Fall of the New Age Collector’s Edition Written Walkthrough

Written 4/5/2025, updated 4/5/2025

  • Published: Joindots
  • Platform Played: Nintendo Switch
  • Price: $8.99 MSRP: $29.99 (Hidden Object Adventure Bundle)
  • Rated: E10+ (Everyone 10+)
  • Genre: Adventure
  • Date Released: June 1, 2023

This is a walkthrough for Fall of the New Age – Collector’s Edition by Joindots GmbH (Germany) and Shaman Games, played on the Nintendo Switch. As of right now, there are no written walkthroughs easily found on the internet and very few video walkthroughs that include the 2nd half of the game. I don’t like video walkthroughs, so this is purely text. It’s not intended to necessarily help you solve puzzles as I tend to skip them when I find them irritating or difficult

Game Start

Watch the intro cinematics

Tutorial: Escape the Dungeon

  • Look out the window
  • Check the package on the ground. Get Pin, Sleeping Powder, and a note
  • Inspect the hay pile next to the bedroll. Push aside the hay 3x to get a Bottleneck
  • Click on the bedroll and use the Bottleneck to get the Hint Ferret and a Spoon
  • Check the water trough if you’d like
  • Inspect the door and use the Spoon to peel back the metal

Puzzle #1!! And the first in many lockpick puzzles. Use the Pin and your lockpicking skills to escape. Basically, just rotate the pick in a circle until the pieces tremble, then hold it there until a space appears and automatically lines up.

Imagine a clockface:

  1. 8 o’clock
  2. 12 o’clock
  3. 5 o’clock
  • Leave the cell
  • Use the Sleeping Powder on the guard
  • Watch the cutscene (or skip it)
  • Hit the guard with the slingshot
  • Look at the cloak and open the 2 pouches for a Tarry Rope and a Note
  • Go back to the cell and use the Tarry Rope in the water trough to get a Clean Rope
  • Check the downed guard
  • Get a Corkscrew and a Note
  • Look at the grate on the ground if you want
  • Go through the doorway and try to keep going to start a cutscene
  • Talk to Herbert
  • Look at the knocked-out guard for a Wrench
  • Use the Corkscrew on the barrel to get a Cork and a Ring
  • Go back a room and use the Wrench on the each of the screws on the grate on the ground for a Gear
  • Back in the hallway, use your Spoon on the sign on the wall for Picklocks, another Gear, and a Note
  • Now for the lion’s head. Pick up the Scoop, then use the Ring

Puzzle Time! Straight forward and easy: Use the Gear x2, then swap the pieces so that the water flows around all 4 gears, then pull the lever on the left to allow the water in

  • Attach the Clean Rope and descend!
  • Talk to Herbert
  • Use your Picklocks on the chest
  1. 4 o’clock
  2. 7 o’clock
  3. 11 o’clock
  • Take the Spatula, a jewel, and a Note
  • Use the Spatula on the Candle to get it
  • Use the Cork, the Scoop, then the Candle on the rowboat and get the Ring
  • Look at the sluice gate in front of the boat and get the Picture
  • Now check out the statue next to the candles and get the Halberd
  • Go use it on the seaweed next to the stairs for the Arm
  • Clearly, it goes on the statue, so return it

PUZZLE! Referencing the picture, move both arms and the head to solve it.

  • Use the Ring, pull the lever, and watch the cutscene

Infiltrate the Cult House

  • Watch cutscene
  • Go into the house
  • Watch cutscene
  • Look at the bow of the boat and get Rope with Hook
  • Clear the jetsam from the water and the Rope with Hook to get a Bull Head
  • Look starboard and get the Disguise Picture. Note the rat-shaped depression
  • Check out the junk pile for a Fisherman’s Disguise Hidden Object Puzzle
  • On the lower right portion of the screen, open your Disguise Box and put together your disguise
  • Head back into the house for a cutscene
  • Open the cabinet and pick up the Pipette
  • Check out the poison jug on the ground and use the Candle on it
  • Remove the stopper, then use the Pipette for a Pipette with Acid
  • Use your new item on the chest’s lock
  • Pick up the Wing Nuts, Pan Gripper, and the Note
  • Grab the Fat from the ground, go back outside, and use it on the lantern
  • Use the Pan Gripper on it for Melted Fat
  • Return inside and smear the Melted Fat on the floor
  • Push the trashcan over and use the Wing Nuts on the hatch
  • With the help of the Note from the chest, solve the Labyrinth Puzzle

