True Fear: Forsaken Souls Part 3 — ACT 2 — Written Walkthrough Guide (Switch)

writ­ten 2/20/26, updat­ed 2/22/26

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  • Pub­lished: Dig­i­tal Lounge
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: MSRP: $9.99
  • Rat­ed: T (Mild Vio­lence)
  • Genre: Adven­ture
  • Date Released: Feb­ru­ary 16, 2026

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)


True Fear: For­sak­en Souls Part 3 — ACT 1 Guide

Game Start — Act 2: Home

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 Sachs Fig­urine 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 Can­dle Stub, 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 15through 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)
  1. Cut out the old peo­ple, con­ser­va­to­ry, mail­box, lawn, tree­house, rose bush, and house front
  2. Take the glue stick and use it on the paper, then place the lawn
  3. Use glue stick above it, place tree­house, con­ser­va­to­ry, and house front
  4. 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!!

ACT 2 END!


Read on for Act 3

Back to Act 1


True Fear: For­sak­en Souls Part 1

True Fear: For­sak­en Souls Part 2 (Under Con­struc­tion)


Back to Video Game Guides

Sentimental Death Loop Written Walkthrough Guide + All CGs

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

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  • 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 Noa — Game’s pro­tag­o­nist (you) — Typ­i­cal uni­ver­si­ty stu­dent

Tsuk­ishi­ro Nemu — Game’s antag­o­nist (Yan­dere) - Qui­et, shy class­mate with seri­ous issues

Higuchi Akane — Friend — Out­go­ing, ener­getic, tomboy­ish class­mate

Haya­mi Suzu­ka — Friend — 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

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 pic Nemu’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.

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 Paper — Bed­room — “Safe com­bi­na­tion are ani­mals’ birth­days: cat then pup­py, then bun­nies. Dial order is R, L, R, L”
  • Stand­ing Pho­to Frame — Pup­py pic Nemu’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 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:

  • 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 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 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
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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