Defoliation Game Written Walkthrough Guide + Red Leaf Locations (Nintendo Switch)

writ­ten 6/13/26, updat­ed 6/17/26

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  • Pub­lished: COSEN
  • Devel­oped: Ris­ing Win Tech
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: $1.99 MSRP: $9.99
  • Rat­ed: T (Blood, Vio­lence)
  • Genre: Adven­ture, Puz­zle, Sur­vival
  • Date Released: May 31, 2018

This is a puz­zle, adven­ture game set in Tai­wan. The con­trols are a bit clunky on the Switch, the trans­la­tion is not per­fect, and there’s a bit of a cul­tur­al gap. The east­ern-mind­ed puz­zles are dif­fer­ent from the west­ern-mind­ed ones I gen­er­al­ly play. I wrote this to help any­one who needs it (and also to help myself try to work through some of them), because there are zero walk­throughs any­where… In Eng­lish, at least. It’s rec­om­mend­ed to have a notepad or some way to write out the puz­zles to under­stand them bet­ter. I don’t 100% know how some of the answers are got­ten, but I did work through the ones that make sense to me.


Table of Con­tents

*Use the search func­tion (ctrl+f) or click on the links below to nav­i­gate the page


GAME START


Chapter 1: The Accident

  • Read the dia­logue
  • Choose: “Beg again and again”

Bad Ending 0: Nothing Happened

  • Choose: “I give up this time”

Chapter 2: The Cabin

  • Read dia­logue
  • Take Pot­ted Plant
  • Take Hand­ker­chief
  • Look at win­dow, read dia­logue, and take Iron Crow­bar
  • Look at red bricks, inspect the mid­dle upper one, get Red Bolt
  • Look at the shoe rack

Shoe Puzzle

Solve using Hand­ker­chief clue found

Solu­tion (click to expand)

Top Row: Blue slip­per, Yel­low boot, Green boot, Blue slip­per, Green slip­per, Red boot, Red slip­per, Yel­low slip­per

Bot­tom Row: Red boot, Blue boot, Green slip­per, Yel­low slip­per, Blue boot, Red slip­per, Green boot, Yel­low boot

  • Get Scis­sors and Red Bolt
  • Look at chair; Use Scis­sors; Get Red Bolt
  • Equip Pot­ted Plant and use it on the ground
  • Get Paper with Win­dow Graph­ic
  • Look at rug in front of the door
  • Click on the top left cor­ner, then use the Iron Crow­bar
  • Get Red Bolt
  • Look at the door

Lock Puzzle

Look at the win­dow. First, you have to solve this puz­zle to get the code for the door using the clues you’ve read and found:

  • Clock­wise
  • Loca­tion of num­bers to use
  • Mid­dle cir­cle of num­bers in win­dow indi­cates this is math-ori­ent­ed
  • Using the last dig­it
Solu­tion (click to expand)

Num­ber Code: 52351247

Add Red Bolt x4

  • Go inside

Chapter 3: The Old Lady

  • Read dia­logue
  • Take Green Leaf Bolt from tree on shelf
  • Look at the code input

Shelf Lock Puzzle

  • Look at books, read all of the titles and dia­logue
  • Look at the dec­o­ra­tive dish’s num­bers, ele­ments, and direc­tion­al nota­tions
  • Solve the code
Solu­tion (click to expand)

Num­ber Code: 2385

*Hon­est­ly, I have no idea how this is the answer. I think you have to know some­thing about Chi­nese his­to­ry and stuff, which I don’t.

  • Get Rag and Green Leaf Bolt
  • Go into the Kitchen
  • Take Pot from the counter; Use on the faucet
  • Use Pot Filled with Water on the stove
  • Look at the sink; Get Clump of Hair
  • Use Clump of Hair on the pot on the stove; Boil it
  • Get Green Leaf Bolt
  • Use Rag on dirty poster

Kitchen Utensil Puzzle

Ori­ent the kitchen uten­sils into the cor­rect order using the clue

Solu­tion (click to expand)

If: 123456

Then: 653412

  • Look at top unlocked cab­i­net; Get Tile with Num­ber On It
  • Look at bot­tom unlocked cab­i­net; Get Green Leaf Bolt
  • Look at the floor; Use Tile with Num­ber On It

