I played the original games (2018 and 2019) and LOVED THEM so much! Those games are the direct reason why I love these puzzle adventure games so much. It’s been a long time in the making and release, but it was well worth the wait! Often these series types of games skimp out on endings, but this was AMAZING!!! HIGH, HIGHLY recommended series! Fine details and fun quips are always big points of appreciation for me as a player and this does not disappoint. It’s best to play them in order as the quality greatly increases with each game and you need to know the first two to get the references in the last one to make it that much more enjoyable. I will eventually go back and write the first 2 guides, but here is the 3rd game (NOTE: there are plenty of guides on the internet and I usually save my guides for games that don’t have them, but I love these games so much that I’m going to just write them to show my support)
NOTE: The puzzle solutions are for CASUAL mode. Also, this game is so long that I have split up the guide into different ACTS
WARNING: This game’s autosave function isn’t the greatest, so if you want to save your game, make sure to back out the Menu
Break the Loop!
This was such a cool way to not only have the story with the looping phenomenon, but also to revisit and pay homage to the original games… Especially because this final part was 7 years in the making. I’ll definitely have to go back and not only play but make guides for the original games, too
Go onto the porch; Take the Jessica SachsFigurine I from the chair
Use the Special Dagger on the canvas facade, then go inside… an elevator??
Take the Scarf, Daisy Emblem, and Fishing Pole
Take the Note on the wall
Look out the emergency exit for a cutscene
Take the Map and Newspaper from the bulletin board
Take the Matches from the windowsill
Go down the hall; Look at the red box on the wall and take the Daisy Emblem
Go back to the bicycle and use the Daisy Emblem on the pouch for Sanitizer
Back down the hall, look at the broken floor, then use the Fishing Pole, Sanitizer, then Scarf
Try to open the door 4 times, then use the Tray
Kitchen Door Lock Puzzle
Navigate the chain to the end
In the Kitchen, look at the AC Unit and take the Tube of Glue
Take the Kettle from the refrigerator
Open all the cabinets and drawers; Take the TV Remote and Corkscrew
Use the Kettle in the sink, then use the Matches on the stove
Take the Boiling Kettle over to the freezer to get the Little Demon
Look at the kitchen table and use the Little Demon
Angel and Demon Puzzle
This is a 2-part puzzle where you need to guide the respective entities to either hell or heaven. For the demon, turn all the circles brown, and for the angel, turn them all white
Puzzle is super easy. I have marked the paths you can take that won’t touch any tokens
Take the Fork
Go out the door; Take the Tire Iron from the wall, then use the Newspaper and Fork on the left door
Open the door with the Room Key
Pull aside the curtain; Take the Awl and Olivia Harper Figurine II
Remove the 4 pieces of tape on the picture on the back wall; Take the Battery, Scissors, and Note
Look on the desk and take the Clue
Look above the desk; Use the Corkscrew, then pull the string and click on the clock drawing
Go all the way back to the bicycle and use the Tire Iron on the Bike Pedal, then use on the crank outside the window for a Magnet
Back in the Kitchen, look at the padlocked cabinet and use the Awl
Take the Clue and Wooden Star back to the Kid’s Room and use it on the cabinet
Cabinet Story Puzzle
Press the elements on the cabinet in accordance with the story
Take the Umbrella, Battery, and Clue
Back in the Kitchen, use the TV Remote, remove the back cover, use the Batteries and press the remote (I’m not sure why grandparents’ dining room was so significant)
Look at the kitchen table and suddenly there’s a silver plate cloche, click on it and take the Clock Hand (ah. That’s why the TV was important)
Put the Clock Hand on the grandfather clock in the hall, click on it twice, then take the Clue and Black Chalk
Use the Black Chalk on the wall across from the clock until it turns into a door
Static Memory – Playroom
