Escape Trick: 35 Enigmas Written Walkthrough (Nintendo Switch)

written 12/24/2018, updated 8/31/2025

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  • Published: D3 Publisher
  • Platform Played: Nintendo Switch
  • Price: $7.99 MSRP: $19.99
  • Rated: T (Teen) for blood and violence
  • Genre: Adventure
  • Date Released: Feb 18, 2018

I think this was my very first ever Game Guide, and I never finished it because the last level left me ill with motion sickness. It is now 2025 and someone asked me to complete it, so I shall now attempt to rewrite the entire guide (hopefully I don’t get too ill in the same place again…)

Escape From the Sealed Room – 16 riddles of the beginning

Warning: If you easily get motion sickness from FPS style of games (like me), this game may not be for you!! There’s a lot of repeated rotating of rooms in the first-person view!

Stage 1: Prologue (Tutorial)

You were in the building to meet with someone, but it’s under attack! Escape!

  • Watch and read the cutscene
  • Look at the bedside table and pick up the Notebook
  • Pick up Drawer Handle from under the sofa
  • Equip the Drawer Handle, and use it on the drawer with the missing knob
  • Get a Key
  • Look into the trash can, and take the Note Fragment
  • Turn back to the front door
  • Equip the Key, and use it on the door to the right
  • Look into the bathtub, and pull out the drain plug
  • Get the Note Fragment
  • Exit the bathroom
  • The fire has reached the room! You need to hurry!
  • Look underneath the bed
  • Pull out the attaché case

Attache Case Puzzle

Using the 3 Note Fragments as a clue, solve the number lock puzzle!

Solution: “794”

  • Take the Shoehorn
  • Go back to the bathroom
  • Equip and use the Shoehorn (you must be a pretty small person, or the vent is huge!)

ESCAPED!

Stage 2: Opening

Two weeks later, you go visit the home of your dad’s old friend who sent you the email, only to find out he was murdered in an apparent locked room murder and the impatient woman thinks you’re the detective!

  • Turn Left x2
  • Note the one unlit wall lamp
  • Turn Left
  • Take the Cigar Case from the low table
  • Open the drawer, take the Lighter Oil
  • Pick up Old Book from chair (if you examine it, you’ll note how heavy it is)
  • Inspect the bookcase above that
  • Take the Heavy Key from the top shelf
  • Turn Left
  • Inspect the wall painting
  • Take the L-Shaped Hook
  • Look under the sofa near the fallen painting
  • Take the Screwdriver
  • Take the Journal and Lighter off the desk
  • Examine and try to light the lighter
  • You’ll automatically combine the Lighter + Lighter Oil

NOTE: “Examining” items and clues are essential for many, if not all, puzzles

  • Remember that unlit lamp next to the grandfather clock?
  • Equip the now-filled Lighter and light the lamp
  • Examine the grandfather clock face with the two holes in it
  • In your inventory, examine the Screwdriver to swap the tip to the flathead
  • Use the Screwdriver in the right-most hole
  • Open the clock door for a Small Key
  • Turn back to the desk, and click on the chair
  • Use the Small Key on the top drawer
  • Take the Thick Book
  • Examine it, and combine Thick Book + Heavy Key
  • Go to the bookshelf with the two lamps on either side
  • Inspect the top left shelf with the missing book
  • Use the Thick Book and Old Book
  • It’s a weighted lock. Ah ha!
  • If you did it right, a mechanism will engage
  • Back out until you can view the shelf and both lamps
  • Inspect the floor under the rightmost shelf to see some bloodstains and a hole in the wood (make sure you click on them)
  • Go over to the coat next to the desk
  • From the sleeve, take the Button + L-Shaped Hook
  • Equip and use above blood stain

ESCAPED!

Stage 3: Disappearance

You wake up, having been kidnapped. Again. Eh, seems to happen a lot since Dad disappeared a year ago.

  • Turn Right
  • Inspect the letter “E” painted on the wood
  • Take Rusted Nail to the left of the “E”
  • Turn Left
  • Look down and take the Old Coin on the floor
  • Turn Left x2
  • You can see something in the far corner, but you can’t reach it
  • Inspect the slightly miscolored wood next to the pallet. It disappears
  • Take Key with Missing Tooth
  • Back up x1 so you can see the pallet and click on the bottom portion near your feet
  • Move the skull and take the Old Coin
  • Turn Left
  • Click the lower left corner of the pallet
  • Take another Old Coin
  • Note the letter “S” written in blood
  • Now with the pallet out of the way, go back to where you took the piece of wood out and take the Wooden Tag with the “1”
  • Turn back so that you can see the “EWSN” sign
  • Click on the door, then click on the padlock
  • Equip the Key with Missing Tooth, and try it
  • Equip the Rusty Nail and try again (Note: make sure you click on the lock and not the Key or you’ll just take it out. It needs to be Key, then Nail)
  • Back up, open the door
  • Take Wooden Tag with “IV” on it
  • Turn Right
  • Inspect the pole to the left of the chest. It’s a man catcher with two “Ns”
  • Take Broken Wooden Tag
  • Turn Right
  • Open door to the other cell
  • Turn Right
  • Take Old Coin, and note the 3 “E’s”
  • Turn back to the door and look at the lower right of the door frame
  • Take the Old Coin
  • Leave the cell
  • Look at the wooden chest
  • Use Old Coin x5 (one after the other)
  • Take the Wooden Tag with the “3”
  • Turn to the door
  • Inspect the lowest left portion of the staircase
  • Take the Wooden Tag with the “2”
  • Inspect the door, itself, now
  • Click on the “N”
  • Take the Broken Wooden Tag + Broken Wooden Tag

Wooden Tag Puzzle

Equip the Wooden Tags and place them correctly next to the corresponding letter. The S was given to you on the sign. S=1 (Note: they try to fool you out by giving you an extra number)

Solution:

E=IV; W=5; S=1; N=2

Why is everything so dark in this game?

ESCAPED!

Oooo… Starting to feel the effects of motion sickness already! After only 3 stages!

Stage 4: Stowaway

You decide to stowaway on the S.S. Yuho and end up knocked out and imprisoned in a nasty bathroom. Captured again. Sigh.

  • Turn Right
  • Take Toilet Paper above the urinal
  • Examine to reveal a Key
  • Still in the inventory, examine leftover Toilet Paper Spool: rotate it to reveal “8”
  • Inspect the lever between the urinals. Turn it horizontal (Horizontal = hot; Vertical = cold)
  • Use the Key to unlock the locker in the corner
  • Take Mop
  • Inspect left of locker for a Plunger
  • Inspect above the locker for Tongs
  • While facing the sink, inspect the bottom of the pipe for a Toilet Paper Holder Lid
  • Rotate and examine it to see “1”
  • Use the Plunger to unclog the clogged pooper (ground toilet) to reveal a “3”
  • Use the Tongs on the right urinal for a Deodorizer
  • Use the Deodorizer in the sink (Hey! No reflection! Are you… a vampire?)
  • Turn on the faucet (make sure the lever between the urinals is set to horizontal) to create steam and reveal a message on the mirror
  • Use the Mop to smash the mirror to reveal a… safe? A door? A way out??

Door Code Puzzle

Figure out the 3-digit code

Solution: 813

  • Seawater rushes in! (Behind a mirror is a super convenient place to put a hatch with a ladder in it…)

ESCAPED!

Stage 5: Memories

You stare at the flickering light, confused, and remember that you’re in the storage room of your house where your dad used to lock you when you were bad as a kid. This is a memory of escaping.

  • Inspect the flickering light
  • Get a Piece of Paper and Light Bulb
  • Equip the Light Bulb, replace it
  • Back out
  • Turn Left x2
  • Take the Flashlight off the shelving unit
  • Inspect the poster to the left of the shelf to find a vent
  • Turn Left
  • Open the drawer for a Blacklight Bulb
  • Turn Left
  • Pull the Dart out of the dartboard
  • Turn off light switch next to the door
  • Look Up
  • Replace the Lightbulb with the Blacklight Bulb
  • Flip the light switch back on
  • Re-examine the piece of paper in your items

Lockbox Code Puzzle

Use your new clue to open the toolbox

Solution: 819

What’s with the 81- codes?
  • Take the Battery, note the screws
  • Go back to the lightswitch
  • Use the Dart on the compartment directly next to the switch
  • Turn off the switch and take the Battery
  • Combine Flashlight + Battery x2 (rotate and examine the end)
  • Turn Left
  • Facing the shelf closest to the door, look under it for a Rusted Key
  • Use it on the green wall box next to the light switch
  • Take the Flat-Head Screwdriver
  • Use it on the blue lockbox
  • Take the Hexagonal Socket Wrench
  • Use it on the vent (Exactly what kind of man is your father?)

