Icebound Secrets 4: House of Memories Written Walkthrough Guide + Morphing Objects

writ­ten 8/15/26, updat­ed 8/15/26


  • Pub­lished: Crooto Soft­ware
  • Plat­form Played: Android mobile
  • Price: Free
  • Rat­ed: E10 (Fan­ta­sy Vio­lence)
  • Genre: Adven­ture
  • Date Released: May 17, 2026

Con­tents

Use your browser’s “find” fea­ture to quick­ly find key­words


This is a writ­ten walk­through for Ice­bound Secrets 4: House of Mem­o­ries plus mor­ph­ing object loca­tions pub­lished by Crooto Soft­ware and devel­oped by Ele­phant Games, played on Android mobile

Game Start

Watch intro cin­e­mat­ics (There’s always some­one cry­ing in these games…)

NOTE: Hints and skips cost coins… and a lot of it!! 25 a puz­zle skip and 5 a hint! That means it’s high­ly like­ly that the puz­zles will not be as sim­ple as the pri­or games…


Part 1: Arrival (Tutorial)

  • Click any­where
  • Take Mys­te­ri­ous Let­ter, open it, take Cop­per Ring, read it, get Note
  • Take Suit­case Latch, Sewn Pouch, Col­ored Shard, Pan­el Piece, read Clue
  • Use Suit­case Latch on bench; Take Bolt Cut­ters and Sap­phire Brooch
  • Use Cop­per Ring on mail­box; Take Bronze Ele­phant
  • Use Bolt Cut­ters on gate; Go into Yard
  • Take Green Gear, Comb, Gold Medal­lion, read and take Note
  • Back at Gate, use Gold Medal­lion in mail­box; Take Gar­den Gnome
  • Use Comb and Gar­den Gnome on win­dow; Take Post­man ID and Shov­el
  • Use Shov­el on dirt; Take Red Gear
  • Give post­man Post­man ID; Take Blue Gear
  • Back in Yard, use Green, Red, and Blue Gear on foun­tain

Fountain Gear Puzzle

First puz­zle of the game!! Rotate the 3 wheels and match the col­ors

Solu­tion (Click to Expand)

The Way I Did It:

  1. Green Right 1
  2. Blue Right 1
  3. Red Right 2
  4. Green Left 2
  5. Blue Left 2
  6. Green Left 1
  7. Blue Left 3
  8. Red Left 1
  9. Blue Right 1
  10. Green Right 1
  11. Blue Right 1
  12. Green Left 1
  13. Red Left 2
  14. Green Right 1 (END)

Might be a round­about way, I’m sure there’s a more suc­cinct method, but this was repeat­able and got to the answer

GR1, BR1, RR2, GL2, BL2, GL1, BL3, RL1, BR1, GR1, BR1, GL1, RL2, GR1

Hint: Aim for the image below

  • Take Dec­o­ra­tive Flower and Man­sion Key
  • Use Man­sion Key on door; Go into Liv­ing Room
  • Take Dec­o­ra­tive Flower, Scis­sors, Pan­el Piece, Read Note
  • Sewn Pouch + Scis­sors = Winged Medal­lion and Iron Bell
  • Go back to Gate; Use Winged Medal­lion on crane; Take Dec­o­ra­tive Flower
  • In Yard, use Dec­o­ra­tive Flower x3 on hedge door

Garden Hidden Object Puzzle

First hid­den object puz­zle!!

  • Take Bronze Ele­phant
  • Go to Liv­ing Room; Use Bronze Ele­phant x2 on shelf; Take Urn Lid, Frame Piece, and Note
  • Use Frame Piece on pic­ture frame; Take Nail and read/take Note
  • Go to Yard; Use Nail in dog­house and Urn Lid in dirt for Pan­el Piece x2
  • Back in Liv­ing Room, use Pan­el Piece x4 on pic­ture frame

Note: There’s a Pan­el Piece in the suit­case at the Gate which may or may not have been able to be tak­en before this point

Frame Panel Piece Puzzle

Using the arrows, move the pieces so that the Hands are on the out­side and the eyes are on the inside

Solu­tion (Click to Expand)

My Solu­tion (there are oth­er, pos­si­bly more suc­cinct ways)

  1. Right-Right 3
  2. Left- Left 1
  3. Right-Right 1
  4. Left-Left 1
  5. Left-Right 2
  6. Right-Right 1
  7. Left-Left 1
  8. Right-Right 1
  9. Left-Left 1
  10. Right-Left 1

RR3, LL1, RR1, LL1, RR1, LR2, RR1, LL1, RR1, LL1, RL1

  • Go into Stranger’s Shel­ter
  • Click any­where; Take Diary
  • Take Hunter Image, Acid Jar, Dec­o­rat­ed Han­dle, Col­ored Shard, Read Clue
  • In Liv­ing Room, use Dec­o­rat­ed Han­dle on cab­i­net; Take Chem­i­cal Reagent, Deer Image, Read Note
  • Back in Shel­ter, use Hunter and Deer Image on frame; Take Repair Amulet
  • Use Repair Amulet on green box in Liv­ing Room; Take Ham­mer
  • Go to dog­house; Use Ham­mer in dog­house for Wood­en Bar; Take Chem­i­cal Glass (The note said that the dog took the beaker… and then some­how hid it under­neath the loose board in its house??)
  • Use Wood­en Bar, then Ham­mer on win­dow; Take Lab Pow­der
  • In Shel­ter, use Chem­i­cal Glass, Acid, Reagent and Lab Pow­der on work­table