Kitchen Door Lock Puzzle

Using the rules of Sudoku puz­zles, solve the puz­zle to get the door code

Solu­tion (click to expand)

Answer:

2314

4132

1243

3421

Using the clue from the Sudoku Puz­zle, open the door lock

Solu­tion (click to expand)

Code: 3234

Use Green Leaf Bolt x4

  • Go inside

Bad Ending 1: Die at the Cabin

  • Go into the old lady’s room

Chapter 4: Trapped

  • Choose: “Don’t open it
  • Take Coin from the near bath­tub rim
  • Take Han­dle from far bath­tub rim (how you did­n’t get killed I have no idea)
  • Use Coin above toi­let; Get Handrail
  • Look under sink; Take Plunger
  • Com­bine Plunger + Han­dle = Plunger
  • Use Plunger on toi­let; Get Clump of Hair
  • Use Clump of Hair on bath­tub; Get Cat Toy
  • Look at the mir­ror

Plumbing Puzzle

Solve the num­ber puz­zle under the sink using the clue from the mir­ror

Solu­tion (click to expand)

Answer: 13, 7, 12, 9 (Blue, Red, Yel­low, Gray)

I think I fig­ured out why (below). Which is kind of mis­lead­ing giv­en the way the green shape is ori­ent­ed. This is only way the answer works. #6 is there to mis­lead

  • Now that the water is off, open the cur­tain
  • Take the Cur­tain
  • Use the Handrail on the wall, start­ing on the south­east cor­ner of the cube and work your way counter-clock­wise just as the graph­ic indi­cates

Bad Ending 2: Killed by a Monster

  • Choose: “Open it” as soon as the chap­ter starts, or any­time before turn­ing off the water valves

Chapter 5: The Wardrobe

Fun Note: If you did­n’t take the cur­tain or use the hair in the water, you’ll still end up with the Cat Toy and Cur­tain in this chap­ter

You have to fig­ure out (through tri­al and error, super obnox­ious) how to get out of the wardrobe alive

Solu­tion:

  1. Choose: “Do not open it
  2. Use Cur­tain
  3. Choose: “Do not open it
  4. Equip Cat Toy, click on the bath­room hole; Grass will drop the Cat Toy
  5. Wood will say: “I can’t hold it any­more”
  6. Choose: “Go through door

Bad Ending “4”: Killed by the Old Lady

This is a typo as it’s sup­posed to be End­ing 3

You get this if you do any of the fol­low­ing:

  1. Don’t do any­thing and let the timer count down
  2. Go through the door
  3. Use Cur­tain and go out the door
  4. Use Cat Toy and go out the door
  5. Use Cur­tain and Cat Toy and let timer count down
  6. If you try to go back into the bath­room, Grass will drop Cat Toy. If you count down, or go through the door

Chapter 6: The Door Downstairs

  • Look at the yel­low jack­et 2x; Get Blade and Red Leaf Bolt
  • Look at the blan­ket; Get Red Leaf Bolt
  • Look at the win­dow; Note the pat­tern
  • Take Bot­tle from foot of bed
  • Take Bot­tle from head of bed
  • Use Blade on floor cush­ion; Get Red Leaf Bolt
  • Take Bot­tle from table
  • Take Bot­tle from shelf
  • Look at the indents in the shelf

Cabinet Lock Puzzle

Fig­ure out what to put in the indents, and in what order using clues from before

  • Smash each Bot­tle on the floor (just like the pot­ted plant in the begin­ning)

IMPORTANT: Do not smash the bot­tles with­out first mem­o­riz­ing which shape of bot­tle you’re smash­ing

  • Remem­ber what col­or belongs to each Bot­tle
  • Order the spheres cor­rect­ly on the shelf
Solu­tion (click to expand)

Answer: Blue, Green, Yel­low Red

  • Look at the antique phone; Take Fin­ger Plate
  • Use Fin­ger Plate on the cab­i­net at the head of the bed

Bed Cabinet Puzzle

Using the clue from the phone­book, solve the num­ber puz­zle

Solu­tion (click to expand)

Answer: 984955956

*I have no idea how this is the answer. Maybe I don’t under­stand some­thing about Tai­wanese phone num­bers? If some­one can fig­ure it out, let me know in the com­ments

  • Get Paper with Maze on It and Red Leaf Bolt

Basement Door Lock Puzzle

Ooo almost out! Using the clues received, solve for the code

Solu­tion (click to expand)