Solution: Left, Up, Left, Right, Up, Left, Left

  • Inspect the lower right corner for another Lock Puzzle
  1. Between 9 and 10
  2. Between 4 and 5
  • Go forward
  • Watch the cutscene
  • Grab the Magnet
  • Head backwards and use the Magnet inside the cabinet
  • Pick up the Bone Knife, go back through the vent, and use it on the rope to take out the guard
  • Inspect the window and take the Scroll and Pincers
  • Use the Pincers on the vase on the side table to get a Rat Sign
  • Check the guard’s bag for a Note and Plate
  • Get another Plate from the mouth of the bear skin
  • Backtrack to the boat and use the Rat Sign for the other Bull Head
  • Head back inside through the vent
  • Use the Plates and the Bull Heads on the door

PUZZLE! This is a Roman numeral math combination lock puzzle… except you don’t really need to solve it because if you turn the handles, it will glow orange on the correct answers

Solution: III, VIII, III & V, IX, IV (3, 8, 3 & 5, 9, 4)

  • Go through the door
  • Look at the lion head door handles and take the Cipher
  • Watch the cutscene
  • Undo the knots on the book on the pedestal. Take the Cipher
  • Check out the weapon cabinet. Move the sword, 2 spears, and a shield to grab the Activator Tool
  • Head over to the desk to use it on the indentation

PUZZLE!! This is a 3-part puzzle. You’re playing the skull against the snake where if a character lands next to the other, then you turn into the other. Don’t overthink it.

  • Get a jewel and Flame Liquid for your trouble
  • Slingshot the Flame Liquid at the unlit candle above the weapon cabinet
  • Go down the stairs
  • Play the Animal Hidden Object Puzzle
  • Head down the way
  • Inspect the books on the desk for a Rag
  • Look at the painting
  • Pick up the Dagger, then use the Rag on the graffiti for the Crown Part
  • Use the Crown Part on the pouch on the ground and turn it to the right twice
  • Grab the Snake Fangs, Screwdriver, and Note
  • Backtrack and pick up the Cipher from the boar’s head
  • Use the Screwdriver on the boar’s head for a Fang
  • Go back to the hidden room and use both the Snake Fangs and Fang on the breastplate on the wall
  • Get the last Cipher and a jewel
  • Now, look at the mechanism on the desk and use the 4 Ciphers on it.

This is a Puzzle. Using the “quill” on the arm, press and hold the button as you drag it across the white panels. You can only pass through them one time.

  • Now that you have the Decipher, backtrack to the study
  • Use the Dagger and Decipher on the window lock, then press the right buttons in order (Dragon Circle, Lion, Dragon with Jar, Dead Horse, Cult Skull Emblem)

*Note: Make sure you take the Decipher after the puzzle. If you just pressed B to back out, you won’t actually take it. If that’s the case, just return to the mechanism and take it*

  • Open the window and escape

Herbert’s Hideout 1

  • Talk to Herbert, get Chain and Nun Disguise Picture
  • Snag the Sponge from on top of the books on the desk
  • In the upper left part of the screen, take the Mini Crowbar and the Note from the barred window
  • Look at the little pot of oil in the middle of the room
  • Pick up the Chain then use the Sponge to get a Sponge in Oil
  • Inspect the swords on the wall, take the Chain, from the 4th one, and clean them with the Sponge in Oil
  • Now, use the Mini Crowbar on the swords. Note the symbols and the gem colors
  • Click on the metal spider and use the Chains

It’s a PUZZLE. Remember those swords with colors and symbols? Swap the symbols to match them to the code from the swords