ESCAPED!

Stage 6: Underground

You wake up from the shipwreck confused yet again as to your location. This time you’re in an Egyptian ruin type of place.

  • Look behind the headstone for a Stone Tablet
  • Turn Right
  • Pick up the broken Holy Grail
  • Turn Left or Right x2
  • Place the Stone Tablet into the relief
  • Go in, take the Orb
  • Turn Right
  • Take the Sword and the door will close

Statue Puzzle

Turn the statues to proper orientations

Solution: Turn the Archer and Pikeman statues (Cavalry faces archer; archer faces swordsman; swordsman faces pikeman; pikeman faces the cavalry)

  • Take the Stone Tablet and the broken piece of the Holy Grail
  • Rotate and examine the stem portion of the Holy Grail + Holy Grail
  • Place it where the sword was, and then Orb on top of that
  • Go out of the room
  • Look at the headstone and use the Sword
  • Water rushes in from behind. You freak out
  • Before going back into the other room, look at the grate where the water rushed in from
  • Take the Stone Tablet
  • Go back into the orb room and then up
  • Take the Stone Tablet
  • Go back to the headstone
  • Try to take the Sword. It snaps
  • Turn Left to wall relief
  • Take the Stone Tablet (the one you placed earlier)
  • Go Up
  • Use the Broken Sword on the sarcophagus (ignore the stone tablet on the ground to the right of the sarcophagus)

Sarcophagus Puzzle

Place the Stone Tablet x3 in the correct spots (Hint: examine the tablets for number of wings. You have extra tablets)

Solution: UL – 6, UR – 3, Middle – 8

ESCAPED!

I’m beginning to think that they changed some of the puzzles since I last played. Also, they’ve fixed a few of the controls, too. Some of the originally super frustrating elements have been really streamlined

Stage 7: Plant

Outside the ruin, you end up in a concrete lined corridor and enter a door with the key and password left by your father. Inside is an experimental facility adorned with the emblem of a large nationwide corporation! Time to figure this out!

**You can pull the lever first to turn on the power if you’d like, or you can collect the 3 ores and key first. It doesn’t matter**

  • The monitor in front of you is not on. If you pull the switch, it turns on, opening a small hatch in the middle, a keypad for four numbers, a blocky thing in the monitor, a countdown timer on the right screen, and a series of colored bars on the left monitor. Turning the power off will NOT stop the timer
  • Turn Right
  • Inspect the lower left of the door, take triangle-shaped Red Ore
  • Turn Right
  • Inspect the lower left corner of the screen, take the square-shaped Blue Ore
  • Turn Right
  • Inspect the middle bottom of the screen, take the long, blocky Yellow Ore
  • Turn Right
  • Under the 2 buttons, take the Key
  • Turn Right to the console you started in front of
  • Use the Key in the blue slot on the lower left
  • A card will pop up and the timer will be replaced with an image of a bomb
  • The shape on the monitor tells you what to place in the small hatch next to the power switch. Each correct ore placement will reset the timer to 10 minutes.

WARNING: You can explode (fail) if the timer runs out and/or the bomb stays on the screen too long. Be sure to place the ores to increase the timer! *BUT* The timer won’t stack, so don’t try to put all the ores in at once or you’ll only have 10 minutes to get the claw machine working

  • Use the Yellow Ore
Place it in the middle hatch there
  • Equip the blue Level 1 Card Key, and put it in the elevator console (the one with the up and down arrows)
  • Hit the down button
  • Turn Left
  • Take the Empty Capsule on the floor under the console steps
  • Turn Left
  • Take another Empty Capsule
  • Go forwards to the large table and see a “4” and a “7” painted in green on it
  • Turn Right
  • Note the smaller table with a “9” and “3” (Note: be sure to click on all the numbers)
  • Take another Empty Capsule from the ground to the right of the smaller table
  • Go back up to the top floor and remove the Card Key from the elevator console
  • Look at the main control console
  • Use the Card Key above the key slot

Access Code Puzzle

Using the numbers clue from the bottom floor, figure out the code

Solution: 4379

  • Get a red Level 2 Key Card
  • Turn Left x2
  • Use the Key Card in the claw machine.
  • Take 4 ore (You can carry 4 at a time)
  • Remove the Card Key
  • Refresh the timer with an Ore (be sure to grab another after you refresh the timer), and use the Card Key on the elevator console
  • Go to the bottom floor, again
  • Remove Card Key from the elevator console
  • Turn Left
  • Use the Card Key on the machine which opens 3 hatches
  • Place an empty capsule and 2 ores in

Note: If you are trying to get rid of ore colors, just dump it into the main console even if it’s the wrong color

Colored Capsule Puzzle

You need to make three colored capsules: blue, red and green (Hint: Repeat the claw machine game until you get all the necessary ore colors. Ughhh)

Solution:

Blue Capsule: red and blue ore

Red Capsule: red and yellow ore

Green Capsule: green and blue ore

  • Grab the Card Key
  • Go back up a level
  • Refresh your timer with a new ore
  • Turn off the main switch at the console
  • Place the Capsules x3 into the incubators in varying combinations to see all of the symbols corresponding to their colors (6 total)

Here is an example of color combination where the red and blue capsules give you pink, with the symbol inside of it. The stupid game is extremely picky about where you have to click to place the capsules in the holes… that part they did NOT fix

  • Be careful, the timer keeps ticking down despite turning off the power…
  • Turn on the power again
  • Remove, then place the Card Key in the slot in the panel next to the door to the right

Symbol Door Code Puzzle

Figure out the door code using the clues uncovered! (Hint: The left monitor with the colored lines at the main console tells you the order of symbols as it correlates with the colors)

Solution:

Color Order: Yellow, Light-Blue, Green, Pink, Red, Blue

ESCAPED! …Or… NOT?!?!?!

Stage 8: Space – Part 1

Abducted into an alien spaceship!!! Yet again you wake up staring at a ceiling and find yourself on a flat table with a nice view of space and of Earth outside. The same corporate symbol adorns the large door. Game on!

  • Inspect the lower-left corner of the door and take the green Round Object

If you hit the blue button to the Left of the table you were lying on, you open the ceiling and will get sucked out if you don’t close it. While the game gives you ample room for errors, you will eventually run out of air and fail the level if you make too many errors (I want to say maybe 10-15 wrong answers?)

  • Turn Right from the door
  • Take the green Cord from the machine
  • Turn Right
  • There’s a hatch that closes too quickly
  • Use the Round Object. It will break
  • Pick up the Purple Memory Disc
  • Turn Right to the console
  • Take the Blue Memory Disc
  • Use the Purple Memory Disc in the same slot you got the blue one from

Purple Memory Disc Puzzle

This is Minesweeper! The yellow dots on the side indicate the time you have to make a decision. Click on the Green tiles, uncovering the blueish tiles, but be careful not to click on a bomb or you lose! The symbols tell you how many bombs are around that particular tile

If you make even 1 error, the ceiling opens up and you have to move Right one screen and push the blue button to close it

Hint: The puzzle is the same every time, so if you save and reload and keep at it eventually you’ll get the answer (the controls are so sensitive that I kept failing because my fingers kept hitting the wrong tiles)

  • Take the Purple Memory Disc
  • Turn Right
  • Take the newly appeared Mechanical Mass A
  • Turn Right
  • Use the Cord on the upper-mid portion of the pillar
  • Press the hatch button
  • Go Up
  • Take the Mechanical Mass B
  • Go Down
  • Close the hatch, and take back the Cord
  • Go Left x2
  • Use Mechanical Mass A on the hatch that closes too quickly
  • Take the Green Memory Disc and Mechanical Mass A
  • Return to the console

Green Memory Disc Puzzle

Another Minesweeper game!