Chemical Puzzle

Fol­low instruc­tions and mix the chem­i­cals (Just tap on them in prop­er order)

Solu­tion (Click to Expand)

This isn’t real­ly a solu­tion, it’s just writ­ten out ver­sion of the instruc­tions

  • HCl + Mg = Red
  • Acid + HCl = Yel­low
  • Mg + Acid = Orange
  • Orange + Red = Pur­ple
  • Yel­low + Pur­ple = Blue
  • Yel­low + Orange = Green
  • Green + Blue = FIRE
  • Get Sol­vent; Use it on Liv­ing Room door
  • Go into Music Hall (The kid is play­ing piano with the lid closed…)
  • Take Orna­ment, Drum­stick, Note, and Sculp­tor Kit, Look at Clue
  • Use Sculp­tor Kit and Drum­stick on stat­ue (WOW, this detec­tive is hel­la tal­ent­ed!); Get Harp
  • Use Harp on adja­cent stat­ue for Vio­lin Bow; Use it on last stat­ue; Take Cam­era Lens
  • Use Cam­era Lens and take Cam­era; Use it on the anom­aly to dis­pel it; Take Orna­ment and Gold­en Bell; Note Clue
  • Use Orna­ment x2 in Liv­ing Room for Pro­jec­tor Part
  • Use Project Part on Shel­ter’s pro­jec­tor for Bell String
  • Go to Music Hall; Use Bell String, Gold­en Bell, and Iron Bell on back wall

Music Hall Bell Puzzle

Click on bells in cor­rect order as pre­sent­ed by the game in 3 rounds (Hint: you saw the sequences as a clue before already)

  • Take Diary Dec­o­ra­tion
  • Diary + Diary Dec­o­ra­tion + Notes x6 = Pho­to of Stranger, Safe Disk, and Restored Diary
  • Give the lady Restored Diary and Pho­to of Stranger; Take Safe Disk
  • Use Safe Disk x2 on safe (Answer: 513)
  • Take Pre­cious Hair­pin, Match­es, and Hang­ing Lantern
  • Go to Gate, use Hang­ing Lantern on crane; Get Ruby
  • In Liv­ing Room, use Match­es on cob­webs; Take Pli­ers
  • Pre­cious Hair­pin + Pli­ers = Ruby and Lock­pick
  • Go to Music Hall; Use Ruby x2 on stat­ue; Get Raven Brooch
  • Use Lock­pick on drum stat­ue; Take Plate Frag­ment
  • Go to Gate; Take Gold Plate from crane stat­ue (Could not get despite spir­it­ed pok­ing of the screen up until this point)
  • Use Gold Plate, Plate Frag­ment, and Raven Brooch on piano in Music Hall; Take Film Reel
  • Go back to Shel­ter, use Film Reel in pro­jec­tor

Picture Jigsaw Puzzle

  • Lis­ten to the sto­ry (Again with the cry­ing faces)

Part 2: Into the City

  • Take Gate Lever
  • Go out to Gate
  • Take Board x2 and Screw­driv­er; Use Gate Lever (How does that just fit in there and work??)
  • Go to Music Hall; Use Screw­driv­er on fire­place; Take Board
  • Take Board from Yard
  • Go to Liv­ing Room; Use Board x4 on stairs (Yeaaaah, I would­n’t trust walk­ing on that…)
  • Go up to First Floor (Isn’t it 2nd floor?)
  • Take Can­dle­stick, Wax Knife, and Key with Crane
  • Back at Gate, use Key with Crane on crane’s lantern; Take Can­dle
  • Take Can­dle from Liv­ing Room shelf
  • In Music Hall, use Wax Knife on stat­ue for Can­dle
  • Can­dle­stick + Can­dle x3 + Match­es = Lit Can­de­labrum;
  • Use it on the dark spot upstairs; Take Tri­an­gle Fig­urine and Vol­ume III
  • Use Tri­an­gle Fig­urine on toy chest; Take Oil­er and Paint Tube; Read Note
  • Head back to Gate; Use Oil­er on gate

Path to City Puzzle

Click on every num­bers in order to move so that you land on all green tiles (Hint: You must use all num­bers before the piece moves. Make sure not to land on any red ones)

Solu­tion (Click to Expand)

My Solu­tion:

  1. R5
  2. R4
  3. R7
  4. L1
  5. R5
  6. R3
  7. R3
  8. R7
  9. L2
  10. L2
  11. R4
  12. R5
  13. L2
  14. L2
  15. R5

R4, R4, R7, L1, R5, R3, R3, R7, L2, L2, R4, R5, L2, L2, R5

  • Now you’re at City Cen­ter
  • Take Dancer Fig­urine, Dec­o­ra­tive Horse, Bro­ken Key, Ice Tongs, But­ton, Read Note
  • Use Ice Tongs on vend­ing machine for Library Token
  • Use Library Token on library box for Book with Book­mark
  • Book with Book­mark = Left Lock Part + Vol­ume IV
  • Back on First Floor, use Dec­o­ra­tive Horse; Take Pro­trac­tor and Dancer
  • Use Dancer Fig­urine on table; Take Vol­ume VI
  • Go to Liv­ing Room; Use Vol­umes II, IV and VI on shelf; Take Melody Note
  • Go to Music Hall; Use Melody Note and Bro­ken Key on piano