  • Break into the floor chest with your Picklocks
  1. Between 11 and 12
  2. Between 9 and 10
  3. Between 3 and 4
  4. Between 10 and 11
  • This opens up the Nun Hidden Object Puzzle
  • Go ahead and put the disguise together (the need for perfect placement of the glue on the warts is infuriating!)
  • Click on the place where the spider puzzle was to leave

The Alchemist and Librarian

  • Click anywhere and watch the cutscene
  • In the alleyway next to the Alchemist’s house, get the Rock and Note
  • Inspect the door for the tall tower (library) and get the Alchemist Sign
  • From the sign next to the archway, get a Cogwheel and jewel
  • Next, check out the guard and watch the cutscene
  • Pick up the Poker from the right side of the archway
  • Use the Alchemist Sign on the Alchemist’s door
  • Look inside, and open the lock with the Poker
  • Slingshot the Rock at the window to allow the fumes to escape (because for some reason it won’t go out the opening you just made, yourself)
  • Talk to the alchemist who begs you to make a potion to help him rid the effects of the smoke
  • Look at the running water track and take the Pouch with Herbs
  • Pick up the Cogwheel from inside the grinder
  • Take the Test Tube from the workdesk
  • Leave the building and watch as the library blows up
  • Rush over there and use the Poker to lever the door and get inside
  • Talk to the injured librarian inside who also asks you for a potion. Same potion should be good. It’s somewhere in the cellar of the library
  • Poke through the rubble to the right of the library for a Bucket
  • Go back to the Alchemist’s house and use the Bucket on the water there for a Bucket Full of Water
  • Head over to the library and use it on the fire to the left
  • There’s a book on a pedestal near the librarian where you get a Wooden Die and a Hacksaw
  • Use the Hacksaw on the lock to the left of the building. Heeey. The cellar door!
  • Go down
  • Look out the hole for a cutscene. Pick up the Oiler and Metal Bar from it
  • Look at the chest

Lockpick Puzzle!

  1. 10 o’clock
  2. Between 9 and 10
  3. 5 o’clock
  4. 9 o’clock
  • Take the Bowl and jewel
  • Open the bottle, then use the Test Tube for Reagent
  • Use the Oiler on the ladder and extend it
  • On the book, turn the 2 sections of the snake aside, then use the Bowl, and replace the snake parts
  • You got the Recipe!
  • Skedaddle back to the Alchemy house, but before going in, take a closer look at the water wheel
  • Place the 2 Cogwheels on their respective places. Voila!
  • Inside, use the Wooden Die to the left of the stove
  • Take the Gloves, look at the stove, and use them to open it up
  • Fix the coals with the Poker and then get a Coal
  • Before leaving, place the Metal Bar in the coals, then pour the Reagent over top. Pull it out with the Poker for some Azurite (technically, you’re not supposed to do this step just yet, but it saves time and you can!)
  • Use the Gloves on the boiling yellow liquid atop the stove to get the Yellow Retort
  • Use it on the puzzle to the left of the stove

Steam Puzzle! This a 3-part puzzle, super straight-forward and pretty simple. Make a closed loop with the provided tiles.

  • Pick up the Nephrite and the Note
  • If you haven’t done it yet, go ahead and follow the directions on the note for the Azurite
  • Toss the Azurite and Nephrite into the grinder for their powdered forms
  • Turn your attention to the worktable now
  • First, hang up the Recipe
  • Then, place your ingredients and follow the directions. Scoop the powder, boil the retort on the stove. Return the retort. Connect the hose. Add more powder. Remove hose. Crush Herbs. Pour liquid. Scoop Powder. BOOM! Medicine.
  • Go ahead and cure the Alchemist
  • Give him the Decipher and he’ll give you a Right Arrow
  • Now, for the Librarian. He will give you both Sleeping Powder and Tablets
  • Head back down to the cellar
  • First, use Coal on the colorless book
  • Then, use Tablets on the books on the shelf to the right

PUZZZLE. Armed with the clue from the book, move the tablets around to complete depictions. Easy peasey.

  • Take the Vertical Arrow, then use both it and the Right Arrow on the back wall

ANOTHER PUZZLE!!! So many of them… This one is interesting. You place arrows in the segments at the bottom to get your man to the flashing door before the bad guy gets you. Your character is always moving forward.