Look at the lighted dollhouse and place the 3 moveable figures in the correct spot
Look at the desk; Take the Doll and Figurine of a Girl
Take the Red Button from the green chair, and put the Doll on it
Back at the dollhouse, put the next set in the correct positions
Look at the middle of the floor; Take the Figurine of a Girl and Black Marker, then use the Red Button on the computer
Memory Game
It’s random every time, so if playing on the Switch, just change the difficulty and take a screenshot before the cards turn
Take the Polaroid No 2, then Image Sequence over to the thing on the desk and input the code
Take the Bird Emblem and Quarter then place the Polaroid on the desk
Use the Bird Emblem on the green mailbox and take the Family Photo
Use the Quarter on the claw machine to get Dahlia Stonehouse Figurine II and Scalpel (NOTE: You are welcome to keep playing for all the toys if you want)
Go back to the dollhouse for the last round of placement
Look at the toy train set; Take the Needle & Thread and Polaroid No.3
Place the last photo on the desk with the others
Look at the doll on the green chair; Use the Black Marker, click on its dress, use the Scalpel, use the Family Photo, use the Needle & Thread, then take Dahlia’s Doll over to the train and put it on the back
Mother’s Room
Use the Key on the door ahead, then go into Mother’s Room
From the desk take the Press Crank, Pen Rod, Leather Glove, and Note
Go back into the hallway and use the Leather Glove on the door to the right of the clock
Inside the bathroom, use the Cork on the broken faucet
Pull up the blinds, open the window, and use the Scissors on the Mosquito Net
Look at the bathtub and take Candle Stubs x5
Go back to the kitchen table; Use the Mosquito Net on the bowl, dump the bowl onto it, then use the Tube of Glue on the Hexagon
Back in Mother’s Room, use the Hexagon on the desk box
Animal Box Lock Puzzle
Move the tiles so that the animals butt up against each other
Take the Hairpin back to the Kid’s Room and use it on the ship-in-a-bottle for a Lock Detail
Go back to the bathroom, and check out the press
Use the Press Crank and the Squeezed-Out Glue, then take the Leftover Glue and Lock Detail
Go back to Mother’s Room; Look under the bed and use the Matches, then pull out the briefcase and use Lock Detail x2
Briefcase Lock Puzzle
From trial-and-error try to figure out the combination
Solution: Left, Right Left, Left
Take the Clue and Mirror
Go back to the Bathroom and look at the drawer under the press
Use the Mirror then Pen Rod, to get Lightbulb and Wire Cutters
Back in Mother’s Room, move the partition aside and use the Wire Cutters
Place the Broken Vinyl on the chair
Vinyl Puzzle
Place the pieces to complete the vinyl
Use the Leftover Glue then place the Vinyl on the record player
Go into the closet and use the Matches on the lantern
Take the Exit Key and Note
Head back to the beginning, and use the Exit Key on the emergency exit door
Look at the closet door; Use the Umbrella on the red container to get the Firefighting Emblem and Pail
Look down the stairwell; click on the railing
Use the Fishing Rod and Magnet to get the Wardrobe Key
Look on the ground to get the Clue and Paint Roller
Go back to the bathroom and use the Pail on the bathtub for a Pail of Water and Firefighting Emblem
Go back to the emergency exit hall, look at the red box; Take the Bulb from the top and use the Firefighting Emblem to get a Putty Knife
Look at the plant stand; Use the Pail with Water, Paint Roller, then Putty Knife
Notice the clue, then use it open the lock across from the red box
Hall Padlock Puzzle
Solve the combination
Solution: 18, 45, 23, 37
Turn on the light switch
Take the Thread Snips and Gorgon Emblem
Use the Wardrobe Key
Static Memory – Wardrobe
Take the Screwdriver, Handkerchief, and Pin
Use the Pin on the clothes cover
Take the Triangular Key and use it above
Take the Handle and use it on the bottom of the left door, then open it
Use the Screwdriver on the screws
Take the Old Boot and use it to smash the mirror on the right, then use the Handkerchief on the broken glass
Use the Mirror Shard on the taped up suitcase
Use the Battery on the lights above, and pay attention to the design