Piano Lock Puzzle

Press the keys in the cor­rect order

(Answer: If 12345, then 25134)

  • Take Car Key; Go use it at City Cen­ter; Take Pin and Cloth
  • Go to Yard; Use Cloth on win­dow for Wet Cloth
  • Go Upstairs; Use Pin on ted­dy bear for Right Lock Part
  • Use Left and Right Lock Part on armoire

Rotating Armoire Puzzle

Rotate and slide to solve the puz­zle (Sor­ry, no solu­tion this time. It seems long-wind­ed, but not tricky, so go for itUGHHH! After com­plet­ing the puz­zle, it real­ly isn’t tricky, it’s just annoy­ing!! Still not dif­fi­cult, though)

  • Take Dirty Pho­to Frame + Wet Cloth + Pro­trac­tor = Fam­i­ly Pho­to
  • Go back to lady, give her Fam­i­ly Pho­to
  • Go to City Cen­ter; Use Din­er Coast­er on din­er
  • Get Lighter (That guy does­n’t look asleep to me)
  • Take Fire­crack­er, Dol­lar x2, Vend­ing But­ton, Nee­dle, Col­ored Shard, look at ingre­di­ent list
  • Use Sap­phire Brooch on purse; Take Dancer and Incom­plete Pen­dant
  • Back out­side, use Dol­lar x2 on vend­ing machine; Take Soda
  • Use Fire­crack­er and Lighter on shop stall; Take Twist­ed Frag­ment and Lemon
  • Inside Din­er, use Twist­ed Frag­ment on ice cream booth

Diner Hidden Object Puzzle

  • Get Straw­ber­ry Ice Cream
  • Use Straw­ber­ry Ice Cream, Lemon, and Soda on din­er counter

Diner Cocktail Puzzle

Swap and rotate tiles so that they all match their neigh­bors

  • Get Ener­giz­ing Cock­tail; Give it to that guy; Take Vend­ing But­ton; Get Dancer
  • Back Upstairs, use Dancer x3 on table; Take Library Key
  • Use it to go into the Library. Hmm… It appears we found our vil­lain
  • Take Razor, Chain, note Clue, Fab­ric Scrap, and Sewing Spool
  • Nee­dle + Sewing Spool = Thread with Nee­dle
  • Go back to Gate; Use Fab­ric Scrap and Thread with Nee­dle on Hat
  • Inside Din­er, use Razor on coat for But­ton
  • Go Upstairs; Use But­ton x2 and Thread with Nee­dle on Toy Bear; Take Rose
  • Incom­plete Pen­dant + Chain = Pen­dant
  • In Library, use Hat, Pen­dant, Toy Bear and Rose on anom­aly
  • Read Note; Take Trol­ley; Use on shelf

Shelf Climbing Puzzle

Click on cor­rect items to climb up (Answer: Gold Han­dle, Draw­ers, Draw­ers, Draw­ers, Man Stat­ue, Gold Han­dle, Fab­ric, Gar­goyle, Books)

  • Get Charlene’s Notes; Go give it to her; Take Hang­ing Chain and Half Heart
  • Go to City Cen­ter; Use Hang­ing Chain in car trunk; Take Axe
  • Use Axe on board­ed up door
  • Go into Aban­doned House
  • Take Half Heart, Col­ored Shard, Fish Emblem, Doll Ring, Look at Clue
  • Back in Library, use Fish Emblem on bear for Book Box and Cop­per Octa­gon
  • Use Half Heart x2 on desk; Take Wrench and Vend­ing But­ton
  • Go to Aban­doned House; Use Wrench on wood planks; Take Vend­ing But­ton and Doll Hand
  • Go Upstairs; Use Doll Hand x2 on desk; Take Vend­ing But­ton
  • Go to Din­er; Use Vend­ing But­ton x5 on juke­box

Jukebox Puzzle

Using pri­or clue, press the cor­rect but­tons

  • Take Vinyl Record over to Aban­doned House and use it on the table; Take Pat­terned Bracelet; Use it on the stat­ue; Take Cop­per Octa­gon
  • Use Cop­per Octa­gon x2 on wall

Rune Mechanism Puzzle

Rotate things by press­ing the yel­low bits so that the yel­low bits attach to the out­side inden­ta­tion

(Hint: Do the out­side cir­cles first, then the mid­dle)

Get to this point, then fin­ish it out
  • Take Char­lene Film Reel back to her

Part 3: Getting There

  • Get Nail File (I have a few ques­tions: who is film­ing, why did­n’t they help, where are they now, and why were they hid­ing film reels?)
  • Go to City Cen­ter; Look at tram, read Clue
  • Take Tram Valve in car trunk; Use Nail File on Vend­ing Machine; Take Speedome­ter
  • Go to Aban­doned House; Use Nail File on phono­graph for Brake Han­dle
  • Use Tram Valve, Speedome­ter, and Brake Han­dle on tram
  • Click and go to Embank­ment; Take Col­ored Chalk
  • Take Iron Dish­es (Looks like mon­key cym­bals to me…), Bear Claw, and Fish Key
  • Use Col­ored Chalk on wall; Take Toy Tow­er
  • Go to Shel­ter; Use Iron Dish­es on mon­key; Take Bear Claw and Toy Tow­er
  • Go Upstairs; Use Toy Tow­er x3 on toy box