  • Take Mechanical Mass C (hmm… Starting to look kinda like a robot…)

Blue Memory Disc Puzzle (Optional)

This puzzle is unnecessary to progress in the game. The only benefit is restoring all the air to the cabin by placing the Capsule received from completing it in the blue machine next to where you got the green cord

Another Minesweeper game!

  • Go Left
  • Use Cord where you got it from
  • Look at the green round there… OH! It’s a ROBOT!
  • Use Mechanical Mass A, B, and C (tires on the bottom, arms on the side and head on top)
  • Use the Green Memory Disc in the slot on the left
  • It’s a projected image from… your dad? He gives you the instructions on how to open the door and tells you to remember them!
  • Use the Purple Memory Disc in the slot (if you place the blue one, the ceiling will open up) and the robot will move
  • Direct it to the panel beside the door which it opens… but you won’t be able to do anything, yet
  • Turn Right
  • Remove the Robot’s Arms, then use them on the pen-looking thing next to the Minesweeper console
  • Take the Tool
  • Go back to the door lock

Door Lock Circuit Puzzle

Remember what dad said: “You want to make all the black parts of the circuit red or blue with that tool. Connect all of the squares with the same color together to open the door. But you can’t make a 2×2 block of the same color. That’ll short the circuit.

Hint: They helped you with the colors already. Change the color of the tool by examining the thick part of the pen

ESCAPED!!

Stage 8: Space – Part 2

This is the level where I originally quit because it made me motion-sickness-ill with all the rotating. If you suffer from that, too, be warned!

Maps

One important thing to note is that in this level, the whole point is to press the buttons which rotate the floors and colored circuits, allowing you to open doors and unlock items. It gets insanely confusing!!! I’ve included maps even though technically, you don’t get that until later

Normal Map

180-Degree Orientation Maps

Here is a diagram of every room and their 180-degree rotation orientations

Blue Room never rotates; Red Room can rotate, but the blue circuit line won’t change (just the orientation of the button and items in it)

Level Start!

  • Go Right, then Forward
  • Take the Blue Sphere from the Blue Room
  • Go back and head through the door without the wall buttons
  • This is the Grey Console Room
  • Place it in the tall machine with the green ball of energy.

This allows the wall buttons in each room to rotate the room orientation 180 degrees!!

  • Go through the little hole in the wall. You’ll end up in a Pink Hatch Room
  • Go through the only open door into the Purple Room
  • Turn Right
  • Turn Left, following the 1-lighted double to the Escape Pod Room
  • Facing the escape pod, click on the right-side console
  • Take the Handgun
  • Leave through the door
  • Go Left through door with wall button
  • Press the wall button ahead which will rotate the room
  • Turn Left
Upper Right room has been rotated to complete the blue circuit
  • You are in the Red Room
  • Look at articles on the floor
  • Notebook: “I’ve figured out how to start the escape pod. I knew that you needed a key and energy, but I hadn’t noticed that you need to apply energy twice. But it’s all over now… They’ve caught up to me. If only I could make it back home, where my son…
  • Take Belt
  • Examine to get Bullet

Getting the Black Key

  • Go back to the Pink Room with the hatch
  • Press the button to rotate it
Rotated
  • Go into the Yellow Room
  • Rotate it
Rotated
  • Go through the now-lit 3 color bundle
  • You’re in the Gray Console Room
  • Go forward through the orange and green to the Orange Room
  • Spin the room

Here are the side-by-side maps before rotation and after rotation of the pink, yellow, and orange rooms to complete the green circuit. Green starts and terminates.

Starting Orientation
Ending Orientation
  • Look at the little green console on the ground
The green line on the ground needs to powered to get the key
  • Take the Black Key

Getting the Green Sphere

Target: Black Room (South-West Corner) – Orange circuit

Full Map
Zoomed in Map
  • Orient the orange lines so that it starts in the Blue Room (South East) and terminates in the Black Room (South West)
  • Take the Green Sphere from the Black Room
  • Go back to the Gray Console Room, but DON’T put the new sphere in the machine yet. We’re going to make sure the purple and top middle green rooms are oriented correctly first.
  • Rotate the Gray Console Room
  • Go through the hatch into the Pink Room and through the doorway in the Purple Room
  • Orient the Purple and Middle Top Green Rooms to this orientation:
  • Go back to the Gray Console Room (Purple, then Pink, then hatch)
  • Before it gets confusing, I saved here
  • Swap out the Blue Sphere for the Green Sphere.

You should be able to rotate the rooms 90-degrees now

Getting The Empty Capsule

Target: Purple Room (North-West Corner) – Blue Circuit

With the above information in mind, then the rooms should line up like THIS:

Except NOTTTTTT!!! Nah. That would make too much sense!!

Instead, the real and proper orientation is THIS:

The Purple Room is the last room to spin. Note the Red Room’s orientation with the empty device facing that direction, and the Pink Room’s Orange and Blue lines. BTW, I used THIS SOURCE to figure this out because this game truly is a revamped version of that original game. How in the world they figured this out, I have no idea. It’s pretty much impossible logically.

  • With the Empty Capsule acquired, fiiiinally, return to the Red Room
  • Use the Empty Capsule on that device to get a Capsule Filled with Light

Final Push

  • Go back to the escape pod room
  • This is a good place to save the game!
  • Use Black Key on the left console when facing the escape pod

If you look below the left console after you put in the Black Key, there’s a Purple Key that if placed into the console in the Gray Console Room, would give you a map at a super inconvenient part of the level. It’s unnecessary now.

  • Use the Capsule Filled with Light on the rightmost console when facing the pod
  • Pick up the Gun
  • Remove the Black Key
  • Try to leave the room
  • A monster?!

If you can’t figure it out fast enough, the monster will come in and erase all your memories. FAILURE

  • Use the Belt on the door handles
  • But that’s not enough, so use either Key in the left console to lock the door
  • Wait around a bit and you’ll get this scary cutscene. But it’s okay because of the belt!! It leaves… for now.

WARNING: From here on out, there will be a monster on your tail as you wander about the maze.

  • Leave the escape pod room by removing the Black Key and go back to the Red Room
  • Refill the Empty Capsule
  • Return to the pod room, use it in the right most console
  • Go back to the Red Room again
  • Refill the Empty Capsule
  • Equip it
  • Save if you’d like
  • This time, go around until you see the monster

Confront the Monster Alien!

When the eyes show up, you have a few seconds to perform some actions:

1. Use the Filled Capsule on the ceiling

2. Go through another door

3. Turn around to face the monster. You should see the capsule on the ceiling

4. Use the gun on the capsule

  • Check out the Monster Hand
  • Return to the escape pod room
  • Insert the Black Key into the console
  • Use the Monster Hand on the escape pod
  • Get in

Watch the End Sequence

**SPOILER**

You crash land back on Earth and get out into a building that looks… familiar. Turns out it’s the FIRST LEVEL OF THE GAME. You’ve somehow gone back in time which means that you have a chance to save your dad because now you know all the answers and can do it all faster! Hooray!

Now, time for to go lie down because I’m super ill again!

NOTES

I was contacted by Li Ao (the one who started me re-visiting this guide to begin with) and informed that this game is actually a revamped version of the DS game: Simple DS Volume 27 – Escape from a Closed Room Mystery. It appears to never have been released in North America. Li Ao had given me some important information regarding this horrid puzzle and the only reason I was able to finish this. Shoutout to Li Ao!

  • Where the Blue Sphere turns the rooms 180 degrees, the Black Sphere will allow 90-degree room rotation
  • You have to charge the control panel 2x (As noted by your dad)
  • If you lose the capsule before you charge it 2x, then you can get another by reconnecting the Purple Room
  • The monster’s appearance is random, not a particular pattern

Personal Notes:

  • Black and Purple rooms when turned, all doors close, so it has to be oriented properly first
  • Spin the yellow room until the single orange line leads to the door
  • Once you get the Sphere in the black room, if you try to leave, the monster will end you. There’s a chance to escape, but I don’t know how. Can’t rotate rooms.
  • Spun the orange room and one path has monster, went to other door into Red room
  • When spun back to only open door (whence came, monster killed right away, no escape)
  • So hit the button on the wall twice because it was there after the first press
  • was back in Orange room. Monster followed, so had to go through orange and green to get back to console room. Without even looking at it, it attacked, and failed

Escape from the Sealed Room 2 – 19 erased memories

Sentimental Death Loop Written Walkthrough Guide

written 8/11/2024, updated 8/19/2024

  • Published: qureate
  • Platform Played: Nintendo Switch
  • Price: $9.99 from MSRP: $19.99
  • Rated: M (Mature)
  • Genre: Adventure
  • Date Released: July 6, 2023

CLICK HERE for Simple Text Game Guide

CLICK HERE for Side Story Game Dialogue

Overview

Game Summary

Four university friends interact with each other. It is Noa’s (you) birthday, so Nemu invites her over to celebrate. What should be a joyful day with friends quickly devolves into an agonizing death loop when Nemu demonstrates her extreme yandere personality over a misunderstanding. Noa must uncover the truth while figuring out how to end her repeated, painful deaths. The game is rated M for violence, but has no hardcore H content, just a few undie shots, generous skin, and pinkish purple blood.