Stained Glass Silhouette Puzzle
Create the design from the clue
Use the Feather Emblem on the final lock
Rotating Puzzle
Spin the discs until the image is complete
Take the Spell Card
Jessica’s Apartment
Go to Mother’s Room into the closet
Use the Spell Card and Black Chalk
Take the Special Dagger that appeared suddenly on the shelf, and use it on the purple part of the Dahlia flower plant blocking the emergency exit hallway
Outside, pick up the easel and take the Book Spine
Pick up the table and use the Gorgons Emblem
Gorgon Emblem Table Puzzle
Rotate and swap the emblems to complete the image
Take the Can Opener
Go back to the hallway with the broken floor; Use the Can Opener on the door across from the kitchen
Click on the lock and go into Jessica’s Sitting Room
Take the Bulb on the table
Use the Thread Snips on the chair cover and take the Butterfly Net
Look at the cabinet and slide the right-side door; Take the Elephant
Look at the broken door; Use the Tarpaulin and go in
Look at Jessica’s Kitchen, then the stove; Take the Door Holder and Note
Look up to the left; take the Elephant and Bulb
Back out one so that you’re still looking at the big hole, and click on the cord that surrounds the doorway to the right
Click on the cord on the ground
Zoom into the ground, take the Bulb, use the Door Holder, then click the cord
Use the Butterfly Net on the Candle Mold that’s now illuminated by the light
Go back to Sitting Room; Look at the wall shelf and take the CandleStub, then use Elephant x2
Elephant Weight Puzzle
Swap the elephants until they are in the correct positions
Solution (Click to Expand)
If: 1, 2, 3, 4, 5, 6, 7
then: 5, 2, 6, 4, 7, 1, 3
Take the Bulb and Amber
Click on the static corner of the room
Static Memory – Jessica’s Sitting Room
Take the Spoon from the table, the Ruler from behind the portrait, and the Cat Figurine from the chair
Open the bottom pocket on the shirt; Take the Handkerchief
Use the Spoon on the plant; Take the Cat Figurine
Use the Ruler on the stuck upper drawer; Take the Cat Figurine
Remove the lampshade, turn off the light, get the Cat Figurine
Open the box, take the Handle, use it on the right side of the table, and take the item inside out
Use the Handkerchief on the broken glass
Open the shirt, use the Handkerchief with Glass, then take the Cat Figurine
Click on the item on the table
Cat Figurine Puzzle
Turn the colors to solve the puzzle
Jessica’s Room
Take the Credit Card to Jessica’s Kitchen area, use it on the door to the right without a knob, and go into Jessica’s Room
Take the Cassette, Candle Stub, and Clue from the right table
Take Jessica Sachs Figurine II from the left side dresser
Take the Candle Stub, Wheel, and Note from the back drawers
Use the Cassette on the Recorder on the bed
Go into Jessica’s Kitchen and use the Amber on the eye of the plant monster
Click on the crow on the ground, following it until it lands inside the birdcage
Take the Metal Rose from the plant monster
Back in Jessica’s Sitting Room, use the Wheel on the broken bookcase door
Take the Yellow Paint, Shelf Emblem, and Clue
Use the Book Spine on the middle brown book, and take the Clue
Go into the Kitchen proper; Look at the pet bowl on the ground, take the Shoelace, Boot, and Note
Look at the stove; Use the Candle Mold, Matches, Candle Stubs, and Shoelace (in the mold); Then click on the pot
Take the Candle
Look up at the stained glass cabinet and use the Shelf Emblem
Rotating Wood Puzzle
Rotate the wood pieces to move the piece through the maze
HINT: You can move the piece along the way; you don’t have to wait until all the pieces are rotated
Take the Angel Plaque
Go all the way back outside onto the emergency exit; Use the Yellow Paint on the easel
Color the Cityscape Puzzle
Use the colors to paint the picture. Like before, combine colors as indicated
HINT: Remember that you blend the colors on the paper, not the brush
The bells are ringing, so use the Recorder
Go to the Sitting Room, look at the corner altar; Use the Metal Rose, Candle, Matches, and Recorder
Take the Diamond to Jessica’s Room and use it on the box
Go back out the Emergency Exit; Use the Small Lightbulbs and Cubes with Numbers on the jumble of cords in the right corner (If you use the Cubes first, you’ll add the Lightbulbs later)