Toy Tower Puzzle

Move the parts to make 3 tow­ers by slid­ing them around

  • Get Gold­en Hook
  • Book Box + Fish Key = Toy Tow­er and Leather Strap
  • Go to Aban­doned House; Use Leather Strap on stat­ue; Get Bro­ken Cryp­tex and Yel­low Wire
  • At Embank­ment, use Gold­en Hook on blue box; Take Harpun Tip (“Har­poon”) and Col­ored Shard
  • Use Har­poon Tip on boat (It’s spelled cor­rect­ly on the boat descrip­tion) for Harpun (“Har­poon”)
  • Use Har­poon on fish under bridge; Read Note and take Green Wire
  • Use Green and Yel­low Wire on elec­tri­cal box

Embankment Grate Puzzle

Remove the bars in the cor­rect order

  • Now you’re at Artist’s Square
  • Take But­ter­fly Amulet, read Note and notice Clue
  • Take Hatch Han­dle, Fake Apple, Bear Claw and Artist Item
  • Go to Embank­ment; Use Hatch Han­dle on red cov­er; Take Tur­pen­tine, Fake Grapes, and Glue Sol­vent
  • Use But­ter­fly Amulet on wall box; Take Bear Claw, and Pock­et Knife
  • Go Din­er; Use Glue Sol­vent on Ele­gant Cup
  • Go to Artist’s Square; Use Fake Grapes, Fake Apple, and Ele­gant Cup on stature; Get Artist Item
  • Use Tur­pen­tine and Pock­et Knife on the bench; Take Plat­form Switch
  • Use Plat­form Switch on the ground

Artist Square Hidden Object Puzzle

Odd­ly short puz­zle… Thought there’d be more to find

  • Get Muse Amulet and Cryp­tex Ring
  • Use Muse Amulet on easel; Take Artist Item
  • Go back to Embank­ment; Give the man Artist Item x3; Get Cryp­tex Ring (She’s quite the mag­pie, isn’t she…?)
  • Bro­ken Cryp­tex + Cryp­tex Ring x2 = PUZZLE

Cryptex Puzzle

Rotate the rings to con­nect the two sides (It’s more of a mini-puz­zle because the pieces will auto­mat­i­cal­ly light up. Too easy)

  • Take Scratched Film and Police Mas­ter Key (Whoa! Super use­ful!)
  • Go to Artist’s Square; Use Police Mas­ter Key on house door

Door Lock Puzzle

Rotate the pieces to cre­ate the 4 pat­terns in the dia­monds (yeah, I had NO IDEA what to do and had to use the skip func­tion to even under­stand… I think…?)

I think this is what you’re sup­posed to do?
  • You’re in the Work­shop
  • Take Polaroid Body, Paint Tube 2, Col­ored Shard, Polaroid Lens, Fish­ing Lure, Read Clue
  • Use Paint Tube x2 on shelf; Take Brush
  • Out on Embank­ment, use Fush­ing Lure on tack­le box; Take Mem­o­ry Land­scape
  • Go to Artist Square; Use Mem­o­ry Land­scape on easel; Take Red But­ton and Bear Claw
  • Go to Library; Use Bear Claws x5 on bear

Bear Claw Puzzle

Arrange the claws in prop­er order (Hint: you’ve seen the solu­tion already)

Answer (L‑R): Wing, Crown, Fish, X, Flower

  • Take Dirty Pho­to Car­tridge back to Work­shop; Use it and Brush on table; Take Polaroid Car­tridge
  • Polaroid Body + Polaroid Lens + Polaroid Car­tridge + Red But­ton = Polaroid
  • Use Polaroid on anom­aly; Take Dessert Spat­u­la
  • Go back Upstairs; Use Dessert Spat­u­la on desk for Piece of Cake
  • Go to City Cen­ter; Use Dessert Spat­u­la on car trunk for Medal­lion
  • Go to Embank­ment; Take Red Flow­ers from wall
  • Go to Work­shop; Use Red Flow­ers, Piece of Cake, and Medal­lion on anom­aly; Take Mech­a­nism Token
  • Use Mech­a­nism Token on base­ment door

Basement Door Puzzle

Choose cor­rect tiles to light up the blue square and match each tile. Dou­bling up with can­cel out the col­or (Same puz­zle as in pri­or game). Do it 3x

Answer:

If: 1,2,3,4,5,6,7; 8,9,10,11,12,13,14

Then: 1) 3,5,8,9,10,14; 2) 2,4,5,7,10,12; 3) 1,3,5,7

  • Now you’re in Work­shop Base­ment
  • Take Wind­ing Key, Tweez­ers, read Note, take Flower Pho­to
  • Go to Work­shop; Use Wind­ing Key; Take Spat­u­la and Pol­ish; Read Note
  • Back in Base­ment, use Spat­u­la on shelf; Take Fork and Small Cloth
  • Go to Work­shop; Use Tweez­ers on sofa for Rab­bit Tal­is­man; Click on cush­ion for Hairdry­er Cap; Use Fork for City Pho­to
  • Go to Artist’s Square; Use Rab­bit Tal­is­man on stat­ue box; Take Spi­ral Heater
  • Go to Base­ment; Use Spi­ral Heater and Hairdry­er Cap on table for Hairdry­er
  • Back in Work­shop, use Scratched Film, Pol­ish, Hairdry­er, and Small Cloth on table
  • Take Restored Film to Base­ment and use on pro­jec­tor
  • Take Portable Pro­jec­tor to man; Take Palette Knife and Three Hands Tal­is­man
  • Go to Base­ment; Use Palette Knife on rear wall; Take Girl Pho­to
  • In Work­shop, use Flower, City, and Girl Pho­to on easel

