Kingdom of Aurelia: Mystery of the Poisoned Dagger Written Walkthrough (Nintendo Switch)

written 7/21/25, updated 7/27/25

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  • Published: Joindots
  • Platform Played: Nintendo Switch
  • Price: $11.99 MSRP: $15.99
  • Rated: T (Teen) for blood and violence
  • Genre: Adventure
  • Date Released: March 30, 2023

This is a written walkthrough for Kingdom of Aurelia – Mystery of the Poisoned Dagger by Joindots GmbH (Germany) and Shaman Games, played on the Nintendo Switch. Though it has solutions to most puzzles, I tend to skip them when I find them irritating or difficult

Game Start

What the intro cinematics

Fun Note: if you played the prequel, Namariel Legends: the Iron Lord which was released for the Switch in April 2023, one month after this game, you would notice that the names are all a tad bit different

Escape the Castle

  • Show the King the Amulet
  • Pick up the Parts of Dial x3 (left table, on the bed, and on the ottoman)
  • Pick up the Brush
  • Read the Royal Decree
  • Read the Letter from Pharion
  • Go left into the next room
  • Click on the person in the room
  • Pick up the Powder Box from near the globe
  • Pick up the Part of the Dial from the fireplace
  • Pick up the Pliers and read the Note from the broken window
  • Read the Torn Book and the Report from Kerner from the floor
  • Click on the bookstand
  • Take the Compass
  • Use the Parts of Dial x4
  • Combine the Powder Box + Brush
  • Use Brush with Powder on dial

Dial Puzzle – rotate the inner dial so that the arrows line up with the matching symbols, then hit the button. Easy peasey.

  • Take the Crystal and turn the pages of the book for clues

Globe Puzzle – using the clue from the prior puzzle, click the appropriate countries on the globe

Hint: Red Eye, Blue Stars, Arrow

  • Take the Blue Key
  • Look at the clock on the mantel

Clock Puzzle – super simple. Using the clue from the book, solve it. Super simple.

Hint: Turn the clock hands back to 9:30, then forward to 4:00

  • Get the Red Key
  • Return to the bedroom to find the King gone
  • Read the 2nd Report from Kerner on the ground
  • Click on the map on the right wall
  • Use the Pliers to get a Nail, Tree, and Lock Part
  • Use the Lock Part on the left cabinet for a Hidden Object Puzzle
  • Get a Corkscrew for your efforts
  • Use the Nail, then the Crystal on the yellow thing on the left table
  • Take it.

It’s Jim! No… Tim! The Robot!

  • Click on Tim and use it on the shield high up above the bed
  • Look at the pedestal, turn the button, use the Tree, and click the button again for the Green Key
  • Move the painting to the right of the bed to uncover 3 keyholes
  • Use the Keys x3 in their appropriate slots and turn them
  • Move through the secret door to find a dead body… and a doggone worm bot
  • Examine the body for a Note (looks like this is our suspected bad guy) and Tongs
  • Pick up the Mallet from the ground and use it on the broken wall to the left
  • Take the Iron
  • Backtrack to the fireplace and use the Tongs
  • Combine the Hot Coal + Iron
  • Use the Hot Iron on the wall above the corpse

Puzzle! – In this puzzle, you must click on the correct things, but if you mess up even once, you have to do it over again

  • Turn the handle
  • Take the Valve from the closest bucket and use it on the pipe to the right
  • Turn it
  • Zoom into the pipe near the red cloth and use the Corkscrew
  • Now use the Cork, then Mallet to stop up the waterspout
  • Boom, baby! Head through the opened grate

