Cat Quest I, II, and III — Impressions and References

writ­ten 7/12/2026, updat­ed 7/12/2026

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My first time ever play­ing this series was a demo of the 2nd game. I did­n’t imme­di­ate­ly buy it, but the game was intrigu­ing, so when the tril­o­gy went on sale this year (2026), I decid­ed to buy and play it. After com­plet­ing all 3 games, I was over­all dis­sat­is­fied with the 3rd. What fol­lows is my hon­est opin­ion about this tril­o­gy and an explo­ration of some ref­er­ences.


SPOILER WARNING: I will be divulging sto­ry details in this writ­ing


Impressions

Cat Quest I (2017)

Dev: Gen­tle­bros

Publ: PQube

Syn­op­sis: You, a Drag­onblood, start off in a small boat where your sis­ter has been kid­napped by Drakoth, the main vil­lain of the game. You explore Felin­gard along­side Spir­ry (who is hint­ed at orig­i­nal­ly being Mauth, the first cat taught by Aelius to speak), ful­fill­ing quests, explor­ing dun­geons, killing mon­sters, defeat­ing drag­ons, learn­ing spells, gain­ing pow­ers (water walk­ing and fly­ing), and lis­ten­ing to ani­mal puns, all the while pow­er­ing up to res­cue your sis­ter. Drakoth pesters you along the way, goad­ing you into gain­ing strength. As you adven­ture, the real sto­ry unfolds, and you learn about Aelius, one of the “Old Mas­ters” depict­ed as a shad­owy humanoid body shape, cre­at­ed the Drag­onblood to fight back against the drag­ons in the Drag­on Wars. They suc­ceed­ed, but the oth­er Old Mas­ters real­ized the dan­ger that Aelius had cre­at­ed, so they trapped Aelius in the Zero Dimen­sion. Drakoth goads you into becom­ing pow­er­ful in the hopes of open­ing a por­tal to free Aelius. In a twist, you lat­er find out that your sis­ter was nev­er real, just a con­struct cre­at­ed by Drakoth to force you into pow­er­ing up, AND that Spir­ry, your lov­able cat­pan­ion spir­it, was work­ing for Drakoth all along! The game ends with a bit of a cliffhang­er, as Aelius does, indeed, escape the Zero Dimen­sion.

Impres­sions: Aside from some lit­tle gripes, I very much loved this game! It was cute, cre­ative, and the sto­ry was mov­ing. The fight­ing dynam­ics were fun, each powerup offered a wel­come improve­ment, the side quests ample and fun­ny. The map was just large and var­ied enough, and, sim­i­lar­ly, the mon­sters were amply dif­fi­cult and inter­est­ing. And the east­er eggs! There were only two gripes I had about the game: the side quests were basi­cal­ly all fetch quests… which in and of itself not a big deal. The prob­lem I had was the con­stant run­ning back and forth across the entire map. It got bet­ter after the powerups, but still… In the game’s defense, they also built in the exact gripe to the dia­logue. The 2nd gripe was orig­i­nal­ly a boon for the game: All 3 games are chock-full of puns in the ani­mal vein (e.g. paw­tas­tic, pawt­ner, etc.). While at first it’s cute, I even­tu­al­ly got annoyed with it across the entire tril­o­gy. It’s a minor gripe but added some degree of annoy­ing­ness. While you can’t active­ly upgrade any of your equip­ment at the black­smith (it’s all ran­dom), you don’t real­ly need to as the game takes care of it for you, and this is there­fore not a true gripe.

Con­clu­sion: High­ly rec­om­mend­ed (play #1 before #2), cute, cre­ative, sol­id game!!


Cat Quest II (2019)