Solution: Right, Up, Up, Right, Down, Down, Right, Up, Up, Down, Up

  • Jump out the window for a cutscene
  • Ugh. Another….

Puzzle… I personally hate these types of puzzles, so I didn’t play it and just skipped through. You’re supposed to move the colored pieces to their respective sides.

Cultist Stable

  • Watch cutscene
  • Get Cultist Plans
  • Immediately hit the thug at the door with the Sleeping Powder
  • Pick up the Scroll on the ground in front of the horse
  • Inspect the gate
  • Solve the Weapon Hidden Object Puzzle
  • Go through the gate
  • First things first: click on the hay/wood pile to get the Arrow Piece and a Note
  • Back out, and use the Arrow Piece on the statue
  • Use the new Rings on the fallen training dummy
  • Look to the right of that and pick up the Hatchet from the stone bench
  • Look at the pedestal in the middle and take the Rope. You’ll automatically tie the dummy’s rope there
  • Backtrack to the stables and use the Hatchet where you got the Scroll for a Whip
  • Now go forth to the field of horses and use the Rope on the horse’s saddle, then the Whip on the horse
  • Open the uncovered stable door and head inside (So… Is the horse going to keep that door unblocked forever?)
  • Slide the blocker in front of the angry horse
  • Soothe the big guy (gal?) by running the Tooth-Comb from the saddle on the wall on its tangled mane 3 times
  • Get the Thief Puzzle Piece
  • Pick up the Sign for Box from the bucket of feed on the ground
  • Remove the cloth on the chest for a Lockpick Puzzle (There’s a strange text at this point that says, “It seems the bandits have been keeping each other company here for a long time!” …What does THAT mean?)
  1. Closer to 12 than 11
  2. A little past 6
  3. Between 11 and 12
  4. 7 o’clock
  • Open the chest for a jewel and a Long Hook
  • Backtrack to the beginning and investigate the sleeping thug
  • Pick up the Thief Puzzle Piece, then use the Sign for the Box
  • Grab the Money and head back through the gate
  • Employ the Long Hook on the wood pile
  • Snag the Wrench and head back to the beginning to use it on the horse statue
  • Get another Thief Puzzle Piece and jewel
  • OKAY. Now you can go back to the stable and talk to the bandit to the left of the ladder
  • Give him the Money
  • He gives you the last Thief Puzzle Piece
  • Head up the stairs and use all 4 pieces to start a…

PUZZLE! This one isn’t hard, but if you don’t think ahead, you’re going to get stuck

Hint: Start with the top and bottom

  • Up in the creepy, out-of-place torture/bdsm room, take the Nippers from above the fur blanket bed (Is this what Marla was referring to earlier…?)
  • Look at the fur blanket and pull away tufts of fur for a Wrench
  • Use the Nippers on the manacle in the middle of the floor to dislodge the Silly Mask
  • Use the Wrench on the stocks in the back corner for the Scared Mask
  • Pick up the Evil Mask from the windowsill
  • Next to the manacles on the floor, inspect the floor hatch
  • Grab the Note and watch as your “friend” stabs you in the back (figuratively)
  • Locate the 3 indents on the back wall
  • Use the Instructions to Masks, and the 3 Masks
  • I won’t even call this a puzzle. Just line them up properly and receive your reward: a creepy Lever sitting on hands (Someone went through some real trouble to fashion that mechanism…)
  • Use it on the winch under the window, toss the log out, and get outta there!

University Campus

  • Talk to Herbert
  • Give him the Cultist Plans
  • Take the picture of a jester he gives you, then look at his nearby cart

Ah. A Puzzle. This one seems straightforward, but it harder than it looks. Basically, find and highlight the one strand that is whole to unravel the lock. One wrong move and you have to start from the beginning.