Num­ber Code: 215

Place Red Leaf Bolt x4: up, down, up, down

  • Go through the door

Chapter 7: Downstairs

  • Smash the vase; Get Point­ers (Clock hands) and Bolt
  • Use Point­ers on wall clock

Clock Puzzle

For once an easy puz­zle. Pull on the 3 ropes to change the hands so that the time is cor­rect on the clock (denot­ed by the red marks)

Solu­tion (click to expand)

Answer: Left (x5); Right (x2); then the Mid­dle

  • Get Black Chess Piece
  • Go to the Tea Room
  • Take Match from the couch; Use it on the wood han­dle to the right of the couch; Get Lit Match
  • Take Bolt from the padded chairs
  • Look at the rug near the padded chairs; Get a Bolt
  • Look at Go game­board on couch

Gomoku Puzzle

Look at the game and place the Black Chess Piece in the cor­rect place. Con­sid­er what the char­ac­ters have already said about the game

Solu­tion (click to expand)

Answer: Place it on the bot­tom mid­dle, in sur­ren­der

*Yeah… I don’t know how to play Go

  • Get Teacup and Bolt
  • Use Teacup on tea set on table; Get Cab­i­net Han­dle (Flower men­tions that it fell out of nowhere after they replaced the teacup. Creepy…)
  • Use Lit Match on teapot
  • Lis­ten to dia­logue; Choose Drink
  • Go back to the stair­case; Use Cab­i­net Han­dle on the holes under the stairs
  • Get Bolt and Piece of Draw­ing Paper

Stair Lock Puzzle

Using the pro­vid­ed clue, solve the lock puz­zle

Solu­tion (click to expand)

Code Num­ber: 521846937

Place Bolt x4

*Nope. I don’t get it.

  • Open the door

Bad Ending 4: Killed by Teenager

  • Choose: “Do not drink” when asked about drink­ing the tea

Chapter 8: Leave the Cabin

  • Take Note­book
  • Take Knife
  • Lis­ten to dia­logue
  • Choose: “Note­book
  • Look at the wall that’s just been opened up

Othello Door Puzzle

Using the rules of Otel­lo, place the pieces into the game board

Solu­tion (click to expand)

Solu­tion:

  • Go inside

Bad Ending 5: Killed by a Teenager

  • Choose: “Knife” when prompt­ed

Chapter 9: The Pond

Option 1

  • Lis­ten to the dia­logue
  • Choose: “Yes”
  • Things are get­ting more unnerv­ing

Option 2

  • Lis­ten to the dia­logue
  • Choose: “No
  • Look at things
  • In the end, no mat­ter what, you have to give Yifeng the Knife

Chapter 10: The Well

  • Click any­where but the puz­zle; Get Knife
  • Look at col­or­ful puz­zle

Colorful Puzzle

Match the col­ors to com­plete the puz­zle

*Good luck to any­one with vision impair­ments! It’s real­ly small and dark!

Solu­tion (click to expand)

Solu­tion

  • Go in

Chapter 11: The Hallway

  • Choose: “Yes” when asked to tie up Yifeng (oth­er­wise you play through the entire chap­ter and then die)
  • Take Key from the pond; Use it to unlock the bul­letin board

Kaleidoscope Wall Lock Puzzle

Solve for the code using the clue from the bul­letin board

Solu­tion (click to expand)

Answer: 7369

Rea­son­ing: The num­bers are sup­posed to be set up like a cal­cu­la­tor (if you try the hints, it will men­tion cal­cu­la­tor).

Num­ber Sequence:

789

456

123

So, if the clue is Blue, Pur­ple, Black, Green, then the answer accord­ing to loca­tion of the col­ors is 7, 3, 6, 9

  • Get the moth­er­load: Book, Pen­cil Case, Pen, Eras­er (Pen­cil), Piece of Chalk, and Eras­er (Chalk Board)

Scale Puzzle

Weigh each of the items from the pri­or puz­zle to ascer­tain their weights

Solu­tion (click to expand)

Answer: 7528 (Pen, Pen­cil Case, Pen­cil Eras­er, Book)