Dev: Gen­tle­bros

Publ: PQube

Syn­op­sis: In Cat Quest I, Felin­gard is inhab­it­ed by all cats, though the exis­tence of dogs and rats are dis­cussed (there was even a dog mas­querad­ing as a cat to try and cause chaos). Cat Quest II intro­duces dogs into the mix right away as you play a cat and dog duo of roy­al blood, called into the world across time­lines to try and fix the cur­rent sit­u­a­tion. Togeth­er with Kir­ry, your new spir­it guide, you work with return­ing NPC Kit Cat the Black­smith (hint­ed at being real­ly old as she knows all kind of old stuff), and her rival Hot­to Dog­go the Japan­ese Weapon­smith to fight and explore your way through Felin­gard and the Lupus Empire. The goal is to defeat tyran­ni­cal Lion­er and Wolfen and end the war sap­ping the inhab­i­tants of their ener­gy and liveli­hoods. The 2nd game offers many option­al boss­es, more east­er eggs, even more side quests and dun­geons, mild­ly dif­fer­ing fight­ing dynam­ics (with the 2 char­ac­ters swap­pable on the fly), larg­er, more var­ied map, and over­all, a larg­er scale game. In the end, you find out that Lion­er and Wolfen are YOU because you were sum­moned from a par­al­lel time­line to fix this one with your cama­raderie ver­sus their nev­er-end­ing strife. Along the way, you find out that Aelius is yet again the real vil­lain, and this time he is the active main bad guy you have to defeat to beat the game. He is depict­ed not just as a shad­owy sil­hou­ette of a human, but a more defined humanoid with a large, evil eye on his fore­head. At the end of the game, you both are able to sum­mon the true Kings­blade with your friend­ship, defeat evil Aelius eye­ball, then get sent back to your time with no mem­o­ry of any of the events that tran­spired… though there was an omi­nous reap­pear­ance of Aelius after you had sup­pos­ed­ly defeat­ed him, hint­ing towards a con­tin­u­a­tion of the sto­ry.

Impres­sions: This game was VERY enjoy­able! Would I say more than the last? Eh… it has improve­ments upon the 1st game, but I don’t know if I enjoyed it more. I’m going to say I enjoyed it about the same as Cat Quest I ‚and am sat­is­fied with the improve­ments and dif­fer­ences of the game. They improved upon the far-flung fetch quests, the map is sim­i­lar, yet dif­fer­ent, the intro­duc­tion of tem­ples made the game more fight­ing-focused than the 1st game, and the scope of the map was larg­er with the addi­tion of the Lupus Empire and there­fore plen­ty of new and old mon­sters. Minor puz­zles (mazes) were added. There were less side quests, but the ones there were bet­ter thought out. Giv­en the nature of the on-the-fly-swapout of the main char­ac­ters, there exist­ed a lay­er of strat­e­gy not found in the 1st game. The devel­op­ers added lit­tle interesting/funny ele­ments like a rabid fan club for Hot­to Dog­go that you have to beat up. With the pros, come the cons which I have more of this time around sim­ply because it’s more com­plex. First, my orig­i­nal pun­ny gripe remains. Sec­ond, Kit Cat. Not only was her “South­ern Accent” extra annoy­ing this time (too forced), but they added a small lay­er of sex­u­al­i­ty non-exis­tent before. Your cat char­ac­ter along with oth­er NPCs are enam­ored with her the entire game. Con­sid­er­ing all oth­er char­ac­ters except for Hot­to Dog­go are your gener­ic NPCs, her new­ly sexy vis­age (she was mere­ly cute before, and now sexy in her old age?) I guess is attrac­tive to oth­ers? Third, Hot­to Dog­go. Aside from Kit Cat with her “south­ern accent,” every­one else is pret­ty gener­ic. Then Hot­to Dog­go shows up and is… Japan­ese? When no one else in the entire Lupus Empire is…? It’s ran­dom and rather annoy­ing. Fourth, while I may have missed some­thing dur­ing the game, Kir­ry him­self isn’t real­ly ever explained. Who is he, exact­ly? Gripes as they are, these are very minor and had no real impact to the game.

Con­clu­sion: Also high­ly rec­om­mend­ed. Makes improve­ments and expan­sions upon the first game. Great sequel.


Cat Quest III (2024)

Dev: Gen­tle­bros

Publ: Kepler Inter­ac­tive

Syn­op­sis: As a baby, the Pi-Rat King destroyed your ship and fam­i­ly, and you are the only one to sur­vive. You even­tu­al­ly wash up on a shore and tak­en in by Cap­tain Cappey who rais­es you into a young cat. Turns out the unique sym­bol on your head marks you as a Seek­er. Your pirate spir­it friend is on the search for the North Star Trea­sure which is sup­posed to grant any wish. As a young pirate, claw/slash/magic your way across islands on your pirate ship to secure all trea­sure as a good pirate would. Aelius pops up once again, trapped in the Zero Realm with… sev­er­al oth­ers like him? There’s a benev­o­lence along­side the omi­nous, there. In the end, it turns out that Cap­tain Cappey is actu­al­ly your father and is search­ing for the North Star Trea­sure to regain his life to be with you. How­ev­er, the North Star Trea­sure is actu­al­ly a per­vert­ed arti­fact made mali­cious by the greed of those who seek it. Aelius ends up reviv­ing Cappey who gave up his life to save you from the North Star, and suc­ceeds in acquir­ing the 3 arti­facts he has sought across the 3 games. The Zero Dimen­sion peo­ples allude to the “Apaw­ca­lypse” and the game ends.

