Icebound Secrets: The Frostwood Bane Written Walkthrough + Morphing Object Locations Game Guide (Nintendo Switch)

writ­ten 12/8/25, updat­ed 2/2/26

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  • Pub­lished: Lega­cy Games
  • Plat­form Played: Nin­ten­do Switch
  • Price: MSRP: $14.99
  • Rat­ed: E10 (Fan­ta­sy Vio­lence)
  • Genre: Adven­ture
  • Date Released: Novem­ber 14, 2025

This is a writ­ten walk­through for Ice­bound Secrets: The Frost­wood Bane played on the Nin­ten­do Switch. While there are some puz­zle solu­tions, I tend to skip puz­zles I don’t enjoy

Game Start

Watch intro cin­e­mat­ics

Tutorial: Part 1 — Arrival in Town

  • Inspect the car and take the Car Brush
  • Look at the pile on the ground, use the Car Brush, then take the Hotel Key
  • Back out and take the King Stained Glass Shard from the snow
  • Inspect the hotel door, read the note, then use the Hotel Key
  • Go inside
  • Inspect the fire­place and take the Pok­er
  • Inspect the win­dow, move the pot, then take the Coin
  • Read the paper
  • Inspect the desk, read the note, take the Pli­ers
  • Go back out to the entrance
  • Look at the gate and watch the cut scene
  • Inspect the gate lock, use the Pli­ers
  • Take the Chain Lock­et
  • Open your inven­to­ry, check out the Chain Lock­et, click on the paper­clip to undo it
  • Take the Yin Lock­et and Chain with Hook
  • Inspect the foun­tain basin, use the Pok­er, and take the Coin
  • Go back into the hotel
  • Look at the pile on the ground, use the Chain with Hook on the crack, then take the Cameo
  • Use the Chain with Hook again, and get a Coin
  • Back out at the entrance, look at the pile on the ground, and use the Cameo on the purse
  • Take the Lighter and Coin
  • Inspect the red machine next to the foun­tain
  • Use the Lighter, then Coin x4, get a Mag­a­zine and Gear
  • Back inside the hotel, use the Mag­a­zine, Lighter, then Pok­er in the fire­place
  • Get a Yang Lock­et
  • Inspect the win­dow, use the Yin Lock­et and Yang Lock­et on the box
  • Take the Gear, then watch the cutscene
  • Go back out­side

Oh no! Every­thing is extra frozen now! And the skull in the snow! Omi­nous!

  • Look at the pile on the ground and inspect the gate. It’s frozen sol­id
  • Go into the hotel, look at the fire­place, and use the Pok­er to get a Hot Pok­er
  • Use it out­side on the frozen gate lock
  • Use the Gear x3

Gate Lock Puzzle

Move the green locks and move the met­al pieces to unlock all 4 locks

I dis­like this type of puz­zle, the con­trols are ter­ri­ble, and it does­n’t make sense. SKIPPED!

  • Talk to the female and take the prof­fered Small Knife
  • Take the Skele­ton Stained Glass Shard from above the door on the east
  • Inspect the lad­der
  • Inspect the space between the build­ings; Take the Fence Rods and Coin
  • Use the Fence Rods on the bro­ken lad­der
  • Go up

Hidden Object Puzzle — Bedroom

  • Go back to the town entrance, and use the Small Knife on the Hose in the foun­tain
  • Inspect the pile on the ground, and use the Small Knife on the suit­case
  • Take the Square Tile, Douche (Bulb Syringe), and Coin
  • Inside the hotel, use the Square Tile on the large armoire
  • Solve the mini puz­zle
  • Take the Boots, Can­is­ter, Fur Coat, and Coin x2
  • Back out­side, inspect the car
  • Open the gas door, unscrew the cap, use the Can­is­ter, Hose, then Douche
  • Take the Gas
  • Com­bine Lighter + Can­is­ter + Douche
  • Use the Coin x4 on the red machine for a Med­ical Jour­nal
  • Back at the fire bar­rel, use the Fire­wood Bun­dle, Med­ical Jour­nal, Lighter, then Gas
  • Take the Knit­ting Nee­dles back to the town entrance and use them on the Gloves in the pile on the ground
  • Take the Tapes­try Tas­sel back into the hotel and use it on the tapes­try

Number Balance Puzzle

Move the num­bers so that none repeat in num­ber or col­or

I tried real­ly hard for a long time and could­n’t fig­ure it out. SKIPPED!

  • You get an Emer­ald and the last of the Warm Clothes
  • Go back and give the Warm Clothes the needy girl
  • You learn her name is Chris­tine, and she gives you the Phar­ma­cist’s Key
  • Use it on the west­ern build­ing, then go in
  • …or try to. You’re blocked by ice
  • Go over to the space behind Chris­tine and take the “Crow­bar” which is just a bro­ken part of the met­al land­scape bar­ri­er
  • Bring it over to the phar­ma­cist build­ing and use it on the ice block­ing the door
  • Great. Now you can go inside
  • Inspect the bro­ken floor, to get a Nail Puller and Plank
  • Inspect the green cab­i­net, read the note, and take the Fever Pill
  • Inspect the counter, use the Med­ical Jour­nal, then look at it
  • Go back to the hotel, look the at win­dow, and take the Mint Leaves
  • Inspect the armoire and use the Nail Puller on the back for Planks x3
  • At the town entrance, use the Nail Puller on the wood­en sign in the foun­tain for Planks x2
  • Go to where Chris­tine is, look at the scaf­fold­ing, and use the Planks x6

Scaffolding Puzzle

Move the pieces of wood around to make a path. Three times.

Found it too dif­fi­cult, so I SKIPPED!