Rea­son­ing: Book > Pen > Pen­cil Case > Board Eras­er > Pen­cil Eras­er > Chalk

Book = Chalk + Pen­cil Eras­er + Pen­cil Case

Pen­cil Case = P Eras­er + B Eras­er

B Eras­er = P Eras­er + Chalk

Pen = Pen­cil Case + P Eras­er

So,

Book = 8

Pen = 7

Pen­cil Case = 5

B Eras­er = 3

P Eras­er = 2

Chalk = 1

  • Look at the ground that just unlocked

Water Pipe Puzzle #1

Ori­ent the water pipes so that the col­ors near the arrows are con­nect­ed

Solu­tion (click to expand)

Click on the eye­ball piece to fin­ish the puz­zle

  • Get Col­or­ful Beads x3

Water Pipe Puzzle #2

Uuu­ugggh. Now you have to do it again!!!

Solu­tion (click to expand)

Click on the eye­ball piece to fin­ish the puz­zle

  • Get anoth­er set of Col­or­ful Beads x3
  • Can you guess what’s going to hap­pen next?

Water Pipe Puzzle #3

*Sigh* Again it is…

Solu­tion (click to expand)
  • Lemme guess… Col­or­ful Beads x3!!

Aaaaand no more pipe puz­zles!!

  • Except now there’s a new puz­zle because 9 col­or­ful beads seem like they would match…

Overhead Door Colorful Bead Puzzle

Using the kalei­do­scope again, place the beads in the cor­rect order

Solu­tion (click to expand)

Answer:

Blue, Black Green

Yel­low, Red, White

Orange, Light Pur­ple, Dark Pur­ple


  • Choose: “No” when Yifeng asks to be untied

Bad Ending 6: Killed by a Teenager

  • Choose: “No” when asked to tie up Yifeng in the begin­ning. (Super bum­mer because now you have to play the entire chap­ter again!!)
  • Choose Yes” at the end when Tifeng asks to be let go

Chapter 12: The Stairwell

  • Enjoy the dia­logue
  • Take Cards x8 from the floor and stairs
  • Take Rag from the stairs
  • Look at the lights on the stairs

Stairwell Card Puzzle

Place the cards in their appro­pri­ate places accord­ing to the clues (Hint: either col­or or sym­bol need to touch)

Solu­tion (click to expand)
  • Get a Long Pole
  • Com­bine Rag + Long Pole = Mop (a Swif­fer, it looks like)
  • Use Mop on the stain on the ceil­ing
  • Look at the tele­phone

Rainbow Telephone Puzzle

Using the clues pro­vid­ed, solve for the tele­phone num­ber

Solu­tion (click to expand)

Num­ber: 7445665

Rea­son­ing: Count the num­ber of col­ored stars on the ceil­ing. The phone has a rain­bow on it explain­ing the order of num­bers (Red, Orange, Yel­low, Green, Blue, Pur­ple, Teal)

  • Lis­ten to the dia­logue (Good. There’s a clear plan now)
  • Get Win­dow Han­dle; Use it on the win­dow
  • Go through

Chapter 13: The Red Leaf

  • Lis­ten to the dia­logue (The trans­lat­ed Eng­lish is dif­fi­cult to fol­low… Or maybe the sto­ry is just dif­fi­cult to fol­low)
  • Choose both ques­tions
  • Lis­ten some more (Weird sto­ry all around)
  • Choose: “Red Leaves
  • Choose :“You’re right, but she’s our old lady.

Bad Ending 7: Atonement

  • Choose: “No, I killed the old lady”, and you’ll decide that you should stay in that world alone to atone for your sins

Chapter 14: The Adventure

  • Take Key from the ground; Use it on the teacher’s desk
  • Get Rag; Use it on top of the desk
  • Read the papers on the wall
  • Take Note from top-left desk with shoe prints and a bag on the side
  • Take Note from mid­dle-left desk with cracks in the top
  • Take Note from bot­tom-left desk’s floor with the glue stick on top
  • Take Note from bot­tom-mid­dle desk with heart doo­dles on it
  • Take Note from top-right desk with can­dy
  • Take Note from mid­dle-right desk with all the words on it
  • Take Note from the bot­tom-right desk with the green mat on it

Warn­ing: If you haven’t been pay­ing atten­tion to what the notes say, do it now. Write it down some­where or take screen­shots. Once you com­bine them, you won’t be able to see what they say again! …Or just don’t glue them togeth­er until you solve the puz­zle