Impres­sions: If the syn­op­sis was notice­ably short­er, that’s because it is, and basi­cal­ly sums this whole game up. While the first 2 games had many great ele­ments, there aren’t as many this time around. I did like the char­ac­ter vari­ety where the orig­i­nal games had gener­ic NPCs, this game’s char­ac­ters are all unique (apart from the mon­sters) and there­fore have added depth. There are some inter­est­ing and very dif­fer­ent ele­ments in the game such as local­ized retro graph­ics, more world puz­zles, and chal­leng­ing mon­sters with rewards. The ship con­trols are very smooth and well-done, and in gen­er­al there’s a quick­ness to the fight­ing that’s sim­i­lar to the oth­er games. And that’s about all I liked about it. GRIPE TIME!! Right off the bat dur­ing the intro, I already had a fore­bod­ing, sink­ing feel­ing when I heard… Voice Act­ing... unless it’s a large stu­dio the inclu­sion of voice act­ing usu­al­ly sig­nals BAD because resources for the game had to be used for that. To be fair, there’s not too much and they could eas­i­ly have just used some of the devel­op­ers, but I gen­er­al­ly dis­like voice act­ing as a whole (the only excep­tion is when it’s amaz­ing or nec­es­sary for a game). Then came the game per­spec­tive: where the oth­er games were a top-down map, this was both 34 and 2D side scroll when you get into some dun­geons. I guess it was to accom­mo­date the sail­ing por­tions, but it com­plete­ly changed the feel of the game. Minor, but still a gripe. Bat­tles! What I enjoyed most about the oth­er games end­ed being quite bor­ing in this 3rd install­ment! The bat­tles were bor­ing, repet­i­tive, and offered no real chal­lenges. All you had to do was spam the but­tons for fight­ing and mag­ic, and that’s it! Whether it’s melee, range, or ship. The inclu­sion of guns in here was inter­est­ing but did­n’t end up adding too much val­ue apart from being use­ful in some por­tions. Even boss­es 20 lev­els high­er than my own were beat­able so long as you spammed stuff enough (me play­ing on easy). Strat­e­gy was­n’t a huge part of the equa­tion. Then there’s the Weird Innu­en­do. Chalk it up to my slight­ly dirty adult brain, but I swear there’s a bunch of weird sex­u­al stuff slid into the game. What am I talk­ing about?Infinity Tow­er and there­fore Dog­gy Jones both seemed so very… phal­lic. Cathu­lu has ten­ta­cles which makes sense, but some of those ten­ta­cles looked… kind of slimy and pink… Then there’s Mama Mil­ka whom every­one loves, and gives… Mama’s Milk? She lit­er­al­ly gives milk as rewards. I know she runs a tav­ern for cats and the asso­ci­a­tion between cats and milk (which you real­ly should­n’t feed your cat, btw), but… yeah. I’m hon­est­ly sur­prised that she’s not some giant-boobed sexy cat (but then again, maybe there’s some orig­i­nal ver­sion of her that is…) and is instead a gigan­tic mus­cu­lar one. Final­ly, the Sto­ry which is the biggest gripe of all. It’s short. It’s con­fus­ing. It does­n’t seem to fit the rest of the tril­o­gy? Cap­tain Cappey is sup­posed to be your dad. He escaped Purrga­to­ry to get to you. This means that between the time he died and you washed up ashore, he defied death. He nev­er real­ly acts like a father at all dur­ing the game, more like a mere com­pan­ion. Aelius was sup­posed to have escaped the Zero Dimen­sion, so why is he back in it, and who are those oth­er peo­ple? I thought it was only him in there, trapped by the oth­er humans. He’s sup­posed to be a bad guy… or is he, because he was kind of a good guy here? It’s not clear in this game at all. Per­haps there’s sup­posed to be anoth­er game? Regard­less, I’m con­fused. Aren’t we not sup­posed to allow him to get the 3 arti­facts? The main sto­ry is very short and shal­low, while the sto­ries for the side char­ac­ters Pi-Rat King, Meow­tal­li­ca, Takome­ow­ki, etc. are well-fleshed.

It can’t be a coin­ci­dence that these seem so very phal­lic… Espe­cial­ly Dog­gy Jones! They could have designed them so many oth­er ways!!

Con­clu­sion: While it’s anoth­er game in the series, I only played it for the Aelius sto­ry (as con­fus­ing as that was). Despite the obvi­ous­ly high­er bud­get, the game itself fell short of the charm of the pri­or games. I’m not sure I’d rec­om­mend it, though it’s not bad if you for­get the oth­er games and think of it on its own. If you do that, though, you’ll see how woe­ful­ly short and shal­low the game is as a whole.