Girl Picture Paint Puzzle

Col­or the can­vas accord­ing to clues. You can mix col­ors on the palette (This puz­zle is ter­ri­ble because the girl’s pic­ture shows a red shirt, but it’s actu­al­ly white, and the rest of it is basi­cal­ly all sub­jec­tive. The final col­ors are not the same as the clue pic­tures as I cre­at­ed col­ors much clos­er than the actu­al answer. End­ed up hav­ing to waste ANOTHER skip with a whop­ping 25 coins because I had no idea what the devel­op­ers want­ed)

Solu­tion (Click to Expand)

Answer:

  • Flow­ers = Red
  • Leaves = Green
  • Sky = Blue
  • Shirt = White
  • Hair = Yel­low
  • Skin = White + Red (Pink)
  • Build­ings = White + Black (Gray)
  • Get Artist’s Muse; Give it to the dude

Battle for Artist Hidden Object Puzzle

Find and use items to beat the evil mon­ster

Solu­tion (Click to Expand)

Answer:

  • Rake > Paper Air­plane
  • Paper Air­plane > Boy’s Hand
  • Umbrel­la > Bro­ken Street­lamp
  • Kite > Man
  • Mir­ror > Woman
  • Star > Stat­ue
  • Sick­le > Bike Bas­ket

Use remain­ing items on Boss (Fan, Shield, Cam­era, First-Aid Kit)

  • Get Movie Cam­era and Tog­gle Switch

Part 4: Getting Close

  • Take Artist’s Tal­is­man to Base­ment and use on rear wall; Take Emer­ald Eye and Steer­ing Wheel; Read Note
  • At Embank­ment, look at rub­ble pile; Take Ruby Eye
  • In Work­shop, use Emer­ald and Ruby Eye on skull; Take Tog­gle Switch
  • At Embank­ment, use Steer­ing Wheel and Tog­gle Switch x2 on boat
  • You’ve reached Cin­e­ma Area
  • Use Movie Cam­era on amo­ma­ly
  • Take Tiara, Bro­ken Revolver, Flash­light, Cloak­room Tag, and read Note
  • Use Cloak­room Tag on mail­box; Take Mech­a­nism Belt; Use it and Flash­light on the tick­et booth; Take Ear­ring
  • Use Ear­ring on guard’s zip­per; Take Blank Key to artist man
  • Get Pen­cil and Blank Paper from work­shop and bring back to him (Why can’t peo­ple do things on their own? Do they not have legs? That man annoys me)
  • Head down to the Base­ment; Look at shelf and use Blank Key and Key Dia­gram

Key Making Puzzle

Use ver­ti­cal and hor­i­zon­tal arrows for place­ment, cycle shapes, then lever to cut the key

Solu­tion (Click to Expand)
  1. Square, UP
  2. Sharp Point, MID
  3. Forked, UP
  4. Square, UP
  5. Round, LOW
  6. Square, MID
  • Take Ser­vice Entrance Key to Cin­e­ma Area and use on door
  • Go into Behind the Scenes
  • Take Chis­el, Trig­ger, Col­ored Shard, Cash Reg­is­ter But­ton, Read Clue
  • Back at Embank­ment, use Chis­el on rub­ble for Met­al Orna­ment
  • At Cin­e­ma Area, use Cash Reg­is­ter But­ton (Looks more like a lever to me) for Rub­ber Gloves
  • Use Met­al Orna­ment on mail­box; Take Med­ical Clamp (Tweez­ers… they had one ear­li­er!! That’s what you get for get­ting rid of stuff pre­ma­ture­ly)
  • Go Behind the Scenes, use Rub­ber Gloves and Tweez­ers on bro­ken light for Fuse
  • Use Fuse on door lock for Mini-Puz­zle: Use pri­or clue to input the code (Answer: 2541)
  • Go into Office; Cllick any­where; Take Crane Head
  • Take Wood­en Boy, Light­bulb, Police Whis­tle, Sylvi­a’s Per­son­al Item, and read Note
  • Go into hall, use Wood­en Boy on box; Take Sylvi­a’s Per­son­al Item
  • Out in Cin­e­ma Area, use Whis­tle on man; Take Hook on Cord (Bungee Hook); Use it on cin­e­ma door for Stone Mask
  • Go back to Artist’s Square; Use Tiara and Stone Mask on stat­ue

Many-Armed Statue Positioning Puzzle

Posi­tion the arms appro­pri­ate­ly. You saw the answer ear­li­er (I hate these puz­zle because it’s hard to tell the exact posi­tion they want and it’s easy to be off by just a tiny bit)