  • Now for the Jester Disguise Hidden Object Puzzle
  • Put together your disguise
  • Head past the guards and watch the cutscene (or not)
  • Inside, click anywhere to watch the cultist blow up the statue
  • Look at the broken statue and take the Hoe from the back of it
  • Take the Fish from the stand nearby, and offer it to the cat on the other side of the iron gate
  • Take the Mug
  • Go down the alley
  • Take the Sunray hanging off the end of the sign
  • Ignore the window for now, and inspect the door on the left wall
  • Use the Mug on the little hand and use the lever
  • Pick up the jewel and Pick the Lock
  1. A little past 9
  2. A little past 3
  3. 12 o’clock
  4. 8 o’clock
  • Take the 2 Grapnels
  • Backtrack to Herbert, and use a Grapnel on the green flag
  • Take the jewel, make note of the symbols on the crenel, and interact with the butterfly if you want to
  • Go back to the alley and use the other Grapnel on the gargoyle
  • Go up and into the University campus grounds
  • Take the Saw Handle from the University door
  • Take the Sunray from the University window
  • Use the Hoe on the flowerbed for the Observatory Valve, and take the Leaf
  • Look at the stone globe and grab the Sunray
  • Backtrack to the market stall and use the Saw Handle on the fishbone for a Fish Saw
  • Go back towards Herbert and use your new saw on the window next to him to get the last Sunray
  • On your way back, stop by that window in the alley
  • Pick up the Glue and use the Leaf on the glass to safely pick up the Shard
  • Back on campus, you can now use the 4 Sunrays on the door to the Observatory

It’s a PUZZLE! This isn’t hard. You need to line up the symbols on the inside with those on the outside. Each time you pick a slice, the ones lateral to the opposing slice will swap. Just poke things a few times and you’re done!

  • Check out the fire and take the Ring, making sure to click on the math there, and take the Scroll
  • Use the Shard on the broken blue orb for a Map
  • Click on the stained glass for an Astrology Hidden Object Puzzle
  • Inside the elevator, take the jewel and Map
  • Backtrack to the alley and use the Ring on the door at the end
  • Take the proffered Pipe and Potion
  • Return to the elevator and inspect the plumbing underneath
  • Remove the fabric strips, replace the loose pipe, then use the Pipe where one section is missing. Finally, replace the fabric strips (Hey, if it works, then why not?)
  • Activate the pump handle inside the elevator and head up
  • Inspect the corpse of the astrologer
  • Take the Map and Note
  • Look at the table for a Kettle and the last piece of the Map
  • Click on the table with the planet mobile, and place the Map and Glue

Puzzle! Rotate and place the pieces to complete Bastark’s the natal chart. As usual, it’s easiest to place the edges. The game will automatically set the pieces for you.

After they’re in place, use the paintbrush in the glue and follow the lines to glue them. The game is super picky about you applying the glue thoroughly. When prompted, pull the cord. When the skull appears, go ahead and back out

  • Go up the ladder on the right side of the screen and pull the shutter open
  • Take the Stopper that almost impales you
  • Look at the gear mechanism on the upper left to add both the Stopper and the Observatory Valve
  • Turn the wheel
  • Look out the opening to see a cutscene of the cultists blowing up the University building
  • Backtrack way out to the broken statue and use the Kettle on the gunpowder
  • Go back to the University window and use the Gunpowder for some more fireworks
  • Head inside
  • Click anywhere to watch the stairs collapse
  • Save the honking goose. You’ll get a jewel and a Goose Feather
  • Look up, and clear the debris on the broken shelf for an Oarlock
  • Inspect the sewer door for a lock, but heeeey, we already found the code earlier, so input it

Mini-Puzzle

Solution: Triangle, Circle, Square, Diamond (1,2,4,3)

  • Take the Ocular and Lens, then open the hatch
  • More bombs
  • Get the Library Sign by using the Shard on the ham over the campfire
  • Pick up the Trowel by the chest and unlock it with Picklocks
  1. 11 o’clock
  2. Between 9 and 10
  3. 10 o’clock
  4. 5 o’clock
  5. 1 o’clock
  • Snag the King and a jewel
  • Use the Oarlock on the boat, and spin it to pull up a Plate of Alchemical Laboratory
  • Find the Mainland on the explosive barrel
  • Wander out to the stone globe outside and use the Mainland for Mountains
  • It fits on the the barred door inside for a super easy…