References

Cat Quest I

  • Box Hel­met, Armor, Slashy Sword — Gen­tle­bros 1st game Slashy Hero
  • Kit­mas — Christ­mas

Cat Quest II

  • Cathul­hu - Chthul­hu
  • Hot­to Dog­go - He has a pen­chant for hot dogs, he’s sup­posed to be very attrac­tive, and “hot­to dog­go” is a nod to his Japan­ese­ness as that’s how Japan­ese peo­ple say “hot dog”
  • Doge Knight — Bat man also known as “the Dark Knight”
  • Excalipurr — Excal­ibur
  • Cat­nip Bra­vo — cameo from Cat­nip Bra­vo the web­com­ic
  • Pun­do­ra — Pan­do­ra’s Box, but with puns refer­ring to all the puns in the world
  • Dr. Jekyll - Jekyll and Hyde
  • Kei-Nein Unit — K9 unit

Cat Quest III

  • Pi-Rat — Rat that’s a pirate
  • Meow­tal­li­ca — Metal­li­ca (the crew has con­certs and are light­ning ele­ment)
  • Takome­ow­ki — Takoy­a­ki is octo­pus-filled balls of wheat and he is a cat octo­pus
  • Dratcu­la — Drac­u­la Rat
  • Purrevor Belme­ownt — Trevor Bel­mont, a nod to the Castl­e­va­nia games
  • Dog­gy Jones — Davy Jones
  • Kidd Kat — Cap­tain Kidd, and Kit Kat from the oth­er games. Kidd Cat is her younger broth­er
  • Mage Bon­ney — Anne Bon­ny the famous female pirate and “bone”
  • Macho Dog — Macho Doge meme
  • Cathul­hu — Chthul­hu
  • 8‑Bit Cas­tle — retro themed tow­er (the joke is that the vam­pire rat bites his vic­tims 8 times and there­fore 8‑bit) with 8‑bit graph­ics and sound
  • Pur­van­na — Havan­na
  • Purribean Sea — Car­ribean Sea
  • Fur­tigua — Antigua
  • Great Fur­ri­er Reed — Great Bar­ri­er Reef
  • Paw­man Isles — Cay­man Islands
  • Twin Islands — Island ver­sion of the Twin Towns from Cat Quest I and II
  • Antares, Ori­on, Cen­tau­ri, Polaris — Stars. Antares, Ori­on, and Polaris are some of the bright­est stars with Polaris being the North Star. Cen­tau­ri is the odd one out.
  • Gold Tow­er — Midas’s curse in mythol­o­gy, and a nod to Pirates of the Caribbean Aztec coins

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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 NoaGame’s pro­tag­o­nist (you) — Typ­i­cal uni­ver­si­ty stu­dent

Tsuk­ishi­ro NemuGame’s antag­o­nist (Yan­dere) - Qui­et, shy class­mate with seri­ous issues

Higuchi AkaneFriend — Out­go­ing, ener­getic, tomboy­ish class­mate

Haya­mi Suzu­kaFriend — Mature, cool, smart class­mate

Aichi Rina­mi — Class­mate who is ref­er­ences but whose face is nev­er seen


Game Mechanics (How to Play)

Main Goal: Interact/inspect items around the house to uncov­er the main sto­ry, as well as the sto­ries behind each char­ac­ter, and resolve the death loop

  • Each inter­ac­tion with items pro­gress­es time. There seems to be a set num­ber of times of item inspec­tion before a Chase Event trig­gers.
  • Care­ful­ly choose what to inspect, what items to take, and where to stand in order to pre­pare for or avoid a Chase Event
  • When a Chase Event trig­gers, set a trap for Nemu and either hide or lure her then escape

Inventory

Items

Can­dleBase­ment Upper-Left Cor­ner

DiaryKey Item from Nemu

Fruit KnifeKitchen Counter

Kitchen KnifeKitchen Counter next to Sink

Small Wood­en BlockPaint­ing in Secret Room

Keys

Break­er KeyBath­room Pad­lock Puz­zle

Front Door Trap KeyBase­ment Puz­zle

Japan­ese Room KeyBed­room Safe Box

Study KeyJapan­ese Room Puz­zle Box

Puzzle Clues

BookBed­room — “The dog drowns at sea, the bird and its yel­low fade away with the sun­set, the but­ter­fly is eat­en by the flower”

BookStudy — Regard­ing work PC:  A is “01;” B is “02;” Z is “26”