Number Cube Puzzle – 2 Parts
Part 1: Solve the puzzle so that the numbers go from 1-30 starting in the upper left corner
Part 2: Cycle through the image tiles to create the image from the earlier clue
Take the Rope Ladder and use it on the broken staircase
Rooftop
Look at the red thing under the water tower; Use the Fork and take the Wooden Cuckoo and Nails
Look at the grandfather clock; Take the Dart, then use the Wooden Cuckoo for a Cat Plate, Note, and Fuse
Click the roof fan to move to the other side
Open the bag for Cat Food and a Fan
Take the Chair Legs x2 from the middle thing
Look at the shutter mechanism; Take the Cigarette Butt and Buttons
Open the cover, take the Buttons, and remove the old fuse
Go back to the other side of the roof; Use the Chair Legs x2, Nails, and Boot on the broken ladder, then go up to the Water Tower
Take the Doll and Dart
Look at the gutter; Take the Dart, use the Fan, take the Mechanism Manual
Go back to the shutter mechanism; Use the Fuse, then Mechanism Manual
Shutter Mechanism Puzzle – 2 Parts
Part 1: Replace the buttons in the correct locations
Part 2: Set all the controls according to the manual
Press the green button once the cover drops
Look at the uncovered window, pull the cord, then take the Cat Plate
Go to the emergency exit and use the Cigarette Butt on the mattress for Drawing “Hand”
Go to Jessica’s Kitchen; Take the Adapter and Dart, then use the Cat Food
Go to the Sitting Room; Use the Cat Plates on the wall
Cat Plate Puzzle
Move the plates to illustrate Mr. Kitty’s story
Take the Photo Slide to Jessica’s Room and use it on the projector
Back in the Sitting Room, use the Angel Plaque on the box in th right part of the room where the static used to be
Angel Tile Puzzle
Move the tiles to the correct location from the projector clue
Take the Drawing “Heart”
Go back up to the roof; Use the Darts x4 on the balloons, and take the Music Box Handle
Go to the Water Tower, and use the Music Box Handle on the machine
Music Box Repeat the Pattern Puzzle
Just hit the buttons in the correct order. It’s easy on all difficulties, just takes forever
Solution (Click to Expand)
Casual: Blue, Green, Red, Yellow, Blue
Advanced: Red, Blue, Yellow, Red, Yellow
Expert: Yellow, Blue Green, Red, Yellow, Red
Go into the tower, take the Winding Key and use it on the monkey toy right outside
Take the Mosaic Piece over to where you popped the balloons
Mosaic Rotation Puzzle
Rotate the circles to get the colored pieces in the right spots
Take the Note and Lantern
No Map Sequence
NOTE: At this point, you will temporarily lose the ability to map travel
Go back to the water tower and use the Lantern on the dark tentacles
Take back the Lantern, then flip the lamp switch
Water Tower Lamp Puzzle
Spin the 3 parts of the lampshade to create a picture on the wall
Take the Magazine from the ladder, Scissors from the plants
From the backpack, take Magazine, Photo, and Pencil Case
Lay everything out on the table
Magazine Cutout Puzzle
Put together the picture by cutting and gluing things in order
Solution (Click to Expand)
Cut out the old people, conservatory, mailbox, lawn, treehouse, rose bush, and house front
Take the glue stick and use it on the paper, then place the lawn
Use glue stick above it, place treehouse, conservatory, and house front
Use glue stick, place rose bush, mailbox, and old people
Take Drawing “Eye” and Key
Go down, use the Key on the door
Inside, take the Hook, Toggle Switch, and Wrench from the ground, and Cactus Flyer (real) from the bench
From the desk in the back, take the Note, then click on the paper
Grandparents Letter Puzzle
Place the scrap pieces in the correct places to pervert the message
Take the Nail File over to the glasses, to get the Lens
Use the Hook on machine #2 to get the Insulating Tape
Use the Wrench, Insulating Tape, and Toggle Switch on the electrical box
Electrical Box Math Puzzle
Flip the switches so that the numbers are equal
Solution (Click to Expand)
If you add the two numbers and divide in half, you get the target number
So,from RESET, flip #10, #4, and #17 so that both sides equal 49.