Characters

CG #1

Asashi NoaGame’s protagonist (you) – Typical university student

Tsukishiro NemuGame’s antagonist (Yandere) – Quiet, shy classmate with serious issues

Higuchi AkaneFriend – Outgoing, energetic, tomboyish classmate

Hayami SuzukaFriend – Mature, cool, smart classmate

Aichi Rinami – Classmate who is references but whose face is never seen

Game Mechanics (How to Play)

Main Goal: Interact/inspect items around the house to uncover the main story, as well as the stories behind each character, and resolve the death loop

  • Each interaction with items progresses time. There seems to be a set number of times of item inspection before a Chase Event triggers.
  • Carefully choose what to inspect, what items to take, and where to stand in order to prepare for or avoid a Chase Event
  • When a Chase Event triggers, set a trap for Nemu and either hide or lure her then escape

Inventory

Items

CandleBasement Upper-Left Corner

DiaryKey Item from Nemu

Fruit KnifeKitchen Counter

Kitchen KnifeKitchen Counter next to Sink

Small Wooden BlockPainting in Secret Room

Keys

Breaker KeyBathroom Padlock Puzzle

Front Door Trap KeyBasement Puzzle

Japanese Room KeyBedroom Safe Box

Study KeyJapanese Room Puzzle Box

Puzzle Clues

BookBedroom – “The dog drowns at sea, the bird and its yellow fade away with the sunset, the butterfly is eaten by the flower”

BookStudy – Regarding work PC:  A is “01;” B is “02;” Z is “26”

BookmarkBook from Bedroom – “I should reorder everything but the start… Yellow before green, after green comes blue”

Paper with Manufacturing DateLiving Room under sofa cushion – Red Rabbit: 12th; Blue Rabbit: 17th

Sheet of PaperLiving Room magazine case – “The number is XX48”

Sheet of PaperLiving Room houseplant – “The 1st page got away from me, so this is the 2nd 57”

Sheet of PaperNemu’s Bedroom in trashcan – My PC’s password: “Move each letter backward by one. Leave the numbers as they are”

Sheet of PaperBedroom – “Safe combination are animals’ birthdays: cat then puppy, then bunnies. Dial order is R, L, R, L”

Sheet of PaperJapanese Room Book (Last loop) – “…red and purple let it be the last one”

Sheet of PaperStudy – The password for work PC “1X X5 16 15 18 20”

Sheet of PaperStudy – The password for the work PC is “18 0…”

Standing Photo FramePuppy pic Nemu’s Bedroom – “Just born on New Year’s!”

Standing Photo FrameButterfly pic in Bedroom – “Not enough colors… I’ll put yellow after brown”

Standing Photo FrameCat pic in Bedroom – “Hana-chan, born on the 7th

Standing Photo FrameMarket pic in Study – “The last color is red”

Trap Items

BatteryBathroom & Bedroom

Cat PlushieNemu’s Room

ClothesBedroom

CosmeticsBedroom on Vanity

Detergent A Kitchen under Sink

Detergent BBathroom

Detergent CBathroom

Game ConsoleNemu’s Room

DVD Remote Player Japanese Room

IceRefrigerator

Ice PackRefrigerator

Medicine Case AStudy

Medicine Case BJapanese Room

Medicine Case CJapanese Room

Noa PlushieBasement

Plastic BottleRefrigerator

Plastic Packing RopeCabinet near TV

Red Car ToyStudy

TV Remote Living Room

Yellow Car ToyStudy

Item Combinations

Birdlime = Detergent B + Detergent C

Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

Effectiveness: Long

Birdlime = Slippery Trap + Medicine Case C

Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

Effectiveness: Long

Birdlime = Slippery Trap + Detergent A

Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

Effectiveness: Long

Slippery Trap = Medicine Case A + Ice Pack

Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

Effectiveness: Short

Slippery Trap = Medicine Case A + Ice

Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

Effectiveness: Short

Slippery Trap = Cosmetics + Medicine Case C

Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

Effectiveness: Short

Extra-Strength Birdlime = Medicine Case B + Birdlime

Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

Effectiveness: Permanence

DVD Player Remote = DVD Player Remote + Batteries

Timer Trap – Use in Japanese Room

TV Remote = TV Remote + Batteries

Timer Trap – Use in Japanese Room

Traps

Note: The liquids can be both Bait & Escape and Bait & Hide

To use a Timer Trap, you apparently need to be outside of the room once Nemu spawns? These can be used infinitely. I have not been able to do this successfully.

Bait & Escape

Items: Birdlime, XS Birdlime, Slippery Trap, Plastic Packing Rope

Locations: Nemu’s Bedroom, Bedroom, Japanese Room, Kitchen Table, Bathroom

Bait & Hide

Items: Birdlime, XS Birdlime, Slippery Trap, Cars, Cat Plushie, Noa Plushie, or Game Console

Locations: Nemu’s Room, Bathroom, Japanese Room

Timer

Items: Clothes, TV Remote, DVD Remote

Locations: Bathroom Washing Machine, Japanese Room (TV then DVD Player)

Puzzle Solutions

Living Room Dial Box

Puzzle: Figure out box password to play Nemu’s game

Clues:

  • Sheet of Paper magazine case – “XX48”
  • Sheet of Paper houseplant – “1st page got away from me so this is the second: 57”

Solution: Combine clues to get 5748

GET: Access to the basement

Nemu’s Bedroom Laptop

Puzzle: Figure out Nemu’s Password

Clues:

  • Sheet of Paper Nemu’s Bedroom trashcan – My PC’s password: “Move each letter backward by one. Leave the numbers as they are”
  • Note on Laptop says: “Password hint: QPXFS189”

Solution: Move the letters backwards one on the keyboard

QPXFS189 = POWER189

GET: Access to the basement

Basement Drawer

Puzzle: Not really a puzzle, but you have to know the right items to use

Clues: Candles above it, and Noa’s text

Solution: Get Fruit Knife from kitchen counter (not the Kitchen Knife), and Candle from the box in the upper left part of the basement under the Noa Plushie. Interact with both the Fruit Knife and Candle in the inventory to open the drawer and get your prize

GET: Front Door Trap Key

Bedroom Safe Box

Puzzle: Figure out the code to the safe box

Clues:

  • Sheet of PaperBedroom – “Safe combination are animals’ birthdays: cat then puppy, then bunnies. Dial order is R, L, R, L”
  • Standing Photo FramePuppy pic Nemu’s Bedroom – “Just born on New Year’s!”
  • Standing Photo FrameCat pic in Bedroom – “Hana-chan, born on the 7th
  • Paper with Manufacturing DateLiving Room under sofa cushion – Red Rabbit: 12th; Blue Rabbit: 17th
  • Inspecting the table in Nemu’s Bedroom that says that the blue bunny goes first

Solution: R7, L1, R17, L12

GET: Japanese Room Key

Japanese Room Puzzle Box

Puzzle: Moving tiles puzzle

Clues: None. (what’s weird is that the picture on the box appears in a frame in the Study. One would expect that would be a clue to the puzzle except you can’t get to the Study before completing the puzzle)

Solution:

GET: Study Key

Study Laptop Password

Puzzle: Figure out the Laptop Password
Clues:

  • Sheet of Paper Study – The password for work PC “1X X5 16 15 18 20”
  • Sheet of PaperStudy – The password for the work PC is “18 0…”
  • BookStudy – Regarding work PC:  A is “01;” B is “02;” Z is “26”

Solution:

Number – 18 05 16 15 18 20

Word – REPORT

GET:

1st Time: Bathroom Padlock Hint: “Here, so I don’t forget again. The number for the padlock is the leftmost column. Last is 5

2nd Time: Bookshelf Puzzle Hint: “From ‘Schaussen’s Diary: The Mad Artist.’ In order, my favorite colors are: brown, purple, red, blue, green. I notice a note on the laptop. ‘This is a good way to order the books. Brown will be first…”

Bathroom Padlock

Puzzle: Figure out code for padlock on lower cabinet next to washing machine

Clue:

  • Written on the padlock: “Note to self. The square is 3×3. Line 1 to 9 up in order, starting from upper left, going right.”
  • Study Laptop Password Puzzle clue: Here, so I don’t forget again. The number for the padlock is the leftmost column. Last is 5

Solution: The numbers on the combination wheel form a grid. The clue tells you how to orient the grid:

IMPORTANT: The clue on the padlock seems to be erroneous. You need to set up the grid with the upper left at 0

This is what it would look like if the in-game clue was to be followed.