  • Go back to the bot­tom-left desk and click on the glue stick (You should have Notes x7)
  • Choose: “Yes
  • Get Com­plete Note (“Luoyu”)

Teacher’s Desk Schedule Puzzle

Using the clues from the Notes, fill in the blanks on the sched­ule

Notes:

  • There is only one sec­tion ‘E’
  • There is no ‘M’ and “E’ before noon
  • The after­noon class has ‘M,’ ‘C,’ and ‘E
  • No lessons in sec­tion 1 and 2, except Wednes­days
  • There are four sec­tions ‘C’
  • The morn­ing class on Mon­day is dif­fer­ent from Tues­day
  • Mon­day has 4 sec­tions ‘C’ and Fri­day only has 1 sec­tion ‘E’

Hint: The char­ac­ters on the top row are 5, 4, 3, 2, 1 (Fri­day, Thurs­day, Wednes­day, Tues­day, Mon­day), as they read from right to left

Solu­tion (click to expand)

Answer:

Rea­son­ing:

  • C: Only 4 total; Only on Mon­days; Can be either morn­ing or after­noon
  • M: Only in the after­noon
  • E: Only 1 total; Only on Fri­days; Only after­noon
  • S: Only morn­ings
  • Fri­days only have 1 les­son??
  • And I don’t under­stand why Wednes­day 1st sec­tion does­n’t have class even though it specif­i­cal­ly states that no lessons on the 1st and 2nd sec­tions (peri­ods) except Wednes­day. Per­haps it’s a cul­tur­al thing I don’t know about their schools
  • Notice the 17:10 (5:10pm) etched in what appears to be blood sud­den­ly on the table­top
  • Look at the far­thest left desk with the col­or­ful graf­fi­ti on it; Click on the box

Desk Lockbox Puzzle

Use the clue to solve for the code (Thank good­ness for a straight­for­ward, easy one…)

Solu­tion (click to expand)

Answer: 1710

  • Get Wal­let with Leaf Pat­tern and Chalk
  • Use Chalk on the chalk­board

Chalkboard Door Puzzle

Fig­ure out the cor­rect pat­tern to open the board using the giv­en clue

Solu­tion (click to expand)
  • Choose: “Open it

Chapter 15: Another Person

  • Read the dia­logue to learn about Xifeng and Beiyue’s back­ground sto­ries

Note: You can look around the class­room if you’d like, but Zhiqiu will just tell you there’s noth­ing to find. The only one that’s dif­fer­ent is the far-left desk where the lock­box was. Zhiqiu will men­tion that the col­or­ful graf­fi­ti is evi­dence of bul­ly­ing

  • Go Behind the Black­board
  • If you want to be a creep­er, choose “No” and keep ogling the sleep­ing beau­ty
  • Choose: “Yes

Chapter 16: Run Away

Great. Now that they teamed up, they imme­di­ate­ly want to kill us and we’re play­ing the ulti­mate cat and mouse game. AND there’s a 60 sec­ond timer

Author’s Note: There’s only 1 pos­si­ble path to take. I tried them all. You’re wel­come

  • Choose: “Let’s hide in the stair­well
  • Choose We run down­stairs
  • ChooseMove to Main Hall­way
  • Choose Go to the near­est Stair­well

Bad Ending 8: Time to Kill Game

  • Let the timer count down
  • Choose: “Go down­stairs first
  • Choose: “Let’s hide in the back of the class­room
  • Choose: “Quick­ly go through Hall­way
  • Choose: “Hide in the restroom
  • Choose: “Fol­low them
  • Choose: “We hide in the oppo­site class­room
  • Choose: “Stand still
  • Choose: “Run to the base­ment

Chapter 17: The Truth

Note: If you did­n’t both­er gath­er­ing or com­bin­ing the notes in the class­room, you won’t be able to wake up the girl and will have to redo Chap­ter 14 and get the Com­plete Note

  • Use Com­plete Note on the girl
  • Read the dia­logue (con­fus­ing at best, but made worse through the trans­la­tion)

Chapter 18: Back to the Cabin

  • Read the dia­logue (It’s start­ing to all come togeth­er…)