Flip the switches I’ve indicated below
Open the floor hatch, use the Lantern
Uh oh. Look at the desk; Take out the bad lens, use the new Lens, then try the hatch again
Yay! Head on down to the elevator shaft
Click the piece of metal on the lower right of the screen, then use the Wrench on the electrical box. Ughh… Does nothing work in this place??
Electrical Box Circuit Puzzle
Place the circuits so that they are connected while fulfilling the conditions
Take the Folding Ladder off the wall and place it across the gap. Go forward
Jump down, clear the debris, then use the Wrench on the hatch
Go into the elevator
Take the Clip and Note
Press the button, then use the Fork
Shut off the power, and take the Clip from the door
Press the red button on the phone, take the Clip
Use the Paperclips on the panel
Paperclip Maze Puzzle
Guide each color to the goal
Use the Wire Cutters on the telephone cord, and use the subsequent Electrical Wire on the panel
Close the panel, turn on the power, then press the button
Charles Laudius’s Apartment
NOTE: The map function works again
Go to the Bathroom and use the Lantern on the black tentacles. Head on through
Take the Doorknocker from the box
Open the stepladder and take the Clue
Use the Matches on the smoke detector and take the Cosmetic Bag, Chess Lock Handle, and Note
Look under the doormat for a Clue
Use the Doorknocker on the door
Doorknocker Tap Code Puzzle
Input the code to open the door
Solution (Click to Open)
O: 3 taps, pause, 4 taps
P: 3 taps, pause, 5 taps
E: 1 tap, pause, 5 taps
N: 3 taps, pause, 3 taps
Inside Laudius’s apartment, look at the chair: Take the Note, then use the Thread Snips for a Doll and Torn Picture
Open the cabinet; Take the Charles Laudius Figurine II and Doll
Go right into the kitchen; Click on the crow and the plank of wood
Take the Baseball Bat from the fridge, and the Heat Me Note from the face jars
Go to Jessica’s Kitchen across the way and take the Mannequin Finger from the tree monster now that all the crows are contained
Go to Jessica’s Room
Look at the ironing board; Use the Adapter and Heat Me Note, then click the iron, and take the Clue
Go back to Laudius’s Apartment and use the Mannequin Finger on the guillotine in the cabinet
Take the Ring
Pull aside the rug, use the Baseball Bat on the bear trap, and take the Bride’s Hand
Go into Laudius’s Bedroom; Take the Tiny Sphere from beside the locked briefcase, and move the cloth on the mirror for a jump-scare
Use Wire Cutters on the barbed wire around the bed; Take the Torn Picture and Shawl
Move the lighthouse picture, and input the code from the clue (1492)
Take the Lighter, Theater Monocle, then click on the toy to get Drawing “Lips”
Look at the desk cabinet and use the Chess Lock Handle
Chess Lock Puzzle
Slide the pieces out the way to get the handle to unlock
Take the Note and Nightstand Key
Use the Nightstand Key on the nightstand, then take the Photo Cartridge to the camera in the other room
Use the Torn Pictures on the picture frame on the ground, then the Dolls on the shelf above.
Creepy Doll Family Puzzle
Arrange the dolls in accordance with the clue
Notice the imagery here?? Black doll with cigarette and 3 kids??
Press the red button on the camera for a Photo
Look the display cabinet; Use the Tiny Sphere on the lion in the cabinet for a Tiny Sword, then use the Photo on the envelope
Look under Laudius’s bed for a box with a green mailbox inside, and use the Envelope
Take the Bird Emblem
Look on Laudius’s desk
Coin Box Puzzle
Place the coins in their correct places
Use the Bird Emblem in the empty slot, then the Tiny Sword, for a Tiny Gear
Go to Laudius’s Kitchen and use the Theater Monocle on the paper stuck in the plants for a Clue
Open the oven and use the Shawl on the coal
Back in his room, look at the locked briefcase and enter the code you just found (3561)
Try to open the other side… It broke.