Book­markBook from Bed­room — “I should reorder every­thing but the start… Yel­low before green, after green comes blue”

Paper with Man­u­fac­tur­ing DateLiv­ing Room under sofa cush­ion — Red Rab­bit: 12th; Blue Rab­bit: 17th

Sheet of PaperLiv­ing Room mag­a­zine case — “The num­ber is XX48”

Sheet of PaperLiv­ing Room house­plant — “The 1st page got away from me, so this is the 2nd 57”

Sheet of PaperNemu’s Bed­room in trash­can — My PC’s pass­word: “Move each let­ter back­ward by one. Leave the num­bers as they are”

Sheet of PaperBed­room — “Safe com­bi­na­tion are ani­mals’ birth­days: cat then pup­py, then bun­nies. Dial order is R, L, R, L”

Sheet of PaperJapan­ese Room Book (Last loop) — “…red and pur­ple let it be the last one”

Sheet of PaperStudy — The pass­word for work PC “1X X5 16 15 18 20”

Sheet of PaperStudy — The pass­word for the work PC is “18 0…”

Stand­ing Pho­to FramePup­py pic Nemu’s Bed­room — “Just born on New Year’s!”

Stand­ing Pho­to FrameBut­ter­fly pic in Bed­room — “Not enough col­ors… I’ll put yel­low after brown”

Stand­ing Pho­to FrameCat pic in Bed­room — “Hana-chan, born on the 7th

Stand­ing Pho­to FrameMar­ket pic in Study — “The last col­or is red”

Trap Items

Bat­teryBath­room & Bed­room

Cat PlushieNemu’s Room

ClothesBed­room

Cos­met­icsBed­room on Van­i­ty

Deter­gent A - Kitchen under Sink

Deter­gent BBath­room

Deter­gent CBath­room

Game Con­soleNemu’s Room

DVD Remote Play­er - Japan­ese Room

IceRefrig­er­a­tor

Ice PackRefrig­er­a­tor

Med­i­cine Case AStudy

Med­i­cine Case BJapan­ese Room

Med­i­cine Case CJapan­ese Room

Noa PlushieBase­ment

Plas­tic Bot­tleRefrig­er­a­tor

Plas­tic Pack­ing RopeCab­i­net near TV

Red Car ToyStudy

TV Remote - Liv­ing Room

Yel­low Car ToyStudy

Item Combinations

Birdlime = Deter­gent B + Deter­gent C

Bait Trap - Use in Bath­room, Japan­ese Room, Tables, or Nemu’s Bed Frame

Effec­tive­ness: Long

Birdlime = Slip­pery Trap + Med­i­cine Case C

Bait Trap — Use in Bath­room, Japan­ese Room, Tables, or Nemu’s Bed Frame

Effec­tive­ness: Long

Birdlime = Slip­pery Trap + Deter­gent A

Bait Trap — Use in Bath­room, Japan­ese Room, Tables, or Nemu’s Bed Frame

Effec­tive­ness: Long

Slip­pery Trap = Med­i­cine Case A + Ice Pack

Bait Trap — Use in Bath­room, Japan­ese Room, Tables, or Nemu’s Bed Frame

Effec­tive­ness: Short

Slip­pery Trap = Med­i­cine Case A + Ice

Bait Trap — Use in Bath­room, Japan­ese Room, Tables, or Nemu’s Bed Frame

Effec­tive­ness: Short

Slip­pery Trap = Cos­met­ics + Med­i­cine Case C

Bait Trap - Use in Bath­room, Japan­ese Room, Tables, or Nemu’s Bed Frame

Effec­tive­ness: Short

Extra-Strength Birdlime = Med­i­cine Case B + Birdlime

Bait Trap — Use in Bath­room, Japan­ese Room, Tables, or Nemu’s Bed Frame

Effec­tive­ness: Per­ma­nence

DVD Play­er Remote = DVD Play­er Remote + Bat­ter­ies

Timer Trap — Use in Japan­ese Room

TV Remote = TV Remote + Bat­ter­ies

Timer Trap — Use in Japan­ese Room

Traps

Note: The liq­uids can be both Bait & Escape and Bait & Hide

To use a Timer Trap, you appar­ent­ly need to be out­side of the room once Nemu spawns? These can be used infi­nite­ly. I have not been able to do this suc­cess­ful­ly.