Get out of Town

  • Read the Newspaper from the ground
  • Take the Needles from the basket
  • Go towards the robot. If you try to click on it, that damned worm destroys it
  • Pick up the Mechanical Soldier’s Broken Head and Mechanical Soldier Part
  • Take the Ladder
  • Read the Wanted Poster
  • Check out the statue and the Proclamation
  • Pick up Hay and another Mechanical Soldier Part
  • Use the Hay on the horse and take the Screwdriver
  • Use the Screwdriver on the sign for the Bow-Tie
  • Use the Bow-Tie on the cat next to the door to open it
  • Talk to Leonard, the man inside
  • Pick up the Hose on the table
  • Look at the fish on the shelf
  • Open both locks, then use the Needles on them
  • Open the door, take the Wrench and the Fish
  • Place the Fish on the apparatus on the counter, connect the lines, then turn the crank to get a Charged Fish
  • Take the Abrasive to the right of Leonard
  • Return to the statue and use the Ladder
  • Climb up
  • Use the Abrasive then the Screwdriver to get a Propeller
  • Now use the Wrench for a Crystal
  • Back out, use the Hose on the hydrant, and turn the nozzle
  • Inspect the water
  • Try to get the piece, and use the Charged Fish to keep your limbs
  • “Guide” the crabs into the fish’s mouth for a Mechanical Soldier Part
  • Aaaand, back to the laboratory to assemble the robot
  • Place all the pieces, then follow the instructions on the wall: Head > Crystal > Hat > Eye > Mouth
  • Click on the solder gun to finish
  • Leonard gives you the Mindscope, then a flashbang flies in, and he disappears out the window.

Welp.

  • Use Tim to pick up the Crown
  • Go back out and use it on the statue for a Halberd
  • Fix the robot’s Head and give it the Halberd so that it can open the door
  • Head on through!

Catch a Boat

  • Click on the boat to watch it speed away
  • Have Tim lower the bridge for you
  • Head forth and talk to the kid that’s fishing

Note: I somehow managed to mess up the game by accidentally clicking on the Mindscope and hitting the B button too many times. Had to close and restart the game

  • Take the Fish from the bucket
  • Take the Coil from the barrel
  • Take the Scoop Base from the door
  • Take the Lightbulb from the buoy and place the Fish there
  • Open the hatch on ground, and use the Lightbulb on the left wall
  • Take the Gaff and use it on the buoy
  • With the crow gone, grab the Scissors and Hairpin
  • Use the Scissors on the net by the hatch
  • Combine the Net + Scoop Base + Coil
  • Use the Scoop Net on the crow
  • Use the Key on the door
  • Go in, look at the pulley system in the window, and use the Hairpin
  • Crank it to snag the Teapot
  • Retrieve the Hairpin
  • Read the Note, and take the Spatula
  • Look under the bed for a Hidden Object Puzzle
  • Take the Statuette
  • Go back out and pull the handle on the mechanism by the kid
  • Look on the boat for the other Statuette
  • Use both Statuettes on the box on the table inside

Box Puzzle – I hate these types of puzzles, so I just skipped it.

  • Take the Insulating Tape and Boat Key
  • Back outside, get on the boat, use the Boat Key, pull the brown handle next to the ignition, and then the Hairclip on the handle
  • Take the Pump
  • Back on land, use the Spatula on the barrel of oil
  • Use the Pump
  • Use the Teapot
  • Back on the boat, use the Teapot with Fuel
  • Turn the ignition, and off you go!

Through the Gates

  • Checking out the controls gets you another run-in with the worm
  • Use the Insulating Tape on the uncovered wires
  • Check on the telescope for a cutscene and the solution to the Switch Minipuzzle
  • Solve it to move the ladder

Hint: Up, Down, Down, Up

  • Head up the stairs, smash the window with the Wrench, take the Glass Shard, then open the door

Oh look, Leonard! Aaaand the bug. Oh, good. Killed it.

  • Use the Glass Shard on Leonard who gives you the Cellar Key
  • Plunder the Battery from the dead worm
  • Take the Broom
  • Take the Cylinder
  • Read the Note
  • Take the Thumbtacks and Scheme from the wall next to the door
  • Use the Cellar Key on the floor hatch to get the Broken Drill, Crowbar, and Hook
  • Back outside, use the Hook on the pulley
  • Nab the Thumbtacks, Saw, and Nippers
  • Use the Thumbtacks on the little wind propellers next to the stairs
  • Head back inside
  • Look the far wall, and use the Scheme for the answer to the minipuzzle

