Head AS Code Spoilers Q&A
PLEASE BE AWARE THIS LIST IS FULL OF SPOILERS!
Before proceeding, make absolutely sure you have finished all 19 endings of Head AS Code. This list is meant to be a supplementary source of information following your completion of the game. If you read any further than this, you are agreeing with the fact you may be spoiled about aspects of the game in general, and it may lessen your enjoyment. Proceed with caution!
Q-1: What is Simon's favorite kind of pizza?
- Deluxe, without mushrooms. He's not too picky otherwise but he can't stand pineapples.
Q-2: Why did Simon's head get cut off in Ending D?
- The collars have a signal that ties them to a machine in one of the stations. If they go too far, the signal can't reach them and after a certain amount of time, they go off.
Q-3: Why did that not happen in Ending Q, if that's the case?
- The island is too small for the characters to wander too far. The signal is already strained because of how deep underground the facility is, but the island is very tiny at least.
Q-4: Since Agnos said he can mix drinks because he is a barista does that mean Agnos is Italian, a bad liar, or did you just mix up the terms "barista" and "bartender"?
- Agnos is extremely vain and he much prefers using words that have more flair to them whenever he can.
Q-5: Did Agnos shoot Jasmine in the prologue/demo?
- Yes, that was entirely his doing.
Q-6: Why did Agnos decide not to tell Emily about the nicknames?
- Actually, Agnos told Emily about them, but Emily didn't care. She figured names wouldn't really say anything about who they really are.
Q-7: Agnos and Simon get their heads cut off in Ending B. Simon said he didn't know what rule they violated but it's clearly the "three persons rule". Who was the third person?
Q-8: What did the twin-EMILY mean with "G has failed" since Greta wasn't really doing anything there?
- The letter refers to the ending, in this case it was Ending G.
Q-9: How did Emily know about leaving the building if she was just an EMILY?
- Emily is pretty smart. Even if the collar suppressed her memories of organizing the event, she most definitely didn't forget her attraction to Simon. 2 plus 7 equals 9, and the game is called the Dating Game, so...
Q-10: Why did only the first Emily have eyes? If Emily wanted everything to be the same, shouldn't all of her copies also have eyes to recreate Ending A perfectly?
- That's actually a pretty difficult question. There had to be differences in some way or else the recreated Ending A would've just been the exact same as when things happened, and you'd just see Ending A all over again. They weren't big enough changes, though - and it didn't change any of Simon's choices either.
Q-11: Was Emily really blind in the beginning and in the first iteration? Why did she choose to play blind in the first iteration?
- Emily was not blind in the path from Initium to Ending A. The reason why she blocked her senses was to basically have a large-scale event that would attract an outside observer, but because there would be no sight or hearing, it would be akin to a Schrödinger's Cat where the outcome is undecided. The only way for the box (her headphones and mask) would come off would be if the good ending she wanted would be attained, so all possibilities could only lead to her winning. That was the intent, at least.
Q-12: If Emily always had the master key to the whole facility, why could she not leave with Simon in the ending where they were trapped together in the theater?
- Agnos took the key before Emily could for multiple endings. Most of all, though, the key was also hidden in the infirmary, which went entirely undiscovered by any other party than them both.
Q-13: Did Emily know about Jasmine not being Jasmine?
- Yes. Emily did feel a little bad about not helping them, but she had other plans.
Q-14: What did Ray mean when he referred to having seen Jasmine "somewhere before"?
- Ray met Jasmine when getting his brain scan. Apparently, she went to the same place on the same day by pure coincidence. Her appearance struck him as odd because of her hair color and general attire, which is always a little out there.
Q-15: What is Ray and Marco's real relation?
- Ray is Marco's teacher from university, and he was his teacher on noematics.
Q-16: What is the real Jasmine like? What about the real Hannah?
- She's pretty much like the Jasmine in the game, without the headaches and random vicious intents. As for Hannah, she's a little less cutesy and innocent than she appears, normally. Her ferocious attitude is only because she has to protect her sister.
Q-17: Does Marco harbor feelings for Simon?
- Possibly. I'd rather keep it ambiguous because it's also possible even he doesn't realize it, if that's the case.
Q-18: Is Ray a nickname too, even though he said he didn't care for that kind of thing?
- Yeah. It stands for "Raymond".
Q-19: Jasmine harbored strange behavior when faced with easy puzzles Simon did without too much an issue. What's up with that?
- Even though the real Jasmine is a graphics designer, the fake one is still Hannah. Unfortunately, Hannah is colorblind, and for both the infirmary and the security room, she couldn't solve the puzzles because she could not see the colors properly.
Q-20: Why is it a G on both Hannah and Greta's shirts?
- It's actually a fake flower, albeit a very square one. The spiral pattern is just the flower's inside.
Q-21: How does Ray's medicine work so well?
- Ray's medicine doesn't actually do anything; it's a placebo. The interesting part is that his brain illness is also a placebo, and the company that told him about it wanted to see what would happen if it appeared he was sick without actually being sick. His condition worsened, only to get better after he made his medicine, which is composed of very little actual medicine.