  • Get Rit­u­al Dag­ger and Sylvi­a’s Per­son­al Item
  • In Office, use Three Hands Tal­is­man and Rit­u­al Dag­ger on small table; Take Tusk and Red Scarf
  • Out in Hall, use Red Scarf on Light­bulb (Why could­n’t we have done with ear­li­er with the gloves?)
  • Back in Office, use Light­bulb x2 on dress­ing table
  • Take Crane Body and Sylvi­a’s Per­son­al Item (...how’d that get back there if there’s no way to access it?)
  • Give woman Sylvi­a’s Per­son­al Item x4 for Dec­o­ra­tive Per­son­al Item
  • Use Dec­o­ra­tive Tusk x2 on table

Office Hidden Object Puzzle

  • Get Crane Wings and Bul­lets
  • Go into Hall, use Crane Body, Head, and Wings on shelf; Take Flower Plate
  • Use Flower Plate on door in rear

Flower Tile Sliding Puzzle

Slide and rotate tiles until pic­ture is achieved (Hint: Tiles go dull when in cor­rect spot)

  • Go into Large Cin­e­ma Hall
  • Take Revolver Drum, Emp­ty Buck­et, Emp­ty Cone and Lad­der
  • Bro­ken Revolver + Trig­ger + Revolver Drum + Bul­lets = Loaded Revolver
  • Use Lad­der on rail­ing; Take Pearl Ear­ring
  • Back in Behind the Scenes, use Emp­ty Buck­et on pop­corn machine; Take Black Can­dle (Can­dle in a pop­corn machine?? Would­n’t it melt??); Use Emp­ty Cone on cot­ton can­dy (I have nev­er actu­al­ly had cot­ton can­dy in a waf­fle cone, but appar­ent­ly it’s a thing!)
  • In Office, use Black Can­dle on small table; Take Spare Gear
  • Back in Cin­e­ma Hall, use Pop­corn, Pearl Ear­ring, and Cot­ton Can­dy on anom­aly; Take Old Poster
  • Uh oh… Use Movie Cam­era; Then use Loaded Revolver on chan­de­lier
  • Go back to Office; Use Old Poster on wall

Office Wall Safe Button Puzzle

Using clue, press the right but­tons

  • Take Sylvi­a’s Film
  • Burnt out Cam­era + Sylvi­a’s Film + Spare Gear = Cam­era with Mem­o­ry
  • Give cam­era to the woman; Take Seal­ing Amulet
  • Use it in Cin­e­ma Hall (Red Ener­gy), Cin­e­ma Area (Blue Ener­gy), Work­shop (Yel­low Ener­gy); Embank­ment (Blue Ener­gy), Library (Yel­low Ener­gy), and Music Hall (Red Ener­gy)
  • Go to Cin­e­ma Hall; Use Red, Blue, and Yel­low Ener­gy on wood­en door

Magical Door Lock Puzzle

Slide and rotate the squig­gles so that they don’t touch (Same puz­zle as the last game! Let’s see if it’s exact­ly the same… IT IS!! Just a tighter fit than before)

  • You have entered the Edit­ing Room
  • Read and take Sylvi­a’s Con­fes­sion to Sylvia, her­self; Take Secret Com­part­ment Han­dle to Cin­e­ma Hall and use on hatch; Take Crys­tals of Sor­row, Love, and Nos­tal­gia
  • Go to Edit­ing Room, use the Crys­tals on their prop­er stat­ues, then use Loaded Revolver on all 3
  • Take Bro­ken Stained Glass, Sign Yang, and Sign Yin
  • Go to Office; Use Yin and Yang Signs on dress­ing table; Take Rit­u­al Film and Sil­ver Owl
  • Go to Cin­e­ma Area, use Sil­ver Owl on mail­box; Take Blow­torch and Pan­el Switch
  • Go to Edit­ing Room; Use Pan­el Switch on con­sole

Green Panels Puzzle

Slide the green tiles and move the key to the key slot (Oh boy… this looks annoy­ingOh. It’s actu­al­ly pret­ty easy)

This is how I did it:

  • Get Shelf Key; Use it on red lock­er for Col­ored Shard and Han­dle Piece
  • Bro­ken Stained Glass + Col­ored Shard x8 = Rit­u­al Stained Glass
  • Use Rit­u­al Stained Glass in Cin­e­ma Hall

Stained Glass Differences Puzzle

Find the dif­fer­ences with a twist! Every time you click on the wrong thing, you lose 1 life! No choos­ing willy nil­ly!

  • Get Half Han­dle and Rit­u­al Film
  • Go to Edit­ing Room; Use Han­dle Piece and Half Han­dle on cam­era; Take Rit­u­al Film
  • Place Rit­u­al Film x3 on ground, then use Blow­torch

Part 5: Let’s Take her OUT (END)

