floor 2 that you want to go to - it really doesn't matter since the same events will occur.

The elevator will stop on Floor 3 eventually. The power will go out and come back on. Just like an annoying ATM, the elevator card reader will keep the card. You’ll have to step out of the elevator when the door opens.

Installation Aeon/Worker

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