Chapter 19: Bleeding Tree


Bad Ending 9: Not Going Back

  • Read the dia­logue (All is revealed!)
  • Take Key
  • Go Inside the Cab­in
  • Take Key from the Kitchen
  • Go to the Bed­room
  • Use Key x2 on the draw­ers in the Bed­room
  • Get Gaso­line and Match
  • Go back to the Out­side of the Cab­in; Click on the tree
  • Choose: “Burn it
  • Read the dia­logue (Luoyu says “Grand­moth­er, wait for me.” Beiyue and Yifeng stay. The old lady dies in the hos­pi­tal before the 4 of them arrive)

Play Chap­ter 19 again


Bad Ending 10: Sorry

  • Take Key
  • Go Inside the Cab­in
  • Take Key from the Kitchen
  • Go to the Bed­room
  • Use Key x2 on the draw­ers in the Bed­room
  • Get Gaso­line and Match
  • Go back to the Out­side of the Cab­in; Click on the tree
  • Choose: “Burn it
  • Read the dia­logue (Luoyu says “Grand­moth­er, I’m sor­ry,” and stays behind with Beiyue and Yifeng, telling you to apol­o­gize to the Old Lady, but she already passed away at the hos­pi­tal)

Play Chap­ter 19, yet again


True Ending

NOTE: You need to get 100/100 Red Leaves to get the good end­ing of this game. This means you need all 10 end­ings (as each end­ing gives you Red Leaves) and all of the leaves through­out the game. So now, you need to go back through all the chap­ters and find them all. The good news is that it will auto­mat­i­cal­ly save once you find one, so unless you did­n’t com­plete the dif­fer­ent End­ings, you don’t have to do the puz­zles over again.

  • Take Key from Out­side the Cab­in
  • Go inside; Use Key on the shelf
  • Get ‘Civil­ian’ Card (“Strength”)
  • Take Key from the Kitchen
  • Take Key from the Bath­room
  • Take Key from the Clos­et
  • Go Down­stairs, then into the Tea Room
  • Take Key
  • Use Key on locked cab­i­net at the bot­tom of the stairs
  • Get Witch Card (“High Priest­ess”)
  • Go Pool­side; Take Key
  • Go back to the Bed­room
  • Use Key x4 on draw­ers in Bed­room
  • Get Gaso­line, Match, King Card, and Queen Card
  • Go back Out­side the Cab­in
  • Choose: “Don’t burn it
  • Read the dia­logue for the REAL ENDING OF THE GAME!!! (Luoyu says, “Grand­moth­er, thank you.”)

Final Puzzle

Match the cards with the right char­ac­ter using the hints from Wood

  • Civil­ians do not lie
  • Witch­es lie
  • The King tells one less lie than the Queen
Solu­tion (Click to open)
  • Civil­ian (“Strength”) = Luoyu
  • Queen = Beiyue
  • Witch (“High Priest­ess”) = Zhizhu
  • King = Xifeng

GAME OVER!!


Story Spoiler

Open to see the end­ing spoil­er (Click to Open)

Sum­ma­ry: Instead of burn­ing the tree, they all dec­o­rate the tree with the 100 red leaves they’d gath­ered. The weath­er turned from stormy to sun­ny. Beiyue and Xifeng are ner­vous about going back, giv­en their lives are crap­py. Wood’s real name is Lu Heyuan. They get back to their world (out of Luoyu’s heart/soul world, because that’s her pow­er). They get a call that grand­ma is ill. They all go to the hos­pi­tal where they get to talk to her, then watch her pass away. Time pass­es and their lives change for the bet­ter, slow­ly, while they all remain friends, nev­er for­get­ting the adven­ture that pushed them togeth­er.

End­ing dia­logue (word for word):

Zhizhu want­ed to share the good news with the old lady, but she was­n’t home. The phone range. It was the hos­pi­tal. The old lady passed out at the front door. She is in crit­i­cal con­di­tion. We picked up Luoyu, Xifeng and Beiyue on the way to the hos­pi­tal. The old lady was so weak when we arrived. Luoyu cried out loud when she saw the old lady at the hos­pi­tal. The old lady smiled at Luoyu. Luoyu could­n’t stop cry­ing. The old lady looked at us and smiled. She asked Luoyu to come clos­er and then she whis­pered to her.

Grand­ma: “Luoyu, you are spe­cial and unique. Be your­self!

Luoyu: “I will, grand­moth­er!