Another Puzzle – Yet again, I skip these types of puzzles

  • Go through the open door
  • Take the Borer from the vise in the back and replace it with the Broom
  • Use the Saw to get Broom Pieces
  • Use the Cylinder on the big thing in the middle of the room for a Cylinder with Nitrogen
  • Combine the Broken Drill + Borer + Battery
  • Use the new Drill on holes in the right-side wall
  • Use the Broom Pieces
  • On the upside, spray the bomb vent thing with the Cylinder with Nitrogen
  • Take the Fuse
  • Use the Nippers on all 4 sets of wires
  • Take the bomb off, turn the wheel, and send Tim down
  • Grab the Access Card and find Leonard trying to kill you
  • Use the Crowbar on the grates where Tim has crashed
  • Use the Wrench on its Propeller, and replace it
  • Nice to have your pal back, send it right out the other pipe to open the hatch for you
  • Go back and pull the pin out of the real Leonard’s back
  • Insert the Access Card into the slot to the upper right of the control panel
  • Head back to the boat

Smuggler’s Quay

  • Click anywhere to see “Pharion” close a grate on you
  • Right away, use Tim to knock the thing on the ceiling beam down
  • Take the Skull and use it in the grate doors

Whoops. Explosion!

  • Take the Chest Key, Scoop and the Slip of Paper
  • Utilize the Chest Key for Grease, Decoder, and Jug
  • Inspect the crates for a Machete
  • Use your Crowbar on the big box closest to you
  • Inside the box, place the Slip of Paper on the paperclips and execute a Hidden Object Puzzle for Dragon Parts
  • Use the Machete, then the Scoop on the burlap bag in front of the big box
  • Place the Dragon Parts on the crate

Assembly Puzzle – Follow the directions to put the dragon together (it doesn’t matter what order you do it in)

  • Back in the tunnel, use your new Blowtorch on the grates
  • Take the Decoder
  • Use the Grease on the stuck valve
  • Combine Jug + Scoop with Powder + Fuse
  • Leave the tunnel for a nice explosion that somehow obliterated only the rocks in the way, then go through it
  • After the cutscene, use the Machete on the vines to the right side
  • Head up the ladder
  • Send Tim down the pipe
  • Use the newly acquired Key on the locked journal
  • Use the Decoder

Puzzle! Line up the 2 decoders with the symbols

  • You’ll get a Paper Code
  • Before inspecting the telephone, use the Insulating Tape on the sparking wires
  • Now, use the Paper Code on the telephone
  • Pick up the receiver, then dial the provided number
  • While the guard is distracted, steal over to the balloon and ride it away!

Mountain Pass

  • Pick up the Tongs from the rope
  • Pick up the Mattock from the toolbox above the basket
  • Move forward
  • Pick up the Pieces of Iron x3 and the Canister
  • Open the door to the right and go in
  • Pick up the Telescope without Lens, Sandpaper, and Handle
  • Go backwards and use the Mattock on the left rock wall
  • Use the Scoop on the pile to get the Coal
  • Look at the building ahead
  • Use the Sandpaper

Find the objects puzzle! Like the other finding puzzles, if you mess up even once, you have to do it all over again

  • Head inside
  • Pick up Bucket and Matrix
  • Use Handle on yellow generator (near left)
  • Use Matrix underneath the long channel next to the water basin
  • Inspect the drill press, and take the Matches
  • Inspect the hanging bucket, and place the Pieces of Iron into it
  • Use the Coal, then the Canister, then the Matches
  • Tip the bucket
  • Use the Tongs on the now-full Matrix
  • Use the Bucket on the water basin to get a Bucket Whit [sic] Water
  • Combine Matrix + Bucket Whit [sic] Water
  • Place the new Template into the vise below the drill press, then press the red button
  • You now have a Detent

Definition: Detent – “a catch in a machine which prevents motion until released”

  • Go back to the broken-down tower to use the Detent on the rightmost crank
  • Now you can crank both cranks to reach the other side
  • Pick up the Board
  • Head on through
  • Pick up Board x2
  • Head up the path
  • Take the Handle and Magnet
  • Use the Telescope without Lens on the stand
  • Go backwards
  • Use the Mattock on the rock face next to the boiler machine
  • Use the Handle on the valve and turn it
  • Take the Lens
  • Go forward and use the Lens on the telescope
  • Look through it
  • Watch the cutscene and note the extremely convenient “248
  • Input the number into the device next to the telescope
  • Take the Wing bolt, go backwards, and use it on the steaming pipe above the path
  • Pick up the Toothed Rack, go forwards, and use it on the device
  • Use the Boards on the wheel of the device
  • Pull the lever