Pick up the Tiny Gear, and then use them in the broken slot
Briefcase Gear Puzzle
Place the gears so that the mechanism works
Take the Mannequin Head and Note
Look at the enclosed flowers beside the bed; Use the Black Shawl on the pipe to the left
Enclosed Bouquet Puzzle
Press the buttons in order (Some of the clues are purposefully partial)
Solution (Click to Expand)
If: 1, 2, 3, 4, 5, 6
Then: 2, 4, 1, 2, 6, 5
Look at Laudius’s bed; Use the Bride’s Hand, Ring, Mannequin Head, Cosmetic Bag, and Dry Bouquet
Take Drawing “Comb”
Go all the way back to Mother’s Room Closet
Click on the rune on the ground; Use all 5 Drawings on their correct spots, then stab it with the Special Dagger!!
Four university friends interact with each other. It is Noa’s (you) birthday, so Nemu invites her over to celebrate. What should be a joyful day with friends quickly devolves into an agonizing death loop when Nemu demonstrates her extreme yandere personality over a misunderstanding. Noa must uncover the truth while figuring out how to end her repeated, painful deaths. The game is rated M for violence, but has no hardcore H content, just a few undie shots, generous skin, and pinkish purple blood.
Characters
CG #1
Asashi Noa – Game’s protagonist (you) – Typical university student
Tsukishiro Nemu – Game’s antagonist (Yandere) – Quiet, shy classmate with serious issues
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
Candle – Basement Upper-Left Corner
Diary – Key Item from Nemu
Fruit Knife – Kitchen Counter
Kitchen Knife – Kitchen Counter next to Sink
Small Wooden Block – Painting in Secret Room
Keys
Breaker Key – Bathroom Padlock Puzzle
Front Door Trap Key – Basement Puzzle
Japanese Room Key – Bedroom Safe Box
Study Key – Japanese Room Puzzle Box
Puzzle Clues
Book – Bedroom – “The dog drowns at sea, the bird and its yellow fade away with the sunset, the butterfly is eaten by the flower”
Book – Study – Regarding work PC: A is “01;” B is “02;” Z is “26”
Bookmark – Book from Bedroom – “I should reorder everything but the start… Yellow before green, after green comes blue”
Paper with Manufacturing Date – Living Room under sofa cushion – Red Rabbit: 12th; Blue Rabbit: 17th
Sheet of Paper – Living Room magazine case – “The number is XX48”
Sheet of Paper – Living Room houseplant – “The 1st page got away from me, so this is the 2nd 57”
Sheet of Paper – Nemu’s Bedroom in trashcan – My PC’s password: “Move each letter backward by one. Leave the numbers as they are”
Sheet of Paper – Bedroom – “Safe combination are animals’ birthdays: cat then puppy, then bunnies. Dial order is R, L, R, L”
Sheet of Paper – Japanese Room Book (Last loop) – “…red and purple let it be the last one”
Sheet of Paper – Study – The password for work PC “1X X5 16 15 18 20”
Sheet of Paper – Study – The password for the work PC is “18 0…”
Standing Photo Frame – Puppy picNemu’s Bedroom – “Just born on New Year’s!”
Standing Photo Frame – Butterfly pic in Bedroom – “Not enough colors… I’ll put yellow after brown”
Standing Photo Frame – Cat pic in Bedroom – “Hana-chan, born on the 7th“
Standing Photo Frame – Market pic in Study – “The last color is red”
Trap Items
Battery – Bathroom & Bedroom
Cat Plushie – Nemu’s Room
Clothes – Bedroom
Cosmetics – Bedroom on Vanity
Detergent A – Kitchen under Sink
Detergent B – Bathroom
Detergent C – Bathroom
Game Console – Nemu’s Room
DVD Remote Player – Japanese Room
Ice – Refrigerator
Ice Pack – Refrigerator
Medicine Case A – Study
Medicine Case B – Japanese Room
Medicine Case C – Japanese Room
Noa Plushie – Basement
Plastic Bottle – Refrigerator
Plastic Packing Rope – Cabinet near TV
Red Car Toy – Study
TV Remote – Living Room
Yellow Car Toy – Study
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.