This is the correct orientation and successful solution.

=1475

GET: Breaker Key (and batteries)

Study Bookshelf

Puzzle: Figure out correct order of books

Clues:

  • BookBedroom – “The dog drowns at sea, the bird and its yellow fade away with the sunset, the butterfly is eaten by the flower”
  • BookmarkBook from Bedroom – “I should reorder everything but the start… Yellow before green, after green comes blue”
  • Sheet of Paper Book in Japanese Room – “…red and purple let it be the last one”
  • Standing Photo FrameButterfly pic in Bedroom – “Not enough colors… I’ll put yellow after brown”)
  • Standing Photo FrameMarket pic in Study – “The last color is red”
  • Study Laptop Hint: “From ‘Schaussen’s Diary: The Mad Artist.’ In order, my favorite colors are: brown, purple, red, blue, green. I notice a note on the laptop. ‘This is a good way to order the books. Brown will be first…”

Solution: Brown, Yellow, Green, Blue, Purple, Red

GET: Secret Room (Access to end of game)

Main Game Guide

The Journal Memos denote loops in the game, and double as story checkpoints. Selecting one will start the chapter over again.

While not necessary to finish the main game, completing 100% of the Side Stories (as denoted by the red numbers on the bottom right of each memo on the diary screen) is required to unlock the last CG and the best ending of the game. To do this, you must inspect every item until your partner starts talking to you and giving you backstory. There is a set number of items to inspect before this occurs, getting harder and harder at the end of the game.

**Warning! Spoilers Ahead!!**

If you’d like to view a simple text, no spoiler, non-detailed version of this guide CLICK HERE

To read all the Side Story dialogue written out (plus extras) CLICK HERE

Prologue

Deaths: 3

You go up to Nemu’s room on your birthday and are looking around. Inspect the only thing you can which is the desk and the photo on it which is a photo of you and some girl with her face scribbled out. Then you die. (CG acquired)

Uh. Was that a dream? Inspect the picture again. Die again.

Nope. Not a dream. So what’s happening? You drop your lasagna when you realize from the pain you keep feeling that you’re death looping. Inspect the desk one more time. You try to explain things to Nemu who twists your words and kills you. You die. Yet again. (CG Acquired)

Memo 1 – Tutorial Section

Deaths: 2

No! I’ll be killed by Nemu-chan again if I stay here!

You try to rip the diary, but it won’t rip and Nemu grows upset, so you stop, trying to not aggravate her into killing you again (pain is real and raw even if you keep resurrecting). Unfortunately, she’s still blocking the door, so start investigating items in the room.

Investigating Tutorial. After investigating things (I did all 6 items), Nemu moves away from the door. (This is the point you start at every time you die from now on)

Make a run for it! …Or not. You make up an excuse to leave the room to heat up the lasagna. It works. You try to act normal, but it’s hard. Then you think of your phone, but it doesn’t work and Nemu tells you the house phone is conveniently broken (teehee)

Puzzle Tutorial. You can walk around if you’d like and Nemu will creepily follow you (you can’t leave even if you try), but there are only 3 items to inspect. Take the notes from the magazine case and plant, then inspect them via the inventory. Solve the easy puzzle and get a special pen for your diary.

Dial Box Solution (click to expand)

Dial Box Code: 5748

Check out the Puzzle Solution Section for how to work through any puzzles

Nemu demands that you go back to her room to show you something special. You try and fail to stay in the living room, so you head up first and notice the wallpaper is peeling off, and underneath are multiple images of YOU. Nemu appears, enjoying your shock, and explains that she wanted you to understand exactly how much she’s obsessed with you. You get a little bit of insight into why she wants to kill you before… YOU RUN AWAY

Trap/Chase Event Tutorial. You end up in the living room where your diary glows and red letters appear on the page. There are a few more items you can inspect now. If you check out the kitchen table, you are instructed on how to place traps. Go get the Plastic Packing Rope from the cabinet next to the TV and set it up at the table. Inspect everything you can, pick up the Kitchen Knife next to the sink, and make sure to inspect Nemu’s phone. After looking at things (about 8ish inspections), Nemu will appear at your trap. If you have the knife in your hands she will pretend to be sorry and try to stab you, but you dodge and stab her instead. She ends up stabbing you anyways and you die again. (CG obtained)

Note: if you don’t pick up the kitchen knife and check Nemu’s phone, the story will not progress, and you will keep looping until you do

Another Note: The good news is that when you’ve already read scenes, you’re allowed to skip them with the + button on the Switch

Go to the living room again and this time, Akane appears! Thank GOD! While you cry from relief, Nemu is not happy but doesn’t act out… yet. You suggest Nemu prepare food while you try to convince Akane that Nemu is crazy and you’re in a death loop.

When she asks you to prove it, first go to the desk and save using the yellow pencil cup (the game will prompt you). Then look at ~10 things until Nemu shows up and kills both Akane and you because she’s jealous. You die.

Go down again and this time when Akane asks you to prove yourself, save if you want.

Don’t look at anything else except first, the BOOK on the desk and second, the PLANT in the corner in that order. A cat will meow twice and convince Akane. She follows you into the Parents’ Bedroom where she overhears Nemu’s psychotic exclamations (CG obtained)

Memo 2 – Enter Akane

Deaths: 1

Chase Events: 3

Nemu for sure isn’t herself right now. We probably can’t get through to her so let’s make our way out of here

Chase Event Tutorial. At this point, you’re going to try and unlock Side Stories, but you’ll also trigger Nemu’s Chase Events when you reach a certain number of inspections, so you’re going to want to find trap items and trap areas to use them.

Start inspecting items in the Bedroom. 5 inspections will get you Side Story 1. Pick up the Clothes from the wardrobe, and the Batteries from the floor cabinet. 15 inspections in (total, so 10 after the first 5), get Side Story 2. After about 25 Inspections, Nemu will yell, “Where are you?!” The music will change, and the screen will pulse like a heartbeat. You have a few inspections before the music ends and Nemu comes to kill you, so set a trap and either hide or lure her towards your trap to escape. In this instance, you can either use the Cat Plushie or the Game Console and set it up at the frame of Nemu’s bed. After inspecting a few items and the music stops she will come and try to kill you. Once she leaves and the music and screen returns to normal, you’re safe until the next chase scene.

Chase Event Hints:

  • After you get the Chase Event warning, you get around 2-4ish inspections before she comes into the room
  • You’ll know you’re on the last turn when you hear Nemu mumbling creepily to herself
  • If you don’t have your sound up or can’t hear it, you’ll know you need to hide when you try to inspect something and it says, “It’s not time to investigate.”
  • If you have a friend with you, the friend will automatically walk to you when you need to hide ASAP.
  • The screen will get really grainy when Nemu is in the room

NOTE: Do NOT go into the entryway of the house yet, otherwise it will trigger the next part of the story progression, and you won’t have all the side stories yet, meaning you’ll have to start the checkpoint over again to get them. If you don’t care about 100% completion, then head there

Side Story 3 pops up at around 30 total inspections. After you finish both bedrooms upstairs, head downstairs to look around. Make sure to set up the Plastic Packing Rope trap at the table to prepare for another Chase Event which happens around the 55-inspection mark. Escape either upstairs or into the bathroom. Keep methodically inspecting everything and unlock Side Story 4 around the 65 total inspections. You are able to take the Kitchen Knife and the Fruit Knife in the kitchen. In the bathroom, you can get Detergent B. When you hit around 85ish inspections, another Chase Event starts. Head to the bathroom and use either the Cat Plushie or the Game Console on the laundry hamper, then hide in the tub. Inspecting around 100 things will finally net you the last, the 5th Side Story.