Inside the Base

  • Lift the grate in the left tunnel and go down
  • Pick up the Clamp and Latch
  • Use the Magnet on the rope and lower it to get the Wrench
  • Go backwards, and use the Wrench on the left wall
  • Use the new Red Cross on the med kit on the wall ahead
  • Pick up the Laxative
  • Go back down the grate
  • Use Tim on the light above the bathroom
  • This part is timed, but you can do it as many times as necessary: When the guard is distracted, use the Laxative on his cup
  • Lower the ladder ahead and go down
  • Use the Latch on the door to bar the guard from exiting
  • Take the Access Card from the guard who is trying to get out
  • Take the Bobbin from the console
  • Read the Letter from Hermengilda
  • Use Access Card on console

Puzzle! Move the number snakes until they match the tiles underneath

Hint: Move the 1’s into position first

  • Back out and go through the newly opened hatch
  • Take the Note with Code and the Pieces of Rope x3
  • Return to the console to use and input the Note with Code (1589)
  • Now with the fan stopped, go back to it
  • Use the Wrench, undo the securements
  • Take the Engine and Clamp
  • Use the Engine on the catwalk mechanism
  • Go into the next room
  • Take the Pieces of Rope x3 and the Crossbow Base
  • The 6 Pieces of Rope have turned into a Rope
  • Go back to the catwalk room
  • Use the Rope on the hook above the podium
  • Go down and take the Skull’s Emblem and Arrow
  • Take the Rope again
  • Go back into the next room
  • Use the Rope on the piece of wood on the walkway across the room
  • Take the Skull’s Emblem from the ground, then use it on the chest
  • Take the Map and Clamp x2
  • Look at the door down the way and take the Clamp
  • Now, inspect the pipes with all the steam and use Clamps x5 so that they close the holes
  • Now you can inspect the machine for…

A Puzzle! Or 3 of them, really. Super easy, just rotate the pipes until they are closed systems

Fun Fact: These 3 puzzles are EXACTLY THE SAME as the puzzles from the Fall of the New Age game. You can find the walkthrough for that HERE

This is the screenshot from my walkthrough for the Fall of the New Age game, also by Joindots
  • Use the newly acquired Perforated Card in the door to open it
  • Proceed
  • Pick up the Bow from the ground
  • Combine Bow Base + Bow + Bobbin + crank the handle + Arrow + attach bobbin rope
  • Place the Crossbow on the nifty stand on the lower left of the screen
  • Let ‘er rip!
  • Crank the bobbin, then head into the dirigible
  • Watch the people slowly descend
  • Undo the bag on the floor and take the Stethoscope and Glass Dropper
  • Look up the stairs
  • Take the Garden Knife
  • Place the Map and close the lid for Hieroglyphs
  • Use the Garden Knife then Glass Dropper on the plant for Glass Dropper with Resin
  • Use the Hieroglyphs on the wall to the left

Simple Puzzle. Click all the symbols that correspond with the clue in order or you have to try it again

  • Head in and take the Glass Cutter
  • Back out and go into the cockpit
  • Use the Glass Cutter on the compass near the wheel, then use the Garden Knife
  • Go back to the disassembled robot and use the new Crystal on its head

Puzzle! Assemble the robot using the provided parts. Pretty simple

  • Go down with the help of the robot to see your enemy escaping with their prisoner
  • Read the Note from Chief Mechanic for instructions
  • Go into the remaining helicopter and take the Stamp
  • Use the Stethoscope on the safe and click a bunch of times until the 4 locks disengage (R70, L20, R90, L40)
  • Open it up for a Scroll
  • Return to the cockpit
  • Zoom in on the table
  • Use the Scroll and Stamp
  • Use the Glass Dropper with Resin on the broken tube
  • Fit the pieces together, put the paper inside, close the lid, open the hatch, and pull the lever
  • Take the Button and use it in the hangar to open the hatch
  • Go into the helicopter and press the red button