Bait & Escape

Items: Birdlime, XS Birdlime, Slip­pery Trap, Plas­tic Pack­ing Rope

Loca­tions: Nemu’s Bed­room, Bed­room, Japan­ese Room, Kitchen Table, Bath­room

Bait & Hide

Items: Birdlime, XS Birdlime, Slip­pery Trap, Cars, Cat Plushie, Noa Plushie, or Game Con­sole

Loca­tions: Nemu’s Room, Bath­room, Japan­ese Room

Timer

Items: Clothes, TV Remote, DVD Remote

Loca­tions: Bath­room Wash­ing Machine, Japan­ese Room (TV then DVD Play­er)


Puzzle Solutions

Liv­ing Room Dial Box

Puz­zle: Fig­ure out box pass­word to play Nemu’s game

Clues:

  • Sheet of Paper - mag­a­zine case — “XX48”
  • Sheet of Paper - house­plant — “1st page got away from me so this is the sec­ond: 57”

Solu­tion: Com­bine clues to get 5748

GET: Access to the base­ment

Nemu’s Bed­room Lap­top

Puz­zle: Fig­ure out Nemu’s Pass­word

Clues:

  • Sheet of Paper - Nemu’s Bed­room trash­can — My PC’s pass­word: “Move each let­ter back­ward by one. Leave the num­bers as they are”
  • Note on Lap­top says: “Pass­word hint: QPXFS189”

Solu­tion: Move the let­ters back­wards one on the key­board

QPXFS189 = POWER189

GET: Access to the base­ment

Base­ment Draw­er

Puz­zle: Not real­ly a puz­zle, but you have to know the right items to use

Clues: Can­dles above it, and Noa’s text

Solu­tion: Get Fruit Knife from kitchen counter (not the Kitchen Knife), and Can­dle from the box in the upper left part of the base­ment under the Noa Plushie. Inter­act with both the Fruit Knife and Can­dle in the inven­to­ry to open the draw­er and get your prize

GET: Front Door Trap Key

Bed­room Safe Box

Puz­zle: Fig­ure out the code to the safe box

Clues:

  • Sheet of PaperBed­room — “Safe com­bi­na­tion are ani­mals’ birth­days: cat then pup­py, then bun­nies. Dial order is R, L, R, L”
  • Stand­ing Pho­to FramePup­py pic Nemu’s Bed­room — “Just born on New Year’s!”
  • Stand­ing Pho­to FrameCat pic in Bed­room — “Hana-chan, born on the 7th
  • Paper with Man­u­fac­tur­ing DateLiv­ing Room under sofa cush­ion — Red Rab­bit: 12th; Blue Rab­bit: 17th
  • Inspect­ing the table in Nemu’s Bed­room that says that the blue bun­ny goes first

Solu­tion: R7, L1, R17, L12

GET: Japan­ese Room Key

Japan­ese Room Puz­zle Box

Puz­zle: Mov­ing tiles puz­zle

Clues: None. (what’s weird is that the pic­ture on the box appears in a frame in the Study. One would expect that would be a clue to the puz­zle except you can’t get to the Study before com­plet­ing the puz­zle)

Solu­tion:

GET: Study Key

Study Lap­top Pass­word

Puz­zle: Fig­ure out the Lap­top Pass­word


Clues:

  • Sheet of Paper - Study — The pass­word for work PC “1X X5 16 15 18 20”
  • Sheet of PaperStudy — The pass­word for the work PC is “18 0…”
  • BookStudy — Regard­ing work PC:  A is “01;” B is “02;” Z is “26”

Solu­tion:

Num­ber - 18 05 16 15 18 20

Word — REPORT

GET:

1st Time: Bath­room Pad­lock Hint: “Here, so I don’t for­get again. The num­ber for the pad­lock is the left­most col­umn. Last is 5

2nd Time: Book­shelf Puz­zle Hint: “From ‘Schaussen’s Diary: The Mad Artist.’ In order, my favorite col­ors are: brown, pur­ple, red, blue, green. I notice a note on the lap­top. ‘This is a good way to order the books. Brown will be first…”

Bath­room Pad­lock

Puz­zle: Fig­ure out code for pad­lock on low­er cab­i­net next to wash­ing machine

Clue:

  • Writ­ten on the pad­lock: “Note to self. The square is 3x3. Line 1 to 9 up in order, start­ing from upper left, going right.”
  • Study Lap­top Pass­word Puz­zle clue: Here, so I don’t for­get again. The num­ber for the pad­lock is the left­most col­umn. Last is 5

Solu­tion: The num­bers on the com­bi­na­tion wheel form a grid. The clue tells you how to ori­ent the grid:

IMPORTANT: The clue on the pad­lock seems to be erro­neous. You need to set up the grid with the upper left at 0

This is what it would look like if the in-game clue was to be fol­lowed.

This is the cor­rect ori­en­ta­tion and suc­cess­ful solu­tion.