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 Paper – Bedroom – “Safe combination are animals’ birthdays: cat then puppy, then bunnies. Dial order is R, L, R, L”
Standing Photo Frame – Puppy picNemu’s Bedroom – “Just born on New Year’s!”
Standing Photo Frame – Cat pic in Bedroom – “Hana-chan, born on the 7th“
Paper with Manufacturing Date – Living 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 Paper – Study – The password for the work PC is “18 0…”
Book – Study – Regarding work PC: A is “01;” B is “02;” Z is “26”
Solution:
Number– 18 05 16 15 18 20
Word – REPORT
GET:
1st Time: Bathroom Padlock Hint: “Here, so I don’t forget again. The number for the padlock is the leftmost column. Last is 5“
2nd Time: Bookshelf Puzzle Hint: “From ‘Schaussen’s Diary: The Mad Artist.’ In order, my favorite colors are: brown, purple, red, blue, green. I notice a note on the laptop. ‘This is a good way to order the books. Brown will be first…”
Bathroom Padlock
Puzzle: Figure out code for padlock on lower cabinet next to washing machine
Clue:
Written on the padlock: “Note to self. The square is 3×3. Line 1 to 9 up in order, starting from upper left, going right.”
Study Laptop Password Puzzle clue: Here, so I don’t forget again. The number for the padlock is the leftmost column. Last is 5
Solution: The numbers on the combination wheel form a grid. The clue tells you how to orient the grid:
IMPORTANT: The clue on the padlock seems to be erroneous. You need to set up the grid with the upper left at 0
This is what it would look like if the in-game clue was to be followed.
This is the correct orientation and successful solution.
=1475
GET: Breaker Key (and batteries)
Study Bookshelf
Puzzle: Figure out correct order of books
Clues:
Book – Bedroom – “The dog drowns at sea, the bird and its yellow fade away with the sunset, the butterfly is eaten by the flower”
Bookmark – Book 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 Frame – Butterfly pic in Bedroom – “Not enough colors… I’ll put yellow after brown”)
Standing Photo Frame – Market 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 youSide 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 theStanding 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 breakdownand 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 Stories – Akane
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
1
Alive, Together
Prologue
Where we began, each with different feelings
2
Visiting Nemu
Prologue
I was still oblivious
3
The Storm Called “Nemu”
Prologue
I was ignorant to everything the first time I died. I watched Nemu watch me
4
Keen Ears
Memo 2
Akane and I listened to Nemu rage on. Akane then believed my time travel theory
5
Ladder
Memo 3
I followed Akane down toward a strange underground room despite my fear
6
Escape
Memo 6
Suzuka betrayed me and made off. There was still so much I didn’t understand
7
A Private Talk
Memo 7
Suzuka and Nemu’s talk in the secret room led me to many discoveries
8
Secret Room
Memo 9
The three of us decided we’d have to convince Nemu to work things out
9
Convincing? Unconvincing?
Memo 10
My belief didn’t waver despite Nemu’s blade pointed toward me
10
Cursed Diary
Memo 1
How many times have I died? The cursed diary touches my right hand
11
To the Depths of Hell
Memo 9
I needed to work with Suzuka or I’d forever be caught in Nemu’s traps
12
Nemu, By Her Own Hand
Memo 8
Nemu killed Suzuka and then herself. There was nothing I could do
13
Trap
Memo 2
Even Akane died because of me. Why did our way out become a trap?
14
Suzuka’s Feelings
Memo 8
Nemu took even Suzuka’s life despite how desperately Suzuka tried to stop her
15
In Death
Memo 1
Nemu died by my hand, and I by hers
16
Despair
Memo 4
I wanted to escape with Akane, but she died protecting me. I followed soon after
17
Almost There
Memo 10
I thought it would be resolved with four of us safe
18
Another Failure
Memo 10
I gazed up at them as I fell into darkness. My efforts still weren’t enough
19
Revival
Memo 10
Now the four of us will resolve things. Rinami, we won’t forget you anymore
20
Alive, Together
Epilogue
It’s a miracle. I can’t believe it! The five of us are finally together