Now, you can head to the entryway and get the holy heck out of–

Good grief. This girl really is INSANE. Yep. Not only did you watch Akane die by gaseous poison right in front of you, but you die too. (CG Obtained)

Go to the living room. Convince Akane by looking at the BOOK and then the PLANT in Nemu’s Room. Go straight out to the entryway this time. Noa will know about the trap and warn Akane.

Memo 3 – Basement Horror

Let’s find a way out, alive. It’ll be fine. We’ll definitely find a way.

Deaths: 1

Chase Events (100% Completion): 3

Go back to the Living Room and save the game, if you want. After that, first inspect Nemu’s phone on the table (this will allow Suzuka to arrive on the next loop), then return to the entryway and start investigating things. Side Story 1 received after 5 investigations. Continue checking out all the items in the entryway, then move to the living room. Side Story 2 received after 15 investigations. Remember to pick up the Plastic Packing Rope (“Nani Kore?!”) in preparation for another Chase Event… which rears its head around 25ish inspections. Now go up to Nemu’s Bedroom. Akane will say, “Something seems… off?” and it turns out the laptop is in a different position. You can save here if you’d like, then pick up the Cat Plushie and/or Game Console as trap ammo, then check out the trashcan near the closet for a Sheet of Paper. Read it in your inventory. It’s time to unlock the laptop, so inspect the laptop for another clue, and SOLVE THAT PUZZLE! A word document is still open that says, “I found a great new spot! I’ll take stuff that won’t fit in here over there. I can put up even more photos! Who’d expect a place like this to be in the basement.”

Laptop Password Solution (click to expand)

Password: POWER189

Check out the Puzzle Solution section above for a work through

Before investigating the underground storage in the kitchen, continue methodically inspecting things to unlock Side Story 3 around the 30ish mark. Other things you can pick up are: Detergent B in the bathroom, Kitchen Knife and Fruit Knife in the kitchen, Clothes and Cosmetics from the Bedroom. Honestly, the only one you actually need is the Fruit Knife which you want to make sure you have before you go down into the basement.

But don’t go down yet! Around the 55-60 inspection mark another Chase Event occurs followed by dialogue with Akane. This does NOT count as a side story, however, so keep going until you get to the 120-investigation mark to finally get Side Story 4. Make sure to check your Memo in the Diary tab and be sure you got everything, and also that you inspected Nemu’s phone in the living room.

When you’re ready, go ahead and inspect the underground storage in the kitchen and climb down into the basement. (CG obtained)

Memo 4 – Exit Akane

Deaths: 1

Chase Events: 1

…Anyway, let’s focus on getting out of this house for now

You’re in the basement now and it’s… disturbing to say the least. Pictures of you all over with resentful words written in blood over them. Akane says that Nemu is clearly insane. You find an old note from one of the diary’s original owners explaining that the diary is magical and giving it your blood forms a contract that activates its powers. These powers will remain until the contractor’s wishes are fulfilled, so make wishes with absolute surety. The diary doesn’t actively grant wishes per se, it just gives the contractor the power to fulfill their desires. The note further warns that the power will be a never ending, inescapable curse until the body and soul are destroyed. So, the only way to be freed from the diary, you must give the contractor what they want. You and Akane construe this to mean that they have to fulfill Nemu’s wishes… and you don’t know exactly what a madwoman wants!! You focus instead on simply escaping the house.

Check out all the things in the basement, making sure to take the Noa Plushie (creepy, much?) and the Candle underneath. If you didn’t grab the Fruit Knife from the kitchen, go get it now and return to the basement. Over on the far wall under the candles, you will automatically use the two items to get into the drawer and snag the Front Door Trap Key. At this point (about 10 investigations), you’ll get Side Story 1. Go back upstairs.

Note: Do NOT go to the entryway if you want 100% completion

Save here if you want to, then start investigating everything. A Chase Event will trigger around 25 investigations. Look at 10 more items for a total of 35 for Side Story 2. Once that’s done, now you can go to the entryway, use the key on the trap, and watch both Akane and yourself die again while losing it and telling Nemu that she is NOT your frie– Wait. Did she just say a name? Is Rinami-chan the name of that faceless friend that saved you from crippling loneliness? (CG Obtained!)

Memo 5 – Enter Suzuka

Chase Events: 1

There’s something here that can disarm the trap at the entrance. Follow me.

Back in the room again. Go to the living room. You brood about Rinami and think you understand what Nemu wants, but you have to stop Akane from dying again… Wait. Suzuka-chan! What’s she doing here? Never mind that, you convince her to come with you to Nemu’s room where she doesn’t believe you at all so must convince her the same way you convinced Akane. Save if you want, then select the Book then the Plant. Next door, Suzuka believes you when she hears Nemu’s death declaration. You realize that if Nemu’s wish was for you to die, then it should have been finished by now as you’d been killed so many times already (8 so far if you haven’t messed up). What the holy heck does she want then?

Combining Items Tutorial: From here on out, you can combine items you find to create traps to survive. A successful combination will be logged into the automatic combo list for future ease.

Before investigating the Bedroom, go back to Nemu’s Bedroom. Suzuka will point out the picture frame as something odd. She’s talking about the picture on the desk. Take the Standing Photo Frame of the puppy, Cat Plushie, and the Game Console. Check out the table with the bunnies, too. After 10 inspections, you get Side Story 1.

Go back to the Bedroom where Suzuka points out something on the nightstand. She’s talking about the nightstand against the wall which has a Sheet of Paper that tells you how to open the Dial Safe on the floor. Take the Standing Photo Frame of the cat on the shelf. 30ish inspections will bless you with a Chase Event. Go back to Nemu’s room and bait then hide. This triggers Side Story 2. (Unlock Memo 6)

Memo 6 – Exit Suzuka

Chase Events: 2

Let’s talk about this again… when we get out of here.

Return to the Bedroom to finish investigating things, then head downstairs. Suzuka will point out the sofa. If you’ve read the note and photo frames, then the last part of the puzzle is the smaller sofa. Take the Paper with Manufacturing Date from there. You now have enough information to open the Dial Safe in the Bedroom. Before going upstairs to do that, check out the items in the area, particularly Nemu’s phone on the table. Other things you can do now that you couldn’t before is get Detergent A from under the sink and open all 3 drawers on the refrigerator for Plastic Bottle, Ice, and Ice Pack. All items are used for traps (check out the item combination section above). Around the 60th inspection, a Chase Event occurs.

Once you’re ready, go on up to the Bedroom and solve the puzzle.

Bedroom Dial Safe Solution (click to expand)

Code: R7, L1, R17, L12

Check out the Puzzle Solution section for a breakdown

You get the Japanese Room Key for your trouble. Head across the way and unlock the door! Woohoo! More stuff to explore. First up, move both the futons on the right and the stack of cushions above (that way you can be prepared for another Chase Event). Then obtain Medicine Case B, Medicine Case C, and Detergent C from the medicine rack on the dresser and from the right side of the closet. Be sure to mix them to get Birdlime, Slippery Trap, and/or XSBirdlime (though at this point I still had the Plastic Packing Rope which works in Nemu’s Room or the Bedroom). 70 checks gets you Side Story 3. When that’s done, inspect the puzzle box under the floor cushions and solve it.

Puzzle Box Solution (click to expand)

You just got the Study Key! Head on over and unlock it. Save point! Just in time, too because 90ish inspections nets you another Chase Event. Trap her in either bedroom, then head back to investigate the study. Here, you get several Sheets of Paper, a Book, Medicine A, and two Cars to use as trap bait. We hit the 100th inspection, triggering the 4th Side Story, which means that we can now progress with the story!

