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!

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