Puzzle. Order the tiles properly

  • Go back to the observatory and look at the telescope
  • Place the Ocular and Lens
  • Now, look through the telescope, and ignore what the text says. Look around at the sky for constellations until you find the skull
  • Make sure you CLICK ON the skull to obtain the coordinates before leaving the observatory
  • Run back to the University building, enter the constellation code (213753), and push the red arrow on the side
  • Use the Goose Feather on the inkwell and draw a map on the provided parchment
  • Take the Castle Sign
  • Check out the charred remains of the stairwell that collapsed and use the Trowel to pull out the University Figurine
  • Go down to the sewer
  • Install all 5 of the Figurines into the plate near the explosives

Oh… Math Puzzle. Using all the numbers, make equations so that all of the numbers on the hourglass are solved for. Or just skip it. Like me.

Hint: numbers like 27 and 21 have only 1 solution, so do those first. Also, numbers like 17, 11, 11, and 13 cannot be multiplied for. There’s nothing saying you have to use one from each side of the hourglass

  • Take the one Climbing Glove and somehow dodge the super deaf cultists

Back to Town

  • Talk to Herbert
  • Give him the Map, he gives you Scissors
  • Look on the desk and add your Climbing Glove to the one there
  • Nothing else to do, so head outside and watch more explosions
  • Talk to the Alchemist who gives you permission to take what you want because he’s done
  • Before going into his house, inspect the sign next to the archway
  • Use the Scissors for Roses, read the Note, and take the jewel
  • Go into the alchemist’s house and take the Ash and Glue Recipe on the table
  • Look up the stairwell for a Phial
  • Go to the worktable and use the Glue Recipe
  • Follow the instructions: Place the Phial, pound the Ash, pound the Roses, weigh the powders, use the Phial, place the hose, scoop the powder, boil, scoop the powder, pour, take the Glue
  • Go back to Herbert’s hideout, and apply the Glue to the climbing gloves on the desk
  • Talk to Herbert
  • Go outside and use the Climbing Gloves on the far wall
  • Slog through the Climbing Mini-Game (You can’t skip it. I kept waiting, but there was never an option)
  • Use the Map

Dark Forest

  • Wait… no cutscene? Wow.
  • Open the sack for a Pipe
  • Go right
  • Look at the creepy scarecrow and take the Note
  • Look up on the tree fork
  • Snag the Moss
  • Check out the tree stump with the axe
  • Rip off the Piece of Bark
  • Place the Bark and Moss, then click the axe to chop them up
  • Put them into the Pipe, then head over to the tree fork and blow the powder onto the glowing mushrooms
  • Climb up the rope ladder
  • Pick up the Spear and use it on the belts hanging to the left side for a Bear Skull
  • Look at the scene below and through the goop, if you’d like
  • Before heading down, look at the tree hollow at the tip of the spears for a Note
  • Head back down and put the Spear to use again on the cage next to the tree for a Sheatfish Skull
  • Go back to the begining and look at the wagon
  • Move the rutabagas aside and input the code you just learned from the Note in the tree (PDBOR)
  • Return to the tree and use the newly gained Set for Mini-Game on the chest

PUZZLE! This is another 3-part puzzle. You need to move all 3 blocks together into the glowing compartments. It’s laughably easy, except that the controls can be irritatingly sensitive

  • Inside the chest take the Camouflage Disguise Picture, Bull Skull, and jewel
  • Place the 3 “Skulls” on the hut door to unlock it (The only one that looks like a skull is the cow skull)
  • Play the Camouflage Disguise Hidden Object Puzzle
  • Put together your disguise
  • Head through the thicket, past the guard. For whatever reason, he just disappears after the cutscene
  • Pick the 4 Berries from the bush to the right
  • Head straight down the path
  • Use the Potion to get rid of everyone
  • Go to the right where the kids are
  • Take the Grinder Handle and Note from the ground near the fire
  • Look under the middle cage for some symbols to take note of
  • Go back to the ominous ritual site, and pick up the Cylinder and Note from the ground on the right
  • Now look at the tree to the left of the screen.
  • Move the vines aside and use the Cylinder

Mini-Puzzle. Choose the 4 correct symbols as seen under the cage. This was a little tricky because it’s hard to see the symbols and they’re rotated

  • Pull the handle for a Scroll, Spiral, and jewel
  • Now to solve the Symbol Hidden Object Puzzle inside the ritual site
  • Pick up the Spongy Mineral
  • Go backwards to where the guard used to be and check out the canister under the torch
  • Solve the Lockpick Puzzle
  1. 5 o’clock
  2. A little past 6
  3. 1 o’clock
  4. 10 o’clock
  • Apparently it’s a portable mineral grinder, so toss in the Spongy Mineral and attach the Grinder Handle
  • You get Corrodent Powder
  • Don’t forget to pick up the jewel
  • Go back to kids’ cages and use the Corrodent Powder on the basket with rocks
  • Use the Spear on it 3x
  • Talk to the kid who gives you Slugs (Even though he keeps calling them snails)
  • Go back to the wagon room and use the Slugs then Berries on the metal box
  • Take the Gears and run back to use them on the mechanism keeping the kid in the left cage up

Puzzle! It’s one of those gear puzzles. The nice thing is that you can actually test the mechanism as you go by rotating the handle

  • Talk to the kid who gives you a Spiral
  • Head back to the wagon again and use the 2 Spirals on the box for a Growth Promoter
  • Run back yet again to the cages to use the Growth Promoter on the mushrooms in the tree because, of course, your brother is in the last cage
  • Cutscene!

Wait… What?? That’s the end of the game?? BOGUS! Nah. This is the Collector’s Edition. Choose Extras from the Start Menu and Hit Play for the real ending!

Extras – Herbert’s Hideout

  • Talk to the alchemist who gives you a Potion
  • Use it on Herbert
  • Look in the trashcan for a Note
  • Leave and use the directions you found (Up, Right, Left, Up, Right, Right, Up, Left, Up)
  • Solve the Lockpick Puzzle
  1. 10 o’clock
  2. 7 o’clock
  3. 3 o’clock

Extras – Rescue Ray and Save Town

  • Talk to Herbert, get Guard Disguise Picture
  • Click on the blacksmith’s workshop for a Guard Disguise Hidden Object Puzzle
  • Put together the disguise
  • Look at the little lamp and grab the Dentures and jewel
  • Enter the door
  • Look at the scaffolding to the back, and figure out the Mini-Puzzle for a Hammer
I don’t know about you, but that handle looks a lot like a diamond
  • Look at the sign on the door and use the Dentures on the one nail that’s coming loose
  • Knock the chock holding the wagon wheel with the Hammer
  • Climb up and use the Nail on the little hole in the window (Unless the guard is very near-sighted, he doesn’t seem to care about your shenanigans)
  • Take the Chisel from the walkway
  • Use the Chisel then Hammer combination twice on brick next to the door
  • First things first, look up at the books on the shelf
  • Open the spines for a jewel, Stylet, and Token
  • Unlock the chest with your Picklocks
  1. 11 o’clock
  2. 11 o’clock
  3. 11 o’clock
  4. Between 6 and 7

(I played this twice and both times this last one was extremely picky on placement)

  • Take the Claw Clip and the Note
  • Open the bed curtains, move the pillow, and make a rope from the Sheets
  • Pick up the Note. Scandalous!
  • Take the sheet off the bird cage, and use the Token to open the lock
  • Grab the Lever from around the remains of some poor animal
  • Go out to the tower, pull up the banner, slice it with the Stylet, and take the Iron Spheres
  • They fit perfectly into whatever that thing on the wagon is supposed to be
  • Snag the Shaft and a jewel
  • Go to the top of the tower walkway and use the Shaft to pull down the ladder
  • Don’t forget to pick up the jewel
  • Fire the convenient ballista to head across the roof (Guard still doesn’t see you)
  • Use the Sheets on the random holed ball in the gutter, tying a knot at the end
  • Place the Claw Clip next to the ball to send it flying
  • Pick up the Wick from the back of the gargoyle
  • Grab the Flower from its mouth, and a jewel from its snout
  • Look at the window across the way to make note of the symbols on the window
  • Take the random Flower from the water piping
  • Take the Pass from the crate
  • Take the King’s Signet from the dead guard
  • Head back to Morgana’s room and use the Flowers under the desk for a…

Puzzle! You have to place the flowers in such a way that they all fit, roots and all. I always got to where there was one flower and then couldn’t figure it out. SKIP TIME!

  • Take the Queen’s Signet
  • Backtrack all the way to the lamp in the beginning and add the Wick to get a Lamp
  • Show the Pass to the guard and go in
  • Talk to Herbert who gives you an Empty Bottle
  • Run back to where the dead guard is and use both the King and Queen Signets on the door
  • Fill your Empty Bottle in the water where the skeleton is to get Bottle with Water
  • Take the Shell from the lever closes to you and…

Solve the Puzzle. The symbols were on the window to the Queen’s room

  • Head back to the dungeons and slingshot the Bottle with Water against the torch
  • Use the Lamp and talk to Herbert
  • Give him your Lockpicks and he’ll give you a Scroll
  • Go down and past the dead guard and solve the Emblem Hidden Object Puzzle
  • Watch the cutscene
  • Slingshot the Shell at the thing hanging on chain above where the dude is about the cut off Ray’s head
  • Pick up the jewel and Hook which fits perfectly on the handle to the left of the room
  • Go back to the underground reservoir and use your new Gaff on the skeleton under the water
  • Take its Axe which is perfect for smashing the crates next door
  • Pick up the Lever
  • Return to the reservoir and look against the far wall for…

THREE Puzzles one after the other! They’re all the same, just click the locks a lot until they all unlock, then use levers to open them. It’s not difficult.

Hint: In case you’re missing some items, one lever is in Morgana’s bird cage, and the other is in the crates next door

  • Pull the big lever on the platform
  • Watch the cutscene

YOU’VE SAVED EVERYONE FROM EEEEEVIIIL

But wait… Morgana… isn’t DEAD. Dun dun DUNNN!

GAME COMPLETE

I appear to be missing 2 jewels…

Thoughts on the Game

This is the first game I’ve played from this developer! It’s in the same vein as many of the other puzzle games I enjoy, and there are things about it that I really like and set it apart. I like that the hidden object puzzles items are all used and not just mindless finding. There’s a path to the story that’s linear and focused. While there’s a lot of back and forth like basically all of these games, I feel like (so far, this is the first game of this developer) the puzzles are different from other companies. In particular, I found the hidden object puzzles to be the best element. The game employs similar things that area familiar and helpful like sparkling hints, Hints in general, and puzzle skipping, and very importantly: cutscene skipping. The story is interesting and different.

However, like all games, there are things I didn’t like much. This may be a translation issue, but some of the text doesn’t really make that much sense or raise eyebrows because they’re a bit off. The voice acting is terrible, though that’s also typical of these types of games. The graphics… eh. The scenery is nice, but the characters are not all that attractive. Some of the puzzles and elements are SO DARN PICKY that it’s irritating. I don’t understand who the characters are or what the story is about as a whole. Bugs! I hit so many bugs where the scene played before the scene played? Yes. Then some scenes played twice and I got confused. I had to re-do the glue-the-natal-chart puzzle twice because it bugged out. Then I kept getting this bug when I’d try to scroll through Marla’s notebook to look for clues on what to do:

It would NOT clear, either, until I closed out the game and restarted

The worse offense of the game, though, is that the hint system is really not all that helpful at all. I got stuck in several places, and because there aren’t so many guides to help, I had to rely upon the hint system which did NOT deliver when I was the most stuck.

Things I would like to see: An ability to replay puzzles in the extras section, rewatching all of the cutscenes (not that I necessarily care that much, but I stopped understanding the game as a whole and wanted to watch them to piece it together for this guide, but couldn’t), text speed skipping that won’t prevent you from seeing all of the text before moving on, and maybe some lore or information on plotline in the extras section after certain parts of the game are reached.

All in all, I enjoyed it, and it fulfilled a desire to play these types of games. I love them and play them all unless they’re absolutely atrocious.

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