Save Pharion

  • Pick up the Chimney Bellows and Garden Pruner
  • Use Tim on the thing up high to fill the water basin
  • Go into the hut
  • Take the Mushrooms, Chair, and Empty Boiler
  • Zoom in on the wall shelf for a Pounder
  • Use the Garden Pruner on the hanging bag for some Green Leaves
  • Back out, fill the Empty Boiler with water from the basin
  • Use the Chair under the rope ladder
  • Use the Garden Pruner for Twigs and a Watering Pot (that looks suspiciously like a funnel)
  • Use Twigs on the unfinished basket on the ground to get a Basket
  • Use Garden Pruner on the thorns for Rose Leaf
  • Back inside, place the Boiler with Water on the stove
  • Look to the rear left of the room
  • Read the note of instructions
  • Place the Mushrooms, Green Leaves, Rose Leaf, and Pounder onto the table, then into the mortar
  • Dump the new Mortar with Powder into the pot
  • Use the Chimney Bellows on the fire
  • Look on the wall shelf, then use both the Watering Pot and the Brew
  • Place the sprayer on top
  • Use your new Spray with Brew on those pesky vines on the ground
  • Use the Basket on the device, and go down
  • Take the Hammer and Slingshot
  • Go down the steps. You can’t do anything here, so keep moving forward
  • Use the Hammer on the barrel for a Spike Nail and Plum
  • Go back to the device
  • Use the Spike Nail and Hammer on the part in the ground
  • Pull the lever
  • Take the Elastic
  • Go back towards the monster thing
  • Combine the Slingshot + Elastic + Plum
  • Use the Slingshot with Plum on the hanging bucket
  • While the beast is distracted, grab the Key next to it (this is timed. If you mess up, just grab a new plum and do it again)
  • Use it to open the cage and free the creature. Take the Emblem
  • Backtrack to the hut and use the Emblem in the wooden door for a Hidden Object Puzzle
  • Combine the Slingshot + Sleeping Powder
  • Shoot the beast
  • Look into the well. Pharion will give you a Rope Ladder
  • Attach it to the ground nearby and go down
  • Click on Marcus, the bad guy. He’ll go to sleep
  • Take the Broken Knife and Regulator from the table, then note the clue there
  • Go into the tent
  • Take the Shoestring from the boots
  • Combine the Broken Knife + Shoestring
  • Use your new knife on both the hanging bag and Marcus’ watch for a Lens and Transformation Amulet
  • Use the Lens on the candle for a Clip
  • Go back out, and use the Transformation Amulet on the forest creature
  • Go up the stairs
  • Use the Regulator on the device and using the clue from before, turn it to “0”
  • Use the Clip on the trunk nearby
  • Use the new Gloves on the machine to get the Magic Staff
  • Hurry back to Pharion and use the staff on the conveniently shaped indent behind the well

Ah. A Puzzle. You need to properly align the wheel

Again, it’s the exact same puzzle from the Fall of the New Age game!

  • Pharion yells at you for being slow (ungrateful ugly old man…)
  • Go back to the tent place and click on the shining ritual
  • Zoom in and place your Amulet in the indent
  • Take the Dagger
  • Zap Marcus with the Magic Staff
  • Give Pharion the Dagger

Congratulations! You’ve saved the Kingdom!!

Bonus Game

The story picks up right after the events of the main game

  • Take the radio from Marcus

Crash Site

  • Go through the portal
  • Take the Tube and use it on the hunk of metal in the helicopter
  • Zoom in on the King
  • Take the Cartridge and the Napkin
  • Use the Napkin in the water
  • Use the Wet Napkin on the King
  • Listen to him, he’ll give you a Key from Box (I think they mean key for box)
  • Use it on the first aid box to get an Unloaded Rocket Launcher (I’m pretty sure they mean a flare gun), Air Canister, and Air Raft
  • Pharion conveniently shows up after the work is done and gives you back the Amulet
  • Place the Air Raft next to the helicopter, then use the Air Canister
  • Combine the Unloaded Rocket Launcher + Cartridge
  • Fire the Signal Pistol (Admittedly an accurate name) at the dirigible
  • Immediately, Hermengilda, herself, will arrive, so talk to her
  • Go into their helicopter (I know they call it an ornithcopter, I don’t care)

Sky Town

  • Take the Vacuum Cleaner
  • Look at the store to the right, and try to open the door
  • You’ll get a Door Handle
  • Use it on the device on the stairs
  • Use the Vacuum Cleaner