The old lady passed away with a smile. Time flies! Luoyu’s par­ents appre­ci­at­ed that we had spent a lot of time with the old lady and brought Luoyu back. After­wards, Luoyu began to take care of Xifeng and Beiyue’s mat­ters. Luoyu report­ed the orphan­age’s direc­tor’s behav­ior to the police. I still remem­ber when I saw Beiyue at the orphan­age. She was skin­ny and wore dirty clothes. Luoyu pulled some strings to help Beiyue so she could be adopt­ed. Not sure that this is the right deci­sion, but at least Beiyue can live in a bet­ter place.

Beiyue: “I sud­den­ly think that you are the best.

Luoyu: “What are you talk­ing about, Beiyue?

About Xifeng, his moth­er went back home to take care of him. Luoyu con­vinced his father to divorce his moth­er while he was in jail. Zhizhu also helped Xifeng. Zhizhu hired Zifeng to work for him, so Xifeng could cov­er his own expens­es. This way, Xifeng could spend more time study­ing. Xifeng took the job and thanked Zhizhu.

Luoyu: “Well! Like grand­moth­er said, ‘Be your­self!’ ”

Xifeng: “You are!”

Heyuan, Zhizhu, Luoyu, and I went back to the old lady’s house. The house was sim­ple and ele­gant, just like before. We walked around and thought of the old lady and every­thing that had hap­pened.

Zhizhu: “Hey! Let’s make an apple pie!”

Great idea. How­ev­er, we don’t have any apples. Zhizhu rush­es to buy some.

Luoyu: “Zhiqui, your apple pie tastes just like the old lady’s!

Zhiqui: “Ha! I can teach you how to make an apple pie.”

ZhiZhu: “Haha. What did you just say? Are you sure you can teach her, haha!

Zhiqui: “What did you say?!

We spent the day at the house and had a great time togeth­er. We all know that we need to move on.

Luoyu: “It’s unbe­liev­able!

Heyuan: “What’s the mat­ter?

Luoyu: “We’ve been through a lot.

Heyuan: “We have. I won’t for­get what we have been through.

Luoyu: “Me too.”

Luoyu did­n’t under­stand what I was talk­ing about, but she will some­day

Note: I don’t under­stand what they’re talk­ing about, either, or who, exact­ly, is nar­rat­ing

.…

Zhizhu: “Look.”

Xifeng and Beiyue wave to us. They are late. Every­one is inside the house, enjoy­ing apple pie and chat­ting. Luoyu and I stay out­side to watch the red leaves fall down from For­ev­er Red.

Zhiqui: “It’s beau­ti­ful.

Luoyu: “Yeah, It’s beau­ti­ful. Thank you.

END


Red Leaf Locations

Total: 104

Note: I went to play through a 2nd time and end­ed up with extra leaves! I already hit 100 and got more Which means that I’m not sure where the extra ones came from, and that there’s pos­si­bly 105

For every end­ing, you get Red Leaves, and they are scat­tered through­out the game. You basi­cal­ly have to click/poke every­where to find them

Anoth­er Note: Some­times some leaves give you +2, and some­times it does­n’t. I’ve played through at least 5 times now, and ones that gave +2 changed to +1 and some that were +1 changed to +2. It seems super ran­dom

Chapter 1: The Accident

Total: 2

  • +1 — for fin­ish­ing the chap­ter
  • +1 — for Bad End­ing 0

Chapter 2: The Cabin

Total: 6

Note: For­got to fix the pic­ture, sor­ry! Did­n’t cir­cle the one on the low­er left cor­ner of the win­dow

  • +1 — Mid­dle pan­el under shoes
  • +1 — Fold­ed cor­ner of rug, near the hole
  • +1 — Pot­ted plant/handkerchief
  • +1 — Remov­able brick
  • +1 — Low­er left cor­ner of win­dow
  • +1 — Fin­ish­ing chap­ter

Chapter 3: The Old Lady

Total: 11

  • +1 — Under branch, right side of tree
  • +1 — Locked pan­el on shelf
  • +1 — Low­er left of door frame to bed­room
  • +1 — Mid­dle black frame
  • +1 — Trash­can next to sink in kitchen
  • +1 — Mid­dle of upper cab­i­nets
  • +1 — Water stream at the lev­el of the sink
  • +1 — Low­er left cor­ner of bath­room door in the kitchen
  • +1 — Wall Pic­ture (Leaf icon does not show, but counter goes up)
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 1