  • Take Coin; Take Met­al Eye
  • Go to Cin­e­ma Area; Take Jammed Scis­sors and Hook (pry bar)
  • Go Behind the Scenes; Take Duster
  • Go Cin­e­ma Area; Use Pry Bar and Duster on ground; Take Helm Crest and Coin (Notice how the “Hook” looks like a hook on the scene image but looked like a pry bar before)
  • Use Helm Crest on stat­ue; Take Gold­en Bird and Olive Branch
  • Go to Cin­e­ma Hall; Take Oil Jug to Behind the Scenes and place on table along with Olive Branch; Take Olive Oil (How long have those olives been there to be use­ful?)
  • Jammed Scis­sors + Olive Oil = Gar­den Shears (The entire jug??)
  • Use Gar­den Shears on that gate
  • Go into Muse­um Park
  • Take Ten­nis Ball, Seashell, Bro­ken Lad­der, and Plank
  • Now that you got the first Plank, take one from under the bench and from Cin­e­ma Area
  • Use Ten­nis Ball on dog anom­aly; Get Dog Col­lar = Coin
  • Use Coin x3 on toy vend­ing machine; Get Suc­tion Dart and Clay
  • Go to Cin­e­ma Area; Use Clay and Met­al Eye on ground

Eye Laser Puzzle

Move the lens­es to direct the lasers to the col­ored jew­els. Col­or com­bi­na­tions must be cor­rect!

  • Take Snake Skull and Fire Sym­bol
  • Go to Cin­e­ma Hall; Use Snake Skull on back of chair; Take Bil­liard Ball, Shoe Brush, and Plank
  • Back in Cin­e­ma Area, use Shoe Brush and Fire Sym­bol on stat­ue; Take Flint and Ancient Nails (see? Those olives should have been hel­la dried out!)
  • Bro­ken Lad­der + Planks x4 + Ancient Nails + Bil­liard Ball = Lad­der
  • Use Lad­der and Seashell on tree (First, what a shell! Sec­ond, how does one get tied up like that? Would be real­ly tricky to tie a grown man up that high and that way on a tree)
  • Take and use Lock Code on bike; Look at pho­to and Offer Let­ter; Take Vin­tage Cam­era and Com­pact Mir­ror
  • Give the man Offer Let­ter

Man’s Story Hidden Object Puzzle

  • Take Flash Pow­der
  • From tree, take Flash Tray + Com­pact Mir­ror + Flash Pow­der = Flash Reflec­tor
  • Use Vin­tage Cam­era, Flash Reflec­tor, and Flint on cam­era stand

Vintage Camera Puzzle

Rotate the screen and guide the strik­er to the two icon ties with­out hit­ting a locked tile (So, what’s inter­est­ing is that the instruc­tions say you can’t hit a locked tile, but it means you can’t move on a locked tile. You HAVE to land on locked tiles to solve the puz­zle)

  • Go into Muse­um Lob­by
  • Take Torn Toy, Fire Cab­i­net Key, Muse­um Tick­et, Pat­terned Tile, and read Note
  • Use Fire Cab­i­net Key; Get Fire Emblem
  • Use Muse­um Tick­et on gate
  • Go to Antiq­ui­ty Exhi­bi­tion
  • Take Com­pass Rose and Ruler
  • Use Ruler on cab­i­net; Take Glass Cut­ter, Pat­terned Tile, and Thread and Nee­dle
  • Back in Lob­by, use Glass Cut­ter and Suc­tion Dart on fire box; Take Fire Extin­guish­er
  • Go to Exhib­it; Use Fire Extin­guish­er on fire­place; Take Pat­terned Tile and Sil­ver Bird
  • Back out to Muse­um Park; Use Gold and Sil­ver Bird on tree; Take Plush Ear
  • Head back to Cin­e­ma Hall; Take Syn­thet­ic Fiber from back of chair
  • Go to Exhib­it; Torn Toy + Syn­thet­ic Fiber + Plush Ear + Thread and Nee­dle = Toy Dog
  • Use it on anom­aly; Take Mute Fig­ure and Scoop
  • Go to Muse­um Park; Use Scoop on grav­el; Take Pat­terned Tile and Mnemosyne Key
  • In Muse­um Lob­by, use Pat­terned Tile x4 on anom­aly

Museum Step Puzzle

Move steps so that the pat­tern lights up

Answer:

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

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

  • Take Stained Paint­ing and go to Embank­ment; Give it to that annoy­ing artist man; Take Ingre­di­ent List (I dun­no… I thought maybe HE COULD HELP ME being the artist and all, but, as usu­al, I have to do every­thing around here!)
  • Ingre­di­ent List = Work­shop Key
  • Go back to Muse­um Lob­by; Use Work­shop Key to get into Restora­tion Work­shop
  • Take Sailor Fig­urine and Knight Glove
  • Use Sailor Fig­urine on ship; Take Liq­uid Nitro­gen Sprayer and Blind Fig­urine
  • Use Liq­uid Nitro­gen Sprayer and Knight Glove on chest; Take Deaf Fig­urine and Pro­tec­tive Lac­quer
  • Go to Muse­um Lob­by; Use Blind, Deaf, and Mute Fig­urine; Take Cot­ton Pads and Box Dec­o­ra­tion
  • Go to Exhib­it; Use Box Dec­o­ra­tion on shelf

Antiquity Exhibition Box Puzzle

Ori­ent the arrows so that the cor­rect num­ber of arrows are point­ed at each sym­bol

S= sin­gle rota­tion

Just need to rotate the cir­cled tile (there are oth­er ways to solve this puz­zle)

  • Take Emp­ty Film Cam­era and South­ern Con­ti­nent
  • Go to Restora­tion Work­shop; Use Com­pass Rose, Flame Emblem, and South­ern Con­ti­nent on globe; Take Sculp­tor Chis­el and Recipe Book
  • Use Recipe Book and Flint on work­table

Restoration Workshop Hidden Object Puzzle

Drag each card to the item that’s miss­ing in them. You may have to inter­act with the item before you can.