Go down to the kitchen to get the Fruit Knife, then into the basement for the Candle and Noa Doll, then snag the Front Door Trap Key. Go on out and undo the trap for a cutscene where Suzuka betrays Noa, saying that if you leave, Nemu will be sad. She says that someone needs to be by Nemu’s side and that she’s the only one who can do it. Suzuka shoves you into the vase and accuses you of hiding Rinami the whole time. She runs off revealing that she has the hots for Nemu. (CG Obtained)

Memo 7 – Lights Out

Chase Events: 1

(Suzuka has been acting strange since the start… But I didn’t expect for her to do this.)

The knocked over vase has short circuited the whole house, cutting off the lights.

Immediately go up to the study and inspect the bookshelf for a cutscene between Suzuka and Nemu where Suzuka unveils that she’d been stalking Noa because she’d delved into Nemu’s past and knew all about Rinami’s betrayal. Suzuka paints a picture of Noa’s evil, trying to get close to Nemu just to betray and hurt her like Rinami in High School… all because Noa is Rinami’s friend in university. Suzuka ends it by professing her love to Nemu. You now know why Nemu is trying to kill you: a misunderstanding, and work towards this new goal. (CG Unlocked)

Important: Leave the study and go back in. The laptop should be open now (you must have watched the bookshelf cutscene for it to open. No other item is required)

You can go ahead and save in the Study now. Investigate the stuff there, making sure you’ve snagged items that will help you set traps (i.e. the Cars, Medicine A), and the 3 clues that will unlock the laptop (Desk, Table, Book). Solve the puzzle.

Solution to Study Laptop Password (click to expand)

Word – REPORT

See Puzzle Solutions section for a break-down

Then, go into the bathroom, get the Breaker Key from behind the padlocked cabinet by solving the Bathroom Padlock Puzzle using the clue on the padlock and from the laptop.

Bathroom Padlock Puzzle Solution (click to expand)

Middle Column: 1475

See Puzzle Solutions section for breakdown and special note

If you’re aiming for 100% completion, then head to the other rooms to investigate things. A Chase Event occurs around the 30ish mark, so foil her, then continue until you hit the 35-mark for Side Story 2.

It’s time to go into the entryway. Interact with the breaker on the wall twice.

Well, well… Welcome back, Suzuka. You try to reason with Suzuka explaining that you legitimately wanted to be friends with Nemu, appealing to her familiarity with Nemu’s shy personality. Suzuka has clearly been rejected by Nemu who admits that she always knew that you weren’t out to get Nemu, she was just trying to claim Nemu for herself. You continue to accept Suzuka as a friend and successfully convince Suzuka to work with you. (Unlocks Memo 8)

Memo 8 – Basement Confrontation

Deaths: 1

This diary has magic powers, so there might be something in the basement

The diary directs you to go into the basement. With nothing else to accomplish or get, head to the basement and…

Come face to face with Nemu, herself. Suzuka attempts to reason with Nemu, explaining how she had set all of this in motion by trying to take Nemu for herself, and that you had nothing to do with it. Hearing this Nemu stabs Suzuka (CG unlocked). Nemu explains how when Rinami first betrayed her, life lost all meaning and she shut down her emotions. She accuses you of trying to do the exact same thing Rinami did to her in high school. You try to reason with no success. Nemu eventually claims she’s tired of being betrayed, being suspicious of “friends.” So much so that she stabs herself in the neck (CG unlocked), then slits her own throat. She reveals her wish: to not have friends. You’re freaking out and realize that if you leave now, nothing will be resolved, so you pick up the knife and stab yourself.

You Die.

You know the drill: go to the living room, convince Suzuka (Book then Plant).

Memo 8 does not have any side stories, so just go to the kitchen to get the Fruit Knife, then to the basement and get the Noa Doll and Candle. With those, snag the Front Door Trap Key. Saving at this point is helpful. Go ahead and disarm the trap! Suzuka knocks you over, shorting the house again, and runs off. You wish that Akane was there because you feel that all 3 are needed to convince Nemu. All of the sudden, the doorbell rings and in walks… Oh! Akane! Clearly the diary is responsible for this… (Memo 9 unlocked)

Memo 9 – Getting Close

Chase Events: 7

All right. Honestly, I can’t wrap my head around what you’re saying, but how can I say no when you help, Noa?

Important: Missable CG – To get this don’t do anything and just go into the basement with Akane. You die painfully (CG obtained)

Back through the motions: Book then Plant. This time, you can either grab some trap items before heading to the basement for the Front Door Trap Key and welcoming Akane, or just reload your save file and start from there.

If you’re aiming for the 3 Side Stories, start investigating everything like normal, picking up trap items along the way. There’s no reason to not turn on the lights at this point, so go ahead and grab the Breaker key and turn it on, if you want to. Around 28ish investigations, a Chase Event will trigger, along with some dialogue with Akane — it won’t count towards the Side Stories, however. Keep checking things out to get Side Story 1 at the 35ish point, another Chase Event around 58-60 mark, and then Side Story 2 at 68-70 investigations.

NOTE: Do NOT go into the basement with Akane because you’ll trigger the trapdoor death scene

This time around when you solve the Study Laptop Password with the same solution as before, you get a different clue because now it’s time to solve the Study Bookshelf Puzzle. If you haven’t gotten Side Story 3, however, DON’T solve the puzzle yet until you do. Going into the Bedroom will have Akane point out that something is odd.

Study Laptop Password Solution (click to expand)

Password: REPORT

The next Chase Event appears around the 90ish, 115ish, 145, 180, and 205 inspection-marks, while the last Side Story appears after a whopping 215ish inspections (admittedly, I may have lost count a few times. Number is approximate)!! WHEW! (Memo 10 unlocked)

OKAY. Now that that’s over, it’s time to solve the Study Bookshelf Puzzle. You should have all the clues by now, so go on up and solve it!

Study Bookshelf Puzzle Solution (click to expand)

Correct Order: Brown, Yellow, Green, Blue, Purple, Red

See Puzzle Solutions section for a breakdown

You will find Suzuka standing around in the secret room (interesting note, here: if you happened to trigger a Chase Event, it will clear as soon as the cutscene launches). Where you convinced Suzuka who is extremely apologetic, to work with you all as a team. (Unlock CG)

Memo 10 – End Game

Deaths: 1

Chase Events: 0

Yeah, Suzuka-chan’s my friend too. That hasn’t changed, even now.

From here, it’s time to go to the basement as you have determined, but before you do that, check out the painting on the ground for a Small Wooden Block. It looks suspiciously like the puzzle cube in the Japanese Room., so head on over and insert it for a small newspaper scrap that is too small to read and doesn’t go in your inventory. Go down to the living room and SAVE your game.

Approach the basement hatch and choose: “Acts with Akane and Suzuka.” Watch the cutscene (Obtain 3 CGs)

Welp. That didn’t work. Let’s try again. Either load Memo 10 or, better, reload your saved game. Make sure you got the small newspaper piece, and this time choose “Acts separately from Akane and Suzuka.” (Obtain CG)

Finishing 100% of the side stories will net you the Epilogue and the last CG after the credits roll.

CG #20

Congratulations! You Beat the Game!

Side Story Summaries

To read the full dialogue of the Side Stories and other scenes CLICK HERE

Memo 2: Side StoriesAkane

5 Investigations: Akane tries to understand why anyone would dislike Noa because Noa is so nice. She narrates Noa and Akane’s first meeting where Noa helped Akane with her schoolwork despite them not knowing each other. Noa doesn’t think she’s a good person, though she can’t seem to remember who she failed.

15 Investigations: Akane admits that she’d noticed that Nemu was obsessed with Noa, describing once instance where she saw Nemu steal Noa’s belongings. Nemu said she didn’t want to buy one, she wanted the item because Noa had used it. Akane didn’t want to ruin their friendship, so she didn’t say anything until now. Noa makes up an excuse for Nemu, but realizes that she doesn’t know much at all about Nemu.

30 Investigations: Akane tells Noa to follow her because she has memorized the layout of the house. Noa remarks that Akane has great memory as a whole, but questions why she’s not good at studying. Akane admits that whenever she tries to study, she just falls asleep. Aside from schoolwork, her memory is great.

65 Investigations: Akane questions whether Nemu liked her at all this whole time as friends. Noa quickly jumps to Nemu’s defense, insinuating that this behavior is just a one-off. Akane describes how whenever Akane talked to Noa, that Nemu didn’t like it, and seemed to have had some sad experience in the past. Akane wishes that she’d tried to talk to Nemu more. Noa assures her that everything will turn out just fine and that they’ll be able to get through to Nemu.