Q-22: Does that mean Ray actually has anger issues?
Q-23: Once you get 19/19 endings, is this it?
- Yes. If you want, you can start a new game with the broken button, but there's not much to see there.
Q-24: The game starts with a sequence that leads to Jasmine being shot and Simon passing out. This is, in fact, the entirety of the demo. In the context of the full narrative, when does it happen?
- The demo iteration of the events happens in the route leading to Ending R. If you notice, when Simon goes to sleep, he does so on the couch, but after that wakes up on the floor; in the demo, he wakes up on the couch and passes out on the floor.
Q-25: Why is it called the Dating Game? Was it also called the Dating Game in the first iteration?
- Yes. The intent of the experiment was to have Simon and Emily "date" to build a strong bond between them. It just so happened that the name also works to mean "dating" as in "different days", which is the meaning for the next 18 iterations.
Q-26: How was the hint supposed to be used for the mirror puzzle?
- If you combine all of the letters, you get only a single possible combination that works with the lasers. You really only need "what", but all of them are combinations that are only possible with one mirror setup. It's much easier to solve the puzzle by using the loading screen symbol, or the symbol on the book from the library puzzle.
Q-27: Why did the experiments also include dead end trap rooms for the bottommost and topmost rooms?
- The Empty S is full of sadists.
Q-28: Why weren't all the guns reloaded by the EMILYs and re-hidden?
- They were, but one gun went missing (the one under the garbage bin) so they tried to have it reset in such a way that it wouldn't matter if there were 1 or 2 guns in the pantry. The only change is that Emily did not get a gun, and she never used it anyway in endings A or B.
Q-29: Did humanity survive? Did somebody find the bunker on an island in the ocean eventually?
- Humanity's fate is unclear, but I like to think humanity survived on the various mountains around the planet. No one ever finds the installations or Simon-17 and Emily-17, however.
Q-30: Why did some EMILYs have masks (like the twin-EMILY)?
- This may be elaborated upon in a future installment.
Q-31: Marco talked about "MTS" at some point, which is supposedly the "Montreal Transport Society". What's up with that?
- Actually, he was saying "Empty S", but phonetically, they sound the same. Simon was confused but easily explained it away by the acronym "MTS" which does stand for that.
Q-32: Why did the people know about the letters they all told Simon?
- Emily tells Simon about all the letters except for the three he learns when leaving the installations or in Ending R. When he goes above ground, the signal to his collar gets much weaker and there's a slight slip of information. As for Ending R, Simon learns it when his body's circuitry was partially ruined, causing a similar slip of information.
Q-33: What was Emily doing with the security footage? Was this an intentional part of the experiment to get Simon to react?
- The Empty S kept footage of the experiment, but since they never collected it from Emily as they were forced to disband once the incident came to light, Emily merely kept it running for her own use to plan how to code Simon for the subsequent attempts.
Q-34: Why does Emily know that God looks through Simon and not through her?
- For the longest time, she didn't, and she feared that it was an issue in the plan but eventually she realized it when she found herself redoing the experiment over and over. Even when tired, she still did more experiments to repeat Ending A, and this can be explained by the fact after Simon dies, God is not yet satisfied, so a new ending has to be programmed in.
Q-35: There are many plot twists in the game that start off quite similarly to the ones in the Zero Escape series, yet are taken to radically different conclusion. Was there an intentional meta-element in play to surprise people who come into Head AS Code after Zero Escape, or is this just a happy coincidence?
- I did intend for it to be a nice thing for those who have played Zero Escape first, but while the story is similar in its delivery, it is going into absolutely different ways.
Q-36: Does the square shape of the flowchart have any extra meaning?
- The flowchart is a Schrödinger's Cat box. Every ending where you get a letter has them escape the cat box, because God (you) keeps them in memory for later, and at the very end of the game you end it by going in the middle of the cat box as Simon's fate is unclear.
Q-37: How was there footage of one of the twins without her collar if the collars were necessary for the EMILYs to function?
- This may be elaborated upon in a future installment.
Q-38: Why did Simon blow up the reactor at the end? He says he doesn't want the cycle to be restarted, but at that point, Emily is dead. Was he afraid that Emily-17 (and, maybe, Simon-17) might try to restart this all for whatever reason? Also, do Emily-17 and Simon-17 survive?
- Simon can't destroy the base by himself, but he can get rid of it by making the reactor blow up. The only way to do that was to get the room to trigger the same way as if the experiment was taking place. And yes, Emily is dead by then, but he figured that he'd still take her dead body with him to have no chance of it being recuperated by anything and for her head to be used as code. As for Emily-17 and Simon-17, it's possible they die in the blast, but they're so far above the ground it doesn't have to be. Their fate is the most unclear.
Q-39: The initial part of the game, during which it doesn't offer you choices the first time... was that the original experiment done by the Empty S, or Emily's first "new" iteration?
- That was the original experiment made by the Empty S, with Emily leading it as participant. Following that, the Empty S was apprehended after the amount of risks they took as it was impossible to make a cover-up for all the malfunctions in their experiments, leaving Emily as legally deceased to keep on doing the experiments.