=1475

GET: Break­er Key (and bat­ter­ies)

Study Book­shelf

Puz­zle: Fig­ure out cor­rect order of books

Clues:

  • BookBed­room — “The dog drowns at sea, the bird and its yel­low fade away with the sun­set, the but­ter­fly is eat­en by the flower”
  • Book­markBook from Bed­room — “I should reorder every­thing but the start… Yel­low before green, after green comes blue”
  • Sheet of Paper - Book in Japan­ese Room — “…red and pur­ple let it be the last one”
  • Stand­ing Pho­to FrameBut­ter­fly pic in Bed­room — “Not enough col­ors… I’ll put yel­low after brown”)
  • Stand­ing Pho­to FrameMar­ket pic in Study — “The last col­or is red”
  • Study Lap­top Hint: “From ‘Schaussen’s Diary: The Mad Artist.’ In order, my favorite col­ors are: brown, pur­ple, red, blue, green. I notice a note on the lap­top. ‘This is a good way to order the books. Brown will be first…”

Solu­tion: Brown, Yel­low, Green, Blue, Pur­ple, Red

GET: Secret Room (Access to end of game)


Main Game Guide

The Jour­nal Mem­os denote loops in the game, and dou­ble as sto­ry check­points. Select­ing one will start the chap­ter over again.

While not nec­es­sary to fin­ish the main game, com­plet­ing 100% of the Side Sto­ries (as denot­ed by the red num­bers on the bot­tom right of each memo on the diary screen) is required to unlock the last CG and the best end­ing of the game. To do this, you must inspect every item until your part­ner starts talk­ing to you and giv­ing you back­sto­ry. There is a set num­ber of items to inspect before this occurs, get­ting hard­er and hard­er at the end of the game.

**Warn­ing! Spoil­ers Ahead!!**

If you’d like to view a sim­ple text, no spoil­er, non-detailed ver­sion of this guide CLICK HERE

To read all the Side Sto­ry dia­logue writ­ten out (plus extras) CLICK HERE


Prologue

Deaths: 3

You go up to Nemu’s room on your birth­day and are look­ing around. Inspect the only thing you can which is the desk and the pho­to on it which is a pho­to of you and some girl with her face scrib­bled out. Then you die. (CG acquired)

Uh. Was that a dream? Inspect the pic­ture again. Die again.

Nope. Not a dream. So what’s hap­pen­ing? You drop your lasagna when you real­ize from the pain you keep feel­ing that you’re death loop­ing. Inspect the desk one more time. You try to explain things to Nemu who twists your words and kills you. You die. Yet again. (CG Acquired)


Memo 1 — Tutorial Section

Deaths: 2

No! I’ll be killed by Nemu-chan again if I stay here!

You try to rip the diary, but it won’t rip and Nemu grows upset, so you stop, try­ing to not aggra­vate her into killing you again (pain is real and raw even if you keep res­ur­rect­ing). Unfor­tu­nate­ly, she’s still block­ing the door, so start inves­ti­gat­ing items in the room.

Inves­ti­gat­ing Tuto­r­i­al. After inves­ti­gat­ing things (I did all 6 items), Nemu moves away from the door. (This is the point you start at every time you die from now on)

Make a run for it! …Or not. You make up an excuse to leave the room to heat up the lasagna. It works. You try to act nor­mal, but it’s hard. Then you think of your phone, but it does­n’t work and Nemu tells you the house phone is con­ve­nient­ly bro­ken (tee­hee)

Puz­zle Tuto­r­i­al. You can walk around if you’d like and Nemu will creep­i­ly fol­low you (you can’t leave even if you try), but there are only 3 items to inspect. Take the notes from the mag­a­zine case and plant, then inspect them via the inven­to­ry. Solve the easy puz­zle and get a spe­cial pen for your diary.

Dial Box Solu­tion (click to expand)

Dial Box Code: 5748

Check out the Puz­zle Solu­tion Sec­tion for how to work through any puz­zles

Nemu demands that you go back to her room to show you some­thing spe­cial. You try and fail to stay in the liv­ing room, so you head up first and notice the wall­pa­per is peel­ing off, and under­neath are mul­ti­ple images of YOU. Nemu appears, enjoy­ing your shock, and explains that she want­ed you to under­stand exact­ly how much she’s obsessed with you. You get a lit­tle bit of insight into why she wants to kill you before… YOU RUN AWAY