100 Investigations: Noa begs Akane to abandon her and escape if it comes down to it. Although Akane refuses, Noa insists, saying that it’s just awful to watch a friend die in front of her. Noa then trails off like she’s experienced it personally before. (Foreshadowing and clues to the past, much?)

Memo 3: Side Stories – Akane

5 Investigations: Akane first thought that Noa had ulterior motives for helping her with her schoolwork, but it turns out that Noa is just a nice person, so Akane had been wanting to return the favor somehow, but Noa never seemed to need help with anything. She feels happy despite the harrowing situation that she can now repay Noa for her kindness. Akane then mentions how Noa had been missing from school for a month without telling anyone anything and Noa explained that it was a health matter.

15 Investigations: Akane and Noa explore how Nemu doesn’t socialize with others much, wondering if something bad happened in her past. Noa mentions that Nemu said that there had only been one other person who’d seen her room before, so they speculate that she had at least one other friend either in High School or another University.

30 Investigations: Noa laments that she wishes she was as sociable as Akane. Noa admits to being very shy and waiting for other people to make the first move. Her only friends in university are are Suzuka, Akane, and Nemu… Oh. Akane says that it’s Nemu that destroyed the friendship, but Noa wonders what she did to earn Nemu’s hatred.

Post-Chase Event 60 Investigations (Doesn’t count towards Side Stories): Noa tells Akane that she felt a connection to Nemu because Nemu’s loneliness reminded Noa of herself. In Noa’s case there was an unnamed friend that helped Noa from her own loneliness. That’s why she drummed up enough courage to go talk to Nemu: she wanted to be more like that friend. Noa was about to reveal the name of the friend, when they knocked something over and Akane scolded her. At first Nemu didn’t open herself up to Noa, but soon, she did. However, even Noa noticed Nemu’s possessiveness and felt bothered by it. Akane states that the Nemu now is beyond just possessive, and not normal. Noa sadly (or begrudgingly?) agrees.

120 Investigations: Noa and Akane explore Suzuka, describing her personality and Suzuka and Akane’s friendship. They also explore how Suzuka is acting strangely recently and won’t divulge no matter how hard Akane pushes the subject.

Memo 4: Side Stories – Akane

10 Investigations: Noa asks why Akane wouldn’t mind risking her life to help. Akane is a likeable person with many acquaintances yet doesn’t consider any of them close friends like Suzuka or Noa who wouldn’t expect anything in return for help. She would gladly help Noa.

35 Investigations: Noa explains how she can commiserate with Nemu’s loneliness having been lonely herself before meeting the nameless friend who was effectively her savior. Akane expresses a desire to meet and befriend this person in the future. Noa realizes that while she has memories of the person, she can neither recall their face or name.

Memo 5: Side Stories – Suzuka

10 Investigations: Noa comments that Suzuka is great with her hands (explaining the ability to combine items, I guess) and Suzuka said she’s been like that since a kid when she copied her mom. She goes on to say that she made Nemu the cat plushie she keeps on her backpack, and she wishes that Nemu would smile the way she smiled when Suzuka originally gave her the cat plushie.

Post-Chase Event (doesn’t count towards Side Stories): Suzuka can’t believe that Nemu is trying to kill Noa because they were so close before. Noa expresses her feeling that they can go back to being friends, but Suzuka shuts that down and can’t restrain herself anymore. She accuses Noa of hurting someone she considers a friend, clearly knowing the root cause of Nemu’s rage, but refuses to tell Noa right now. She promises to get Noa out of the house alive to continue the conversation.

35 Investigations: Suzuka tells Noa that Nemu liked Noa so much because she’s a kind person, and Suzuka agrees with that. This is why Suzuka can’t wrap her brain around why Noa would purposefully hurt Nemu. The betrayal from a kind person is always the worst. Suzuka tells Noa that she has no trust for her at all.

70 Investigations: Suzuka recalls the first time Noa introduced Nemu. They didn’t hit it off right away because Nemu was so antisocial, then one day Nemu asked Suzuka for help with an injured cat. Appreciating Nemu as an awkward, yet nice person, Suzuka would engage with Nemu until they became close. Suzuka refuses to hate Nemu because she can see the good in her.

100 Investigations: Suzuka asks Noa thinks of Nemu, but then rejects her answer, saying that if Nemu is such a dear friend, why does Noa not know that Nemu was horribly bullied in High School. Noa defends herself saying that friends don’t have to divulge everything, but Suzuka continues to shoot her down saying that Suzuka knows more than Noa about Nemu. Suzuka believes that Noa is only pretending not to know, and warns her that Suzuka will side with Nemu and never betray her (Ooo, foreshadowing)

Memo 7: Side Stories – Noa

5 Investigations – Now that you know why Nemu is so angry, you feel bad for unintentionally hurting her by being friends with the person who betrayed her. Though you refuse to let her kill you, you resolve to stay alive so that you can clear up the misunderstanding so that Nemu no longer has to suffer the brutal pain of betrayal.

35 Investigations – Noa refuses to believe that someone as nice as Rinami would have done something like that to Nemu. She recalls how Rinami had helped her, when Noa was lonely and wanted to meet with Nemu to help her smile when Noa talked about a friend that seemed sad and lonely. However, when it came time to meet, Rinami grew pale at first glimpse of Nemu and the mention of her name. Rinami suddenly rushed home that instant.

Memo 9: Side Stories – Akane

Post-Chase Event: 30 Investigations – Akane starts to believe what you’re saying about Nemu. You further prove that your death loop is real by naming the weird monkey poppers Akane just got before arriving. Akane admires your strength and resolve in trying to right things with Nemu despite it all.

35 Investigations – Akane bugs you to reveal how many times and how she died already, but you get mad because it’s super painful to bring up memories of friends’ deaths.

70 Investigations – You recall a time when the four of you went to an amusement park. Suzuka got sick on a roller coaster and Nemu got a fun hat that she didn’t take off all day. You want to have that fun again and see everyone so happy.

215 Investigations: Akane apologizes on behalf of Suzuka because the two of them are so close-knit Akane knows all of her feelings instinctually, especially her powerful attraction to Nemu. You quickly jump in and assure her that Suzuka is your friend regardless of what has occurred

Memo 10: Endings

Despite all the other spoilers, I won’t spoil the endings here and you will have to either play the game or check out my Side Story Dialogue post.

CGs (20 Total)

#Name Memo #Description
1Alive, Together Prologue Where we began, each with different feelings
2Visiting NemuPrologue I was still oblivious
3The Storm Called “Nemu”Prologue I was ignorant to everything the first time I died. I watched Nemu watch me
4Keen EarsMemo 2Akane and I listened to Nemu rage on. Akane then believed my time travel theory
5Ladder Memo 3I followed Akane down toward a strange underground room despite my fear
6Escape Memo 6Suzuka betrayed me and made off. There was still so much I didn’t understand
7A Private Talk Memo 7Suzuka and Nemu’s talk in the secret room led me to many discoveries
8Secret RoomMemo 9The three of us decided we’d have to convince Nemu to work things out
9Convincing? Unconvincing?Memo 10My belief didn’t waver despite Nemu’s blade pointed toward me
10Cursed DiaryMemo 1How many times have I died? The cursed diary touches my right hand
11To the Depths of HellMemo 9I needed to work with Suzuka or I’d forever be caught in Nemu’s traps
12Nemu, By Her Own HandMemo 8Nemu killed Suzuka and then herself. There was nothing I could do
13TrapMemo 2Even Akane died because of me. Why did our way out become a trap?
14Suzuka’s FeelingsMemo 8Nemu took even Suzuka’s life despite how desperately Suzuka tried to stop her
15In Death Memo 1Nemu died by my hand, and I by hers
16Despair Memo 4I wanted to escape with Akane, but she died protecting me. I followed soon after
17Almost ThereMemo 10 I thought it would be resolved with four of us safe
18Another FailureMemo 10I gazed up at them as I fell into darkness. My efforts still weren’t enough
19RevivalMemo 10Now the four of us will resolve things. Rinami, we won’t forget you anymore
20Alive, TogetherEpilogue It’s a miracle. I can’t believe it! The five of us are finally together