Chapter 4: Trapped

Total: 7

  • +1 — Between base of toi­let and bath­tub
  • +1 — Cor­ner of tub with han­dle
  • +1 — Under cab­i­net doors
  • +1 — Low­er left cor­ner of mir­ror
  • +1 — Mid­dle of bath­tub (no cur­tain)
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 2

Chapter 5: The Wardrobe

Total: 4

  • +2 — In between fold­ed clothes #2 and #3
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 3

Chapter 6: The Door Downstairs

Total: 6

  • +1 — Pock­et of yel­low jack­et
  • +1 — Bot­tle at end of bed
  • +1 — Upper right cor­ner of mat­tress
  • +1 — Upper right leg of floor table
  • +1 — Low­er right cor­ner of glass door
  • +1 — Fin­ish chap­ter

Chapter 7: Downstairs

Total: 7

Note: There’s more in the tea­room, but if you wait until the next chap­ter you can avoid run­ning into dia­logue while search­ing. Your choice

  • +1 — Upper left cor­ner of rug, near wall
  • +2 — Bot­tom right cor­ner of han­dle door
  • +1 — Bot­tom of post, 2nd from the top
  • +1 — Bot­tom right edge of rug
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 4

Chapter 8: Leave the Cabin

Total: 7

  • +1 — To the right of the left arm­rest
  • +1 — Low­er left leg of the tea table
  • +2 — Upper edge of the left padded chair
  • +1 — Low­er right cor­ner behind couch
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 5

Chapter 9: The Pond

Total: 1

+1 — Fin­ish chap­ter

Chapter 10: The Well

Total: 3

  • +1 — Mid­dle of puz­zle
  • +1 — Mid-right between well and well-top (after puz­zle, but before leav­ing)
  • +1 — Fin­ish chap­ter

Chapter 11: The Hallway

Total: 7

  • +1 — Key next to plant bed out­side
  • +1 — Low­er right cor­ner of wall
  • +1 — Low­er right cor­ner of door frame
  • +1 — Low­er left root of scale plant
  • +1 — Blob of root under floor hatch
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 6

Chapter 12: The Stairwell

Total: 11

  • +1 — On the Rag
  • +1 — Low­er left most cor­ner of lev­el
  • +2 — Low­er right-most cor­ner of lev­el
  • +2 — Upper right cor­ner of upper stairs
  • +2 — Bot­tom of pil­lar where rag was
  • +1 — Upper right por­tion of ban­nis­ter
  • +1 — Upper left por­tion of stairs (I just poked in the area a lot and got one)
  • +1 — Fin­ish chap­ter

Chapter 13: The Red Leaf

Total: 2

  • +1 — Fin­ish Chap­ter
  • +1 — Bad End­ing 7

Chapter 14: The Adventure

Total: 9

  • +2 — Lock on door
  • +1 — Left cor­ner of desk #4, mid­dle
  • +2 — Left side of teacher’s dais
  • +1 — Left side of 2nd desk back, far left
  • +1 — Glue stick
  • +1 — Top of green desk
  • +1 — Fin­ish chap­ter

Chapter 15: Another Person

Total: 2

  • +1 — Beiyue’s out­stretched fin­gers
  • +1 — Fin­ish chap­ter

Chapter 16: Run Away

Total: 6

  • +3 — Get caught and killed
  • +3 — Fin­ish chap­ter

Chapter 17: The Truth

Total: 3

  • +3 — Fin­ish chap­ter

Chapter 18: Back to the Cabin

Total: 3

  • +3 — Fin­ish chap­ter

Chapter 19: Bleeding Tree

Total: 6

  • +3 — Bad End­ing 9
  • +3 — Bad End­ing 10

Thank you for read­ing!


Back to Video Game Guides

Sentimental Death Loop Written Walkthrough Guide + All CGs

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

Back to Video Game Guides


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



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 (lov­ing char­ac­ter that starts off affec­tion­ate, but has an obses­sive devo­tion that devolves into a men­tal ill­ness) over a mis­un­der­stand­ing. Noa must uncov­er the truth while fig­ur­ing out how to end her repeat­ed deaths. The game is rat­ed M for vio­lence, but has no hard­core H con­tent, just a few panty 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

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