  • Inspect the gar­goyle above the scaf­fold­ing, and take the Gin­ger
  • Go to the phar­ma­cy and inspect the counter
  • Use the Lighter, Fever Pill, and Mint Leaves
  • Use the Gin­ger, then Small Knife
  • Click on the ingre­di­ents to add them
  • Take the Decoc­tion (def. method of extrac­tion usu­al­ly in herbal med­i­cine by boil­ing to dis­solve chem­i­cals of the mate­r­i­al)
  • Give it to Chris­tine who gives you a List and Amulet Bagel (looks more like a pret­zel to me…)
  • Use the Amulet Bagel on the east­ern door

Vehicle Puzzle

Move the vehi­cles until they rest in the appro­pri­ate­ly col­ored cir­cle

  • Go inside
  • Look at the dis­play case, and click on the snow on the low­er left por­tion of the glass until you get a Ruby
  • Inspect the bro­ken shelf, take the Screw­driv­er
  • Inspect the green box, take the Can­dle
  • Look at the bro­ken stool
  • Go back to the town entrance, look at the pile on the ground, and use the Screw­driv­er for Screws and a Wheel
  • Go to the gar­goyle above the scaf­fold­ing, and use the Emer­ald and Ruby
  • Take the Pro­vi­sions Lock­et and Christine’s Back­pack
  • Use the Can­dle on the fire bar­rel
  • Go into the phar­ma­cy and use the Burn­ing Can­dle on the green cab­i­net
  • Take the First-Aid Kit
  • In the store, use the Pro­vi­sions Lock­et on the green box
  • Take the Crack­ers and Stale Cheese
  • Use the Wheel, Screws, and Screw­driv­er on the bro­ken stool
  • Wheel it over to the shelf, then use the Stale Cheese
  • Take the Sling­shot and Cere­al x2
  • Use the Sling­shot on the bro­ken shelf
  • Take the Water Bot­tle and Canned Food x3
  • Com­bine List + Back­pack + Cere­als + Canned Food + Water bot­tle + Crack­ers + First-Aid Kit = Sur­vivor’s Kit
  • Give it to Chris­tine

Welp…

Part 2: The Investigation Deepens

  • Inspect the crate and take the Bro­ken Snow­shoes, read the note, and take the Caduceus Amulet
  • Go into the phar­ma­cy and use the Caduceus Amulet on the green cab­i­net door
  • Take the Coal, Thick Nee­dle, and Twine
  • Back at the hotel, use the Coal on the pad of paper on the counter, and take the Book Code
  • Inspect the pile of books on the ground and move them aside to get Book Vol 1.
  • Use the Book Code on the box, and take the Amulet Snowflake and Leather Straps
  • Com­bine Bro­ken Snow­shoes + Thick Nee­dle + Twine + Leather Straps = Snow­shoes
  • Use them on the path next to the phar­ma­cy
  • Go for­wards deep­er into town
  • Click to watch a cutscene
  • Inspect the book on the ground near the win­dow for a dia­gram and a Glass Cut­ter
  • Take the King Stained Glass Shard from above the win­dow
  • Inspect the door to the library and click on the snow
  • Take the Round Glass
  • Go back­wards to the store and use the Glass Cut­ter on the dis­play case
  • Take the Glass and Tech­ni­cal Oil
  • Com­bine Glass + Round Glass + Glass Cut­ter = Glass Pieces
  • Go to the library door and use the Tech­ni­cal Oil then Glass Pieces

Library Door Puzzle

Refer­ring to the dia­gram from before, solve the puz­zle

  • You’re in!
  • Use the Sur­vivor’s Kit on the man who gives you a Fire Hatch­et
  • Look at the door to the left, take the Torch
  • Look at the stove, take the Hook
  • Look at the book­shelf to the right, take the Suit­case But­ton
  • Go back to the hotel, inspect the phone, and click on the phone’s Wire (cord) until you take it
  • Go back to the fire bar­rel and use the Torch to get a Lit Torch
  • Look at the box behind the fire bar­rel, and use the Fire Hatch­et on the side of it
  • Take the Fire­wood
  • Go to the Phar­ma­cy, use the Fire Hatch­et on the hole in the ground
  • Take the Wood Chips, pull the suit­case out with the Hook, then use the Suit­case But­ton
  • Take Book Vol 2
  • Go to the square in front of the library
  • Use the Fire Hatch­et on the store win­dow
  • Take the Fire­wood
  • Go into to the library and use Book Vol 1 & 2 on the book­case to the right
  • Take the Oven Code, read the let­ter, and take the Tree of Life Amulet
  • Use the Oven Code on the stove
  • Solve the minipuz­zle

Some of the detail is fad­ed over time. In my sec­ond playthrough, dif­fer­ent discs were fad­ed, not the same as this image below

  • Use the Fire­wood, Wood­chips, then Torch in the stove
  • Get the Elec­tric Pan­el Key from the man
  • Use it on the box next to the door, take the File
  • Back out to the square, and use the File under the stairs for a Light­ning Amulet
  • Go back to the store
  • Use the Light­ning Amulet on the work­bag for a Wheel Key (Tire Iron), Coin, and Fus­es
  • Go back to the Library
  • Use the Wire and Fus­es on the elec­tri­cal box
  • Take and use the Librar­i­an’s Key (this man is start­ing to get on my nerves. Why not give me all the tools I need right away instead of piece­meal? Clear­ly just using me to do work he could do him­self…)
  • Use the Torch and go inside

Library Maze Puzzle

This is real­ly straight for­ward and easy. All you do is go through, look for items, then use them. There’s no way to fail.

I was going to go through the maze but acci­den­tal­ly hit the skip but­ton. Oh well. Like I said, it’s real­ly easy.

  • Give the man the Book of Leg­ends
  • Take the Tree of Dark­ness Amulet
  • Go up the stairs and use the Light and Dark Amulets on the book
  • Take the Ruby Hair­pin
  • Use it on the red tool­box in the store win­dow near the car for a Jack and Machine Screws (which look like lug nuts)
  • Use the Jack on the red car
  • Go back to the Town Entrance
  • Use the Jack, Oil, and Wheel Key on the green car (I’m hon­est­ly not sure this would work as well as it looks in this game)
  • Take the Car Wheel and use it on the red car, fol­lowed by the Machine Screws, Oil, and Wheel Key

Part 3: The Seer

  • Click on the house ahead
  • Take the Skele­ton Stained Glass Shard from the trash­can in front of the store
  • Take the Wood Pat­tern from the win­dow sill of the store
  • Inspect the bicy­cle and take the Rope from the bas­ket
  • Inspect the man­nequin in the snow and click twice to remove the snow
  • Take the Librar­i­an’s Ring
  • Inspect the mail­box and poke the white raven to make it drop the Raven Medal­lion
  • Go back to the libary
  • Inspect the desk and use the Wood Pat­tern on the box
  • Take the Dove Medal­lion and Librar­i­an’s Ring
  • Go out­side of the library, and use both the Raven and Dove Medal­lions on the bag beneath the stairs
  • Take the Crack­er, Mag­net, and Incense Stick
  • Com­bine Mag­net + Rope = Mag­net on Rope
  • Back in front of the seer’s house, use it on the bro­ken win­dow to get the Ice Ax (ice pick)
  • You’ve prob­a­bly already guessed you need to use it on the seer’s house door (click 3x)
  • Use the Ruby Pin to break into the house

What in the… Ah. I guess she’s the real deal?

  • Click on the win­dow to open it and ven­ti­late the room
  • Take the Aro­ma Stand and Coin from the draw­ers
  • Take the Iron But­ton from the man­tel
  • Take the Gold­en Mail Horn and Match­es from the table
  • Head back to the phar­ma­cy and use the Iron But­ton on the first aid kit in the cab­i­net
  • Take the Ammo­nia and Coin
  • Before going back, vis­it the Town Entrance and use the Coin (x4) on the red machine for a Lizard Amulet and Misty’s Jour­nal
  • Inside the seer’s house, use the Lizard Amulet on the green box for a Half Amulet Owl and Runes
  • Use the Ammo­nia on the seer

Watch the weird cutscene where you dri­ve her to the library in the truck only for her to ran­dom­ly appear from behind the stove?

  • The man gives you a Sil­ver Mail Horn (again, why not just give me use­ful things right away? He’s def­i­nite­ly manip­u­la­tive…)
  • Back in front of the seer’s house, use the Crack­er on the white raven, then the Sil­ver and Gold­en Mail Horn on the mail­box
  • Take the Pack­age, inspect it in the inven­to­ry, then open it, for a Librar­i­an’s Ring and Div­ina­tion Cards
  • Back in the library, go up to the stat­ue and use the Librar­i­an’s Ring x3

Statue Ring Puzzle

Place the rings in order using the clues under­neath

Solu­tion (Click to Expand)

Orange, Pur­ple, Blue, Red, Green

(Book, Owl, Feath­er, Gem, Sham­rock)

  • Get a Crys­tal Ball
  • Inspect the table with the seer. There is a cloth there telling you what to put and where
  • Place the Crys­tal Ball, Aro­ma Stand + Incense, Div­ina­tion Cards, and Runes
  • Use the Match­es on the incense

Divination Puzzle

Move the runes so that they cor­re­spond to the Tarot cards

  • Watch the cutscene, then give the seer Misty’s Jour­nal
  • She gives you the Lion’s Head which you need to use on the draw­ers in her house
  • Take the Aro­ma Oil and Town Map
  • Back out to the front of the seer’s house and use the Aro­ma Oil on the man­nequin in the snow
  • Take the Back­pack and Han­dle (foun­tain pen)
  • Back in the library, place the Town Map and Han­dle on the desk, so that the invis­i­ble seer some­how mag­i­cal­ly turns it into a Road Map (she’s miss­ing from my game dur­ing this)
  • Use the Road Map on the red truck out­side, then head for­ward to the Old Bridge
  • Take the King Stained Glass Shard from the stairs of the bridge
  • Take the Han­ker­chief([sic] hand­ker­chief is the cor­rect spelling) from the car
  • Take the Witch Fig­urine from in front of the tent
  • Inspect the red box on the ground
  • Note the puz­zle solu­tion in the urn
  • Use the Han­ker­chief on the bro­ken glass
  • Use the Sharp Glass on the tent ties

Hidden Object Puzzle — Tent

  • Get a Gas Cylin­der for your trou­ble
  • Inspect the door under the bridge for a Lion Ring
  • Go back to the front of the seer’s house
  • Use the Sharp Glass on the man­nequin’s vest for a Witch Fig­urine and a Cat’s Hat
  • Inside the seer’s house, use the Cat’s Hat on the cat on the man­tel for a Pick­lock Cane
  • Use the Pick­lock Cane then Lion Ring on the draw­er
  • Place the Witch Fig­urine x2

Witch Figurine Puzzle

Press the switch­es to move the witch­es into their cor­re­spond­ing col­ors

Sol­id SKIP on this puz­zle

  • Take the Red Crys­tal and Amulet Skis
  • Com­bine Back­pack + Amulet Skis
  • Take the Fur, then use the Gas Cylin­der
  • Use your new Gas Burn­er on the door under the bridge
  • Take the Pic­ture Frag­ment, then open the door
  • Go back to the seer’s house, look at the man­tel, and use the Pic­ture Frag­ment on the por­tait
  • Take the Paints
  • Back at the bridge loca­tion, use the Paints on the dif­fer­ent clear crys­tals (Car and Tool­box) to get the Green and Blue Crys­tals
  • Use the Red, Green, and Blue Crys­tals on the door

Crystal Light Puzzle

Refer­ring to the clue found ear­li­er in front of the red tool­box, solve the light puz­zle

  • Go inside
  • Take the Spear and Amulet Car from the fall­en thing
  • Take the Spat­u­la (Put­ty Knife/Scraper) from the winch
  • Take the Car Key from the lock­er
  • Back out at the bridge, use the Spear on the red lad­der
  • Go up
  • Take the Stool and Wrench
  • Use the Car Key on the trunk of the taxi
  • Take the Winch Lever and Amulet Car
  • Over at the red tool­box near the tent, use the Amulet Car x2
  • Take the Iron Han­dle and Screw Nut
  • Back inside the Mine Entrance, use the Iron Han­dle on the lock­er for a Winch Belt, Iron Cup, and a news arti­cle
  • Use the Winch Lever, Screw Nut, then Wrench on the winch, fol­lowed by the Winch Belt
  • Use the Stool on the ground under the hook on the ceil­ing, then click the rope on the winch
  • Click on the fall­en box thing, con­nect the clasp hook, then turn the winch han­dle
  • Click on the rub­bish pile

Rubbish Puzzle

Match iden­ti­cal pairs of items in the cor­rect order to solve the puz­zle

Solu­tion (Click to expand)

In Order:

Large Rub­ble

Black Rub­ble

Brown Jack­et

Sledge­ham­mer

Hatch­et

Black Hat

Bas­ket

Crys­tal

Black Cube

Shov­el

Long Rub­ble

Stool

Min­er’s Hel­met

Coal

Steel Beam

Buck­et

Bowls & Cups

Green Tool­box

Amethyst

Wood Beams

Boul­ders

Wood Pile

Wheel­bar­row

Con­crete Pil­lars

Wood­en Sup­port Posts

  • Go through the door to the Old Mine
  • Take the Pick­axe from the wall relief
  • Take the Screw­driv­er from the mine cart and read the news­pa­per clip
  • Take the Key Num­ber 3 from the table
  • Take the Bas-Relief Part from the foun­tain
  • Go back out to the bridge and use the Screw­driv­er on the lamp on the bal­cony
  • Take the Light­bulb (WHY is there a noose behind the lamp?!?!)
  • Use the Pick­axe on the locked box in the tax­i’s trunk
  • Take the Bas-Relief Part and the Archae­ol­o­gist’s Brush
  • Inside at the Mine Entrance, use the Key Num­ber 3 on the lock­er
  • Take the Adhe­sive Tape and Ham­mer
  • Back in the Old Mine, use the Adhe­sive Tape on the bro­ken wire on the table, then the Light­bulb
  • Replace the lamp­shade and turn on the light
  • Click on the book to watch a cutscene about the events that tran­spired there
  • Take the Wedge
  • Use the Wedge and Ham­mer on the iced elec­tri­cal box over the table
  • Open it and pull the lever

Okaaaay…

  • Take the Amulet Snowflake and Bas-Relief Part from the new glow­ing pedestal
  • Use the Wedge + Ham­mer com­bo again on the relief in the back of the room to knock off sand? Ice?
  • Use the Archae­ol­o­gist’s Brush and Bas-Relief Part x3
  • Take the Ancient Pyra­mid, then use it on the glow­ing pedestal

Ancient Runes and Shapes Puzzle

Re-order the spheres, cubes, and pyra­mids so that their designs match those on the pedestal

Solu­tion (Click to Expand)

Swap the cubes and spheres

Hidden Object Puzzle — Floating Orb

Spin the orb and find all the sym­bols

You can’t skip it, but it’s not hard aside from the clunky con­trols

  • Now that the door’s open, go into the Sar­coph­a­gus Hall
  • Take the Skele­ton Glass Shard
  • Take the Ruby Skull and Christine’s Mit­ten off the top of the sar­coph­a­gus, then remove the chain
  • Take the Ice Knife from the side of the sar­coph­a­gus
  • Take the Sap­phire Skull from the table
  • Use the Spat­u­la and Iron Cup on the top of the sar­coph­a­gus for Glow­ing Frost
  • Back out in the taxi trunk, use the Ruby and Sap­phire Skull on the box for an Amulet Snowflake
  • In the Old Mine, use the Ice Knife on the 2 flow­ers for a Flower Bud and Frosty Flower
  • Go to the Sar­coph­a­gus Hall and use the Amulet Snowflake x3 on the side of the sar­coph­a­gus
  • Place the new Fire Recipe on the work­table, fol­lowed by the Ice Knife, Flower Bud, Frosty Flower, and Glow­ing Frost
  • Click on the scepter for a Frost Flame, and use it on both the bowls sur­round­ing the sar­coph­a­gus

Clock Puzzle

Super easy puz­zle where you need to assem­ble the Roman numer­als to fin­ish the clock

  • Go through the door into the Ice Chapel
  • Take the King Stained Glass Shard
  • Take the Icile ([sic] They mean ici­cle) from the ground mosa­ic
  • Use Christine’s Mit­ten on the pedestal for a Frosty Crys­tal
  • Use Christine’s Mit­ten on the grave­stone for Key Frag­ments
  • In the inven­to­ry, inspect the Key Frag­ments
  • Use the Spat­u­la on the can­dles for a Wax Piece
  • Go back the Sar­coph­a­gus Hall
  • On the work­table, take the Iron Cup
  • Go back to the fire bar­rel from the begin­ning
  • Use the Iron Cup and Icile for a Cup of Water
  • Com­bine Key Frag­ments + Cup of Water + Wax Piece + Frosty Crys­tal = Ice Key
  • Use it and Christine’s Mit­ten on the book under the giant stat­ue
  • Take the Book of the Dead and Round Papyrus
  • Head back to the library to present the Book of the Dead to the old peo­ple
  • The seer gives you an Ener­gy Trap
  • Use it to get Ghost Ener­gy x3 at the Fire Bar­rel, Sar­coph­a­gus Hall, and Ice Chapel
  • Use the Ghost Ener­gy x3, then Round Papyrus on the sar­coph­a­gus

Sarcophagus Coloring Puzzle

The instruc­tions are super unclear, and I have no idea what you’re sup­posed to do. How are you sup­posed to restore col­or to an already col­ored pic­ture? I kind of just poked at stuff until the high­lightable things were high­light­ed

2/2/2026: As point­ed out by Alexan­dra, this is a spot the dif­fer­ences puz­zle! Makes a lot more sense now!

  • Watch the cutscene
  • Click on the fur coat, then take the Gold­en Key back to the seer’s house to open the locked cab­i­net
  • Move the books aside to take the Ice Can­dle, Warm­ing Potion, and Amulet Drop
  • Go back to the library where the old man will tell you the fire needs to be stronger and then gives you a Crow­bar (because that could­n’t have been use­ful ear­li­er?!?!)
  • Go to the Old Mine, and use the Amulet Drop on the foun­tain to get a Buck­et
  • Use the Crow­bar on the minecart, then take the Switch and Mosa­ic Piece
  • Pick up the Shov­el from next to the table, then use it and the Buck­et on the minecart for a Buck­et of Coal
  • In the Sar­coph­a­gus Hall, use the Ice Can­dle on the burn­ing bowl on the table for a Can­dle of Mem­o­ry
  • Go back to the library and give Chris­tine the Warm­ing Potion
  • Use the Buck­et of Coal and Shov­el on the stove
  • Watch the cutscene

City Model Puzzle

Replace the pieces into their prop­er loca­tions

Sor­ry if my solu­tion is a bit con­vo­lut­ed

  • Get the Old Town Map for your trou­ble

Part 4: The Castle

  • Go to the front of the seer’s house and use The Old Town Map
  • Go to the Funic­u­lar Plat­form (Def­i­n­i­tion: A funic­u­lar is a rail­way for steep slopes uti­liz­ing haul­ing cables)
  • Look at the cas­tle
  • Take the Knob from the con­trol con­sole
  • Take the Skele­ton Stained Glass Shard from the roof of the booth
  • Take the Ice Wolf from the can on the booth sill
  • Take the Wood­en Chip from the tree
  • Take the Mosa­ic Piece from in front of the robot
  • Go back to the Old Bridge and use the Knob on the draw­er on the bal­cony
  • Take the Pow­er Unit (Bat­tery), Ice Fox, and Wood­en Chip
  • Go to the Ice Chapel
  • Use the Ice Fox, Ice Wolf, and Can­dle of Mem­o­ry on the grave­stone
  • Take the Mosa­ic Piece, Glow­ing Mush­room, and Mys­te­ri­ous Box
  • Back at the Funic­u­lar Plat­form, use the Glow­ing Mush­room inside the tree hol­low
  • Take the Wood­en Chip and Amulet Owl Half
  • Com­bine Mys­te­ri­ous Box + Amulet Owl Half x 2
  • Take the Wood­en Chip
  • Use the Wood­en Chip x4 on the side of the booth

Funicular Booth Puzzle

Match the ani­mal tokens with their cor­re­spond­ing habi­tats

  • Take the But­tons and Knight Fig­urine
  • Look at the con­trol con­sole
  • Use the Switch, But­tons, and Pow­er Unit
  • Flip the lever, then ride on over to the Cas­tle
  • Take the King Stained Glass Shard
  • Take the Mosa­ic Piece from the door
  • Take the Car­bine ([sic] Pret­ty sure they mean cara­bin­er) from the bro­ken rail­ing
  • Take the Amulet Eye from the front left boy stat­ue
  • Go back to the Funic­u­lar Plat­form
  • Use the Amulet Eye on the robot­’s box to get a Cook’s Ladle and Restor­er’s Set
  • Head back to the Cas­tle and use the Restor­er’s Set on the front right stat­ue to get the Page’s Hat
  • Use the Page’s Hat on the boy stat­ue for a Chimera Scroll
  • Use the Restor­er’s Set on the mid­dle stat­ue
  • Take the Jester’s Hat and place it on the front right stat­ue
  • Use the Restor­er’s Set on the final stat­ue
  • Swap the Exe­cu­tion­er’s Axe with the Cook’s Ladle
  • And, final­ly, restore the Exe­cu­tion­er’s Axe to the appro­pri­ate stat­ue
  • Now that the lights are all lit, use the Chimera Scroll on the door

Castle Door Puzzle

Using the clue from the scroll, depress the prop­er but­tons to solve the lock puz­zle

  • Go into the Main Hall
  • Take the Mosa­ic Piece from the far-right dis­play
  • Take the Ice Pen­dant from the glass dis­play
  • Take the Dol­lar from the left dis­play
  • Take the Rake Han­dle from the foun­tain
  • Go back to the Ice Chapel and use the Mosa­ic Piece x4 on the ground

Ice Chapel Mosaic Puzzle

This is a 2‑part puz­zle where you need to cor­rect­ly col­or the image by swap­ping the crys­tals and then set the time on the clock

  • Take the Ice Ghost
  • Go to the Funic­u­lar Plat­form
  • Insert the Dol­lar into the robot, then take the Excur­sion Play­er and Rake Base
  • Go back to the Main Hall, and use the Excur­sion Play­er, Knight Fig­urine, and Ice Ghost on the right­most exhib­it
  • Take the Wood­en Pegs
  • Com­bine the Rake Base + Rake Han­dle + Wood­en Pegs = Rake
  • Go out to the Cas­tle Entrance
  • Use the Rake on the rocks below the bro­ken part of the rail­ing

Castle Entrance Stone Puzzle

Direct the stones to the square on the bot­tom by click­ing the square oppo­site of where you want the stones to go

There are oth­er ways to do this. I just did it this way in 32 moves

  • You will get Peb­bles, Amulet Scroll, and Rub­ber Piece
  • Go back into the Main Hall
  • Use the Amulet Scroll on the left­most exhib­it in exchange for the Ancient Scroll
  • Com­bine the Ancient Scroll + Restor­er’s Tools = Restored Scroll
  • Give it to the old man in the library who will give you yet anoth­er use­ful item out his end­less jack­et pock­et: Amulet Repair
  • Use on the wall box next to the robot on the Funic­u­lar Plat­form for Sealant and a Screw­driv­er (Was it always snow­ing…?)
  • Go into the Main Hall
  • Use the Rub­ber Piece, then Sealant on the bro­ken pipe in the foun­tain
  • Use the Peb­bles

Castle Fountain Pebble Puzzle

Ohh… Anoth­er one these… Move the water lily with the key on it by “throw­ing peb­bles” at it the same way you moved the rocks ear­li­er in the last puz­zle

Thank­ful­ly, this one is easy and quickthough I’m not sure if they meant for you to solve it the way I did in 7 moves, heh heh…

  • Use your new Show­case Key on the glass exhib­it
  • Take the Torch Scheme, Scroll of Sum­mon, and Incin­er­a­tor Torch
  • Watch the cutscene
  • Go back to the library and give all 3 new items to the seer

Part 5: Unraveling the Mystery

  • You’ve trav­eled to the Indus­tri­al Zone
  • Take the Amulet of Infin­i­ty from the back of the truck
  • Take the Blue Wire from next to the door
  • Take the Mono­gram C from the well
  • Take the Men’s Bag (Man’s Bag) from the fork­lift
  • Take the Buck­et from the bay doors, then use the Amulet of Infin­i­ty on the lock

Hidden Object Puzzle — Storage Room

  • Use your new Well Han­dle on the well, along with the the Car­bine (Cara­bin­er) and Buck­et
  • Take the Artist’s Paint­brush and Mono­gram K
  • Com­bine the Men’s Bag + Mono­gram C + Mono­gram K
  • Take the Loader Key and Insu­lat­ing Tape
  • Use the Loader Key on the fork­lift
  • Go into Burn­ing Hall

Oh! Chris­tine! Con­ve­nient­ly after you’ve already done all the work

  • Talk to Chris­tine
  • Take the Eagle Fig­urine from the con­trol con­sole
  • Take the Ham­mer from the lock­er
  • Go out­side and use the Ham­mer on the back of the truck
  • Take the Red Paint and Red Wire
  • Back inside, use the Blue and Red Wire, and Insu­lat­ing Tape on the con­trol con­sole
  • Hit the red but­ton

Trash Fan Puzzle

Guide the flail through the maze until you reach the oth­er side (Great time to skip)

  • Chris­tine gives you a List of Paints
  • Take the Nar­row Spat­u­la from the rub­bish
  • Go out­side and use the Nar­row Spat­u­la on the yel­low stained por­tion of the well
  • Take the Dog Fig­urine and Artist’s Key
  • Use the key to enter the tow­er
  • Lift up the rug, take the Scoop
  • Take the Duster
  • Take the Spoon from the rock­ing chair
  • Take the Glow­ing Liq­uid from the shelf
  • Go back to the Burn­ing Hall
  • Use the Scoop and Duster on the rub­bish pile for a Tri­an­gu­lar Key and Ash
  • Use the Tri­an­gu­lar Key on the lock­er
  • Take the Vac­u­um Clean­er, Blue Paint, and Fire­proof Liq­uid
  • Use the Vac­u­um Clean­er on the rub­bish pile
  • Back in the Artist’s Tow­er, look at the artist’s table
  • Use the List of Paints, Red Paint, Blue Paint, Ash, Fire­proof Liq­uid, Spoon, and Glow­ing Liq­uid
  • Solve the mini puz­zle
  • Take the Three Paints
  • Give them to Chris­tine along with the Artist’s Paint­brush

Burning Hall Light Rune Puzzle

Try to align the col­ors to cre­ate the shapes in the clue

  • Go back to the library and talk to the seer (now a prophet­ess??)

Cast a Protective Spell

You’re sup­posed to move the balls around to cre­ate the runes the puz­zle shows you, but I moved them around a lot and could­n’t fig­ure it out, so SKIPP

  • She gives you back the Torch Scheme and Incin­er­a­tor Torch AAAAND you’re pow­ered up with some defense and spe­cial vision!!
  • Go to the Main Hall and you should see a stair­case that was not vis­i­ble before

It does­n’t real­ly make sense because these rooms have exhibits for patrons that are oth­er­wise inac­ces­si­ble???

  • Go into the Hall of Nat­ur­al His­to­ry
  • Take the Mars Lay­out from the red table
  • Take the Cat Fig­urine from the green table
  • Take the Sat­urn Lay­out from the rep­tile enclo­sure
  • Place the Incin­er­a­tor Torch and Torch Scheme on the desk
  • Take the prof­fered Dag­ger back to the Indus­tri­al Zone and use it in the back of the truck
  • Take the File and Flam­ma­ble Resin
  • Go into the Burn­ing Hall and use the File on the lock­er for a Mouse Fig­urine and Rag
  • Go into the Artist’s Tow­er
  • Use the Cat, Eagle, Dog, and Mouse Fig­urine on the ground
  • Use the Room Key stashed there on the green door

Hidden Object Puzzle — Artist’s Tower Part 1

Hidden Object Puzzle — Artist’s Tower Part 2

  • You get a Stargaz­er Fig­urine
  • Go back to the Nat­ur­al His­to­ry Hall and use the Stargaz­er Fig­urine on the plan­ets table
  • Take the Ice Pen­dant and Amulet Flower
  • Remem­ber that bicy­cle in front of the seer’s house? Use the Amulet Flower on the bas­ket to get a Pick­lock and Fleu-de-lis ([sic] So many typos. They mean Fleur-de-lis)
  • Back in the Nat­ur­al His­to­ry Hall, use the Pick­lock on the green table
  • Find and take the Torch Parts x4
  • On the work­table, place the Torch Parts x4, Fleu-de-lis, Rag, and Flam­ma­ble Resin

Assemble the Incinerator Torch!

Fol­low­ing the instruc­tions on the schemat­ic, put the torch togeth­er. It says you need to do it in order, but you real­ly don’t

I apol­o­gize, I went to press back­wards and acci­den­tal­ly pressed SKIP instead. I’m sure the rest isn’t hard to fig­ure out. In fact, I think I made the exact same mis­take the first time I did this puz­zle

  • Go to the Burn­ing Hall
  • Use the Incin­er­a­tor Torch
  • With the ghosts destroyed, go back to the Nat­ur­al His­to­ry Hall
  • Open the door in the back that was orig­i­nal­ly cov­ered in ice
  • Take the Medal and use it on the green table
  • Take the Plan­et Venus
  • On the plan­ets table, use the Sat­urn and Mars Lay­out and Plan­et Venus (it’s like 3 dif­fer­ent peo­ple named these)
  • Take the Anti-Cor­ro­sion Agent and Open­er
  • Look at the met­al door, and use the Anti-Cor­ro­sion Agent and Pick­lock
  • Go into the Boil­er Room
  • Look at the green tool­box, remove the lid, and take Fire­proof Mit­ten and Can of Beans
  • Com­bine Can of Beans + Open­er = Fire Beans
  • Use the Fire Beans and Fire­proof Mit­ten on the rep­tile enclo­sure

Reptile Puzzle

Using the beans, trap the lizard (I thought it liked the beans…?). Do this 3 times. It’s not hard.

  • Back in the Boil­er Room, toss the Sala­man­der on the frozen boil­er valve and turn it
  • Take the House Medal­lion from the pipe across from the boil­er and use it on the green tool­box
  • Take the Steel Ties (Hose Clamps), Wood­en Stem, and Met­al Saw
  • Go back to the Artist’s Tow­er
  • Use the Met­al Saw on the floor where you found the key
  • Take the Steel Pipe back to the boil­er room, use it on the pipe, and then use the Steel Ties and Screw­driv­er
  • Turn the valve again
  • Go to the now-melt­ed Spi­ral Stair­case
  • Take the Fig­ure Skat­ing Fig­urine from the gar­goyle, go back to the Artist’s Tow­er, and use it on the shelf

Figure Skater Ice Puzzle

Use the two arrow keys to spin each side of the puz­zle to map out a route for the fig­ure skater. When you’re done, press the tri­an­gle to test it out.

I got to about here, then could­n’t fig­ure it out. Good Luck! Skip time!

  • Take the Wood­en Rose and Ring with Jasper
  • Use the Wood­en Stem and Wood­en Rose on the rock­ing chair for Acid and Bro­ken Ring
  • Go out­side to the truck and use the Acid on the box
  • Take the Mala­chite Ring, Jew­el­ry Ham­mer, and Jew­el­ry Tongs
  • Back in the Nat­ur­al His­to­ry Hall, use the Jew­el­ry Tongs on the plan­ets table to get a Moon­stone
  • Com­bine Bro­ken Ring + Moon­stone + Jew­el­ry Tongs + Jew­el­ry Ham­mer = Moon Ring
  • Go into the Spi­ral Stair­case and use the Moon Ring on the gar­goyle

Gargoyle Puzzle #1

Slide the tracks around to guide the ball to the goal

  • Swap the Ice Pen­dant for the Jasper Ring at the next gar­goyle

Gargoyle Puzzle #2

Move the tiles around with the arrows so that the heads drop onto the cor­rect ani­mal

Hint: Cat is the eas­i­est

  • Use the Mala­chite Ring on the next gar­goyle

Gargoyle Puzzle #3

Slide the tracks around again to guide the ball to the goal

  • Click on the first gar­goyle again

Gargoyle Puzzle #4

Yet anoth­er puz­zle

oops
  • Click on the 2nd gar­goyle again

Gargoyle Puzzle #5

Aaaand anoth­er guide-the-ball puz­zle

  • Aaand, you guessed it: click on the 3rd gar­goyle again

Gargoyle Puzzle #6

Last one. I hope.

  • FINALLY, head into the Throne Room
  • Take the Amulet Dinosaur Skull and Tail from the King and Skele­ton stained glass win­dows, respec­tive­ly
  • Take the Archae­ol­o­gist Bag from the skele­ton
  • Inspect the stained glass to the left of the room
  • Go back and take the Duster from the Nat­ur­al His­to­ry Hall, then use it on the dusty stained glass in the Throne Room

Hidden Object Puzzle — Stained Glass

  • Get a Stone Drum
  • Go back to the Nat­ur­al His­to­ry Hall
  • Open the Archae­ol­o­gist’s Bag for a cutscene, Amulet Dinosaur Ribs
  • Use the Amulet Dinosaur Head, Ribs, and Tail on the locked door
  • Inside the Archae­ol­o­gy Hall, take the Raven Head from the chair and note the draw­ing there
  • Take the Raven Wing and King Stained Glass Shard from the big table
  • Back in the Throne Room, use the Raven Head and Wing below the throne

Raven Coloring Puzzle

Refer­ring to the clue from before, prop­er­ly col­or the relief

  • Take the Ice Reed Pipe and Skele­ton Stained Glass Shard
  • Back in the Archae­ol­o­gy Hall, use the Ice Reed Pipe and Stone Drum on the wall

Music Memory Puzzle

Using tri­al and error, fig­ure out the cor­rect order to press the pan pipe

Solu­tion (Click to Expand)

If: 1, 2, 3, 4, 5, 6, 7

Then: 7, 3, 4, 6, 1, 5, 2

  • Get the Ancient Gear and King Stained Glass Shard
  • Back in the Throne Room, use the Ancient Gear on the skele­ton’s box
  • Take the Scheme Paper and Skele­ton Stained Glass Shard
  • Use the King Stained Glass Shard x6 on the left win­dow
  • Use the Skele­ton Stained Glass Shard x6 on the right win­dow
  • Go into the Icy Tree’s Hall (last loca­tion!!!)

Stage 6: End Game (END)

  • Take the Bro­ken Cam­era and Ice Pen­dant
  • Inspect the tree to the right of the skele­ton, and use the Ice Pen­dant x4
  • Take the Snake Fig­urine and Spades Leather Medal­lion
  • Back in the Throne Room, use the Spades Leather Medal­lion on the skele­ton’s pock­et
  • Take the Spare Film and Ship Fig­urine
  • Go to the Castle’s Main Hall and inspect the elec­tron­ic play­er for a Bat­tery
  • In the Archae­ol­o­gy Hall, use the Snake and Ship Fig­urine on the table

Figurine Map Puzzle

Place the fig­urines in their prop­er posi­tions

Solu­tion (Click to Expand)

Light­house = mouth of cove

Ship = mid­dle of water

Cas­tle = snowy moun­tains

Mer­maid = rock island

Pyra­mid = desert

Snake = jun­gle

Vol­cano = fiery moun­tains

  • Take the Objec­tive Lens
  • Com­bine Bro­ken Cam­era + Spare Film + Bat­tery, then Objec­tive Lens = Cam­era
  • Go back to the Icy Tree Room and use the Cam­era

Huh. I guess he does­n’t like his pic­ture tak­en?

  • Hur­ry back to the seer and show her your Snap­shot (did­n’t real­ize that kind of cam­era was an instant print­ing cam­era…)
  • Take the Ancient Coin to the Nat­ur­al His­to­ry Hall and place it into the red table
  • Take the Sil­ver Bar to the Artist’s Tow­er and give it to Chris­tine
  • She hap­pens to have a Bag of Sand
  • Go to the Archae­ol­o­gy Hall and use the Bag of Sand and Scheme Paper on the table under the instru­ments

Rune Schematic Puzzle

Fol­low the instruc­tions on the paper to draw the rune

The first time I did this, I some­how man­aged to be a line off and it did­n’t count

  • Take the Rune Draw­ing and Grip­sack Key (grip­sack is a British Eng­lish term for small bag)
  • Go back to the Icy Tree Room and use the Grip­sack Key on the skele­ton’s grip­sack
  • Take the Jew­el­ry Burn­er
  • Give Chris­tine both items and she’ll mag­i­cal­ly cre­ate 4 Runes

I sense the end of the game upcom­ing!

  • Go to the Icy Tree Room, use the Runes, and pre­pare for a bar­rage of puz­zles!

Rune Puzzle #1

Arrange the laser beams to make all the ice cubes glow

Rune Puzzle #2

Press on the skulls to make them all glow

Some­times I’m good at these, some­times I’m not

Rune Puzzle #3

Slide the cubes and place them in their prop­er loca­tions

Rune Puzzle #4

Move the snakes so that they inhab­it the white squares only

Rune Puzzle #5

Anoth­er light the skull puz­zle

Rune Puzzle #6 (Last Puzzle of the Game!!)

And we end with anoth­er laser cube puz­zle

The End!!

Extra Puzzle

To unlock it, find all the mor­ph­ing items in the game

Morphing Items List (96 Total)

Town Gates (6 Total)

  1. Red Neck­lace in the pile on the ground
  2. Paw Print on win­dow behind car
  3. Frozen Heart from top of frozen foun­tain
  4. Bus Tick­et on the coin oper­at­ed machine
  5. Dec­o­ra­tive Detail in the basin of the foun­tain (upper left)
  6. Fish in the basin of the foun­tain (upper right)

Hall (6 Total)

  1. Flower on man­tle
  2. Dec­o­ra­tive Piece in fire­place
  3. Moth on win­dow
  4. Book­mark on ground in pile of books
  5. Brief­case on ground in front of suit­cas­es
  6. But­ton on desk

Narrow Street (6 Total)

  1. Stick­er on fire bar­rel
  2. Foot­print in snow
  3. Trash­can next to store to the west
  4. But­ter­fly in space between the build­ings
  5. Feath­er in space between the build­ings
  6. Fur above gar­goyle’s shoul­der

Pharmacy (5 Total)

  1. Blis­ter Pack next to the anatom­i­cal head mod­el
  2. Skull between the hang­ing lights
  3. Foil Ball next to the bro­ken floor
  4. Syringe next to the bro­ken floor
  5. Pick­ups on the counter

Store (5 Total)

  1. Pack­age Square low­er right por­tion of bro­ken shelf
  2. Ket­tle upper mid­dle of store above the dis­play case
  3. Detail Piece left por­tion of dis­play case
  4. For­tune Stat­uette above green box
  5. Wheat Ear on the shelf with the mouse

Small Square (2 Total)

  1. Round Thing on ground next to the car
  2. Gar­goyle on wall in front of the library

Library (2 Total)

  1. Dec­o­ra­tive Detail above the stove
  2. Piece of Cloth on the stat­ue

Near Seer’s House (8 Total)

  1. Hat next to man­nequin in the snow
  2. Anemone (?) in snow next to man­nequin
  3. Radio inside bro­ken bro­ken
  4. Fish on hang­ing sign
  5. Do Not Enter Sign on pole
  6. Sign on post behind the bicy­cle
  7. Fan in snow behind bicy­cle
  8. Stamp on mail­box

Seer’s House (4 Total)

  1. Weird Stone on man­tel
  2. Can­dles on fire­place hearth
  3. Por­trait on the wall
  4. Com­pass on table

Old Bridge (5 Total)

  1. Hor­net’s Nest under the lad­der
  2. Ice Gob­let (?) next to the red tool­box
  3. Flute under the red tool­box
  4. Red Cloth on bridge
  5. Pic­ture on bal­cony

Mine Entrance (3 Total)

  1. Cau­tion Sign on wall
  2. Work­er Graph­ic between lock­ers
  3. Gear to the left of the winch mech­a­nism

Old Mine (2 Total)

  1. Light on wood­en post
  2. Barbed Wire on table behind lamp

Sarcophagus Hall (3 Total)

  1. Ice Chunk next to the right­most pil­lar
  2. Jew­el on side of sar­coph­a­gus
  3. Crumbs under the bowl on the table

Ice Chapel (4 Total)

  1. Chain Link on pedestal under giant stat­ue
  2. Dec­o­ra­tive Detail on bot­tom of grave­stone
  3. Moss behind can­dle
  4. Left Pil­lar in front of big stat­ue altar

Funicular Platform (6 Total)

  1. Indi­ca­tor Light on con­trol con­sole
  2. Chick­en on weath­er vane
  3. Rib­bon on tree trunk
  4. Nuts on tree branch
  5. Lunch bag behind robot
  6. Paper Clip on the box next to the robot

Castle Front (5 Total)

  1. Snowflake on ground in snow
  2. Bul­let on front right stat­ue
  3. Ruf­fle on front left stat­ue
  4. Buck­le on chef stat­ue
  5. Dec­o­ra­tive Hook behind mid­dle stat­ue

Main Hall (0 Total)

None to find

Industrial Zone (3 Total)

  1. Per­sim­mon around the well
  2. Leaves on the well rim
  3. Radio Tow­er behind the build­ings

Burning Hall (2 Total)

  1. Sign on wall
  2. Rusty Crack­lines on lock­er

Artist’s Tower (6 Total)

  1. Stat­ue Head on wall
  2. Lamb Fig­urine on shelf
  3. Spoon on shelf
  4. Soap on paint table
  5. Paint­brush on Artist Table
  6. Dec­o­ra­tive Detail on left side of rock­ing chair

Hall of Natural History (0 Total)

None to find

Boiler Room (3 Total)

  1. Red Light on the wall
  2. Spi­der above boil­er
  3. Clamp below the tool­box

Spiral Staircase (1 Total)

  1. Wing on the stair

Throne Room (5 Total)

  1. Torch next to skele­ton stained glass
  2. Vine next to king stained glass
  3. Raven Skull next to throne
  4. Bracelet on skele­ton
  5. Pen­dant on oth­er skele­ton

Archaeology Hall (1 Total)

  1. Mask on left stat­ue

Icy Tree’s Hall (3 Total)

  1. Raven up in tree branch­es
  2. Pen­dant behind skele­ton’s bag
  3. Crys­tal on pen­dant tree

Extra Puzzle

It’s the library maze. When you fin­ish it, you’ll be treat­ed to some beau­ti­ful scenes allud­ing to poten­tial sequels for this series

Back to Video Game Guides

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 3x3. 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