Trap/Chase Event Tuto­r­i­al. You end up in the liv­ing room where your diary glows and red let­ters appear on the page. There are a few more items you can inspect now. If you check out the kitchen table, you are instruct­ed on how to place traps. Go get the Plas­tic Pack­ing Rope from the cab­i­net next to the TV and set it up at the table. Inspect every­thing you can, pick up the Kitchen Knife next to the sink, and make sure to inspect Nemu’s phone. After look­ing at things (about 8ish inspec­tions), Nemu will appear at your trap. If you have the knife in your hands she will pre­tend to be sor­ry and try to stab you, but you dodge and stab her instead. She ends up stab­bing you any­ways and you die again. (CG obtained)

Note: if you don’t pick up the kitchen knife and check Nemu’s phone, the sto­ry will not progress, and you will keep loop­ing until you do

Anoth­er Note: The good news is that when you’ve already read scenes, you’re allowed to skip them with the + but­ton on the Switch

Go to the liv­ing room again and this time, Akane appears! Thank GOD! While you cry from relief, Nemu is not hap­py but does­n’t act out… yet. You sug­gest Nemu pre­pare food while you try to con­vince Akane that Nemu is crazy and you’re in a death loop.

When she asks you to prove it, first go to the desk and save using the yel­low pen­cil cup (the game will prompt you). Then look at ~10 things until Nemu shows up and kills both Akane and you because she’s jeal­ous. You die.

Go down again and this time when Akane asks you to prove your­self, save if you want.

Don’t look at any­thing else except first, the BOOK on the desk and sec­ond, the PLANT in the cor­ner in that order. A cat will meow twice and con­vince Akane. She fol­lows you into the Par­ents’ Bed­room where she over­hears Nemu’s psy­chot­ic excla­ma­tions (CG obtained)


Memo 2 — Enter Akane

Deaths: 1

Chase Events: 3

Nemu for sure isn’t her­self right now. We prob­a­bly can’t get through to her so let’s make our way out of here

Chase Event Tuto­r­i­al. At this point, you’re going to try and unlock Side Sto­ries, but you’ll also trig­ger Nemu’s Chase Events when you reach a cer­tain num­ber of inspec­tions, so you’re going to want to find trap items and trap areas to use them.

Start inspect­ing items in the Bed­room. 5 inspec­tions will get you Side Sto­ry 1. Pick up the Clothes from the wardrobe, and the Bat­ter­ies from the floor cab­i­net. 15 inspec­tions in (total, so 10 after the first 5), get Side Sto­ry 2. After about 25 Inspec­tions, Nemu will yell, “Where are you?!” The music will change, and the screen will pulse like a heart­beat. You have a few inspec­tions before the music ends and Nemu comes to kill you, so set a trap and either hide or lure her towards your trap to escape. In this instance, you can either use the Cat Plushie or the Game Con­sole and set it up at the frame of Nemu’s bed. After inspect­ing a few items and the music stops she will come and try to kill you. Once she leaves and the music and screen returns to nor­mal, you’re safe until the next chase scene.

Chase Event Hints:

  • After you get the Chase Event warn­ing, you get around 2–4ish inspec­tions before she comes into the room
  • You’ll know you’re on the last turn when you hear Nemu mum­bling creep­i­ly to her­self
  • If you don’t have your sound up or can’t hear it, you’ll know you need to hide when you try to inspect some­thing and it says, “It’s not time to inves­ti­gate.”
  • If you have a friend with you, the friend will auto­mat­i­cal­ly walk to you when you need to hide ASAP.
  • The screen will get real­ly grainy when Nemu is in the room

NOTE: Do NOT go into the entry­way of the house yet, oth­er­wise it will trig­ger the next part of the sto­ry pro­gres­sion, and you won’t have all the side sto­ries yet, mean­ing you’ll have to start the check­point over again to get them. If you don’t care about 100% com­ple­tion, then head there

Side Sto­ry 3 pops up at around 30 total inspec­tions. After you fin­ish both bed­rooms upstairs, head down­stairs to look around. Make sure to set up the Plas­tic Pack­ing Rope trap at the table to pre­pare for anoth­er Chase Event which hap­pens around the 55-inspec­tion mark. Escape either upstairs or into the bath­room. Keep method­i­cal­ly inspect­ing every­thing and unlock Side Sto­ry 4 around the 65 total inspec­tions. You are able to take the Kitchen Knife and the Fruit Knife in the kitchen. In the bath­room, you can get Deter­gent B. When you hit around 85ish inspec­tions, anoth­er Chase Event starts. Head to the bath­room and use either the Cat Plushie or the Game Con­sole on the laun­dry ham­per, then hide in the tub. Inspect­ing around 100 things will final­ly net you the last, the 5th Side Sto­ry.

Now, you can head to