  • Get Clean­ing Flu­id
  • Ingre­di­ent List + Cot­ton Pads + Pro­tec­tive Lac­quer + Clean­ing Flu­id = Restora­tion Kit
  • Use Stained Paint­ing and Restora­tion Kit on easel
  • Take Restored Paint­ing to Muse­um Lob­by and use it on anom­aly
  • Go up to Mem­o­ry Gallery (Why is every kid named Ethan in these puz­zle games?)
  • Take Stone Book, Sil­ver Spoon, and Name Plate
  • Use Name Plate on bust; Take Sculp­tor’s Scalpel and Mal­let
  • Back at Muse­um Park, use Sil­ver Spoon next to bird­house for Resin
  • Go to Exhib­it; Use Sculp­tor’s Scalpel on frame for Founder’s Image
  • Back in Mem­o­ry Gallery, use Founder’s Image, Sculp­tor’s Chis­el, and Mal­let on anom­aly
  • Take Clothes­pin out to bird­house to get Mnemosyne Key
  • Back in the Gallery, use Mnemosyne Key x2 on door

Gear Chain Door Lock Puzzle

Arrgghh… So close yet so far away! Slide the tiles to con­nect the sil­ver gears to the spin­ning gold one so that all the gold ones spin

  • Enter Hall of Mnemosyne’s Priest­ess (Final Area!!)
  • Take Rune Eye; Use it in the sar­coph­a­gus; Read Note, take Dent­ed Lid, Moon Sym­bol, and Open Ampho­ra
  • Use Moon Sym­bol and Stone Book on stat­ue; Take Pho­to­graph­ic Film
  • Emp­ty Film Cam­era + Pho­to­graph­ic Film = Film Cam­era
  • Use Film Cam­era on Mnemosyne

Film Camera Puzzle

Use the arrows to move the col­ors so that they match the out­er ring (It’s real­ly not that hard. I just switched things a lot until it was even red and blue, then moved them into posi­tion after that)

  • Get Spir­it Pho­to
  • Look at altar; Read Clue; Take M Mono­gram and Bronze Ham­mer
  • Go to Restora­tion Work­shop; Use Dent­ed Lid and Bronze Ham­mer on chest (I… guess she’s just frozen like that?)
  • Open Ampho­ra + Resin + Ampho­ra Lid = Mnemosyne Ampho­ra
  • Use Bronze Ham­mer at Yard (Green), Library (Yel­low), and Embank­ment (Blue)
  • Go to Gallery; Use M Mono­gram on pyra­mid for last Ampho­ra (Pur­ple)
  • Go to Hall of Priest­ess; Use Ampho­ra x5 and Spir­it Pho­to (…wait. There’s one more slot, though!)

Let’s Seal Her UP!

Move the amphorae along the tracks so that they’re in the cor­rect col­or slot (Ah. That’s why there’s one emp­ty slot)

Solu­tion (Click to Expand)

One pos­si­ble solu­tion (there are oth­er, poten­tial­ly short­er ones):

  1. Red, Green, Blue, Yel­low, Green
  2. Red, Pur­ple, Green, Yel­low, Blue
  3. Red, Pur­ple, Green, Yel­low, Blue
  4. Red, Pur­ple, Green, Yel­low, Blue

The pat­tern is “Z” shapes

  • Aaaaand of course, noth­ing is ever that easy… Geez, I’m so tired of look­ing at her face!

Final Battle Tetris!

Dog­gone it! Thought it was over! Move the pieces from the left to the right (Hint: Do the sep­a­rat­ed ones, first)

  • At last!! Vic­to­ry!
Kill it! Kill it with fire!
Not only was this man 100% unhelp­ful, but he seems very old to have such a young child

GAME COMPLETE!


Morphing Objects/Collectibles

As the series pro­gress­es, the hid­den objects have pro­gres­sive­ly dimin­ished

Mansion Gate (1)

  • Flower on tree trunk

Yard (2)

  • Buck­et
  • Ball in dog­house

Living Room (2)

  • Hat
  • Ball of yarn in front of cab­i­net

Stranger’s Shelter (1)

  • Book on couch

Music Hall (1)

  • Bee­tle on stat­ue

First Floor (1)

  • Shirt

City Center (1)

  • Ice Cream sign

Diner (1)

  • But­ter­fly frame

Library (1)

  • Sword near rail­ing

Abandoned House (1)

  • Clock

Embankment (1)

  • Octo­pus stat­ue

Artist’s Square (1)

  • Bal­loon

Workshop (1)

  • Wall pic­ture

Basement (1)

  • Paint can on stairs

Cinema Area (1)

  • Fire hydrant

Behind Scenes (1)

  • Pic­ture on wall

Office (1)

  • Stat­uette

Large Cinema Hall (1)

  • Rail­ing embell­ish­ment

Editing Room (1)

  • Dan­ger sign

Museum Park (1)

  • News­pa­per on bench

Museum Lobby (1)

  • Bag on ground

Antiquity Exhibition (1)

  • Bust on man­tle

Restoration Workshop (1)

  • Bust

Memory Gallery (1)

  • Gar­goyle

Hall of Priestess (1)

  • Ptero­dactyl

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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