Puzzle. Try to figure out the correct time to set the clock to

Hint: The sign on the window of the store

This puzzle doesn’t really make sense given the “clock” was set at 9pm when it’s clearly daytime, but whatever
  • Go in
  • Take the Walking Stick
  • Back out and use it on the electrical line on the ground
  • Take the Pincers from the gated door
  • Go back to the cash register and use the Pincers
  • Back out again, and use the Ticket on the gated door
  • Head through
  • Take the Handle from Cash Register and Scheme from the bulletin board
  • Inspect the big thing to the left for a Hidden Object Puzzle
  • You’ll get a Canister for your trouble
  • Backtrack and use the Handle for Cash Register on the cash register
  • Give it a crank
  • Use the 25 Cent Coin across the way on the lockers
  • Back out, zoom into the door on the left, and use the new Pneumatic Key
  • If you notice in the door, there are 3 numbers (120, 40, 100) carved into it
  • Input those numbers into the device, pressing the red key after each number
  • Go inside
  • Take the Golden Coin from the ground
  • Go back to the vending machine
  • Use the Canister, then the Golden Coin
  • Take the 50 Cent Coin and Oil Can
  • Use the 50 Cent Coin inside the rightmost building’s lockers
  • Take the Chainsaw, go through the doorway to the deck and use it on the railing
  • Take the Glue Perforated Card
  • Go to the docks
  • Use the Oil Can on the crates, and push them aside
  • Above the moved crates, take the Green Lamp
  • Go back to the tower
  • Use the Green Lamp on the silver box thing
  • Head across the walk, put the Glue Perforated Card on the grates, and pull the lever
  • Return to the docks and use your new Perforated Card on the green chest
  • Return to the tower and use the new Red Lamp on the silver thing
  • Use the Scheme on the controls

Puzzle Time! You’re supposed to move the arms according to the instructions to activate the robot

Here are the solutions:

Round 1

The first one doesn’t really make sense because it’s already in that position?

Round 2

  • Head back to the docks
  • Flip the power switch on the railing
  • Pull the robot away from the lift
  • Go down the lift

Into the Mines

  • Zoom into the bottom of the wreckage and take the Hammer
  • Pick up the Rope from under the wing
  • Use the Rope on the propeller
  • Use Tim on the attached rope
  • Press the red button in the cockpit
  • Go up the ladder
  • Take the Fragment of Lever from the gears
  • Go forwards
  • Take the Gas Wrench
  • Backtrack to the machine wreckage and inspect the lower portion
  • Use the Gas Wrench on the tube
  • Get the Tube and pick up the Chain
  • Look at the left side wing and use the Gas Wrench to get a Part of Wing
  • Head forward and use the Chain on the empty gears
  • Turn to the right, look down the shaft and use the Part of Wing to get a Sawing Disk
  • Go forwards
  • Use the Sawing Disk above the left-most lever
  • Use the Tube then the Fragment of Lever on the broken lever to the right
  • Pull the lever in the middle
  • Use your new Chisel and the Hammer on the piece of wood blocking the leftmost lever
  • Pull that lever
  • Pull the rightmost lever
  • Go back a room
  • Pull the red lever
  • Go into the lift and take the Glove
  • Return to the cockpit of the wreckage
  • Use the Chisel on the panel, then the Glove
  • Take the Fuse back to the left control, and put it into the unit

Puzzle! Place the connectors into the grid, leaving the colors the same

Hint: While each connector can extend, it only extends so far, so there’s only 1 solution to the puzzle

  • Go into the lift and choose floor 3
  • Pull the lever twice
  • Pick up the Key
  • Go back into the lift, choose floor 2
  • Use the Key

Western Zodiac Finder Puzzle. Like the others, if you mess up once, you’ll have to do it all over again.

  • Take the Pick (why it has to be under such high security in a mine, I have no idea)
  • Return to level 3
  • Pull the lever
  • Use the Pick and then the Hammer on the hanging bucket
  • Pull the chain
  • Pull the lever
  • Go forward

Last Puzzle. Press the runes in the correct order (trial and error) to create a pathway

  • Use the Amulet

Congratulations! You are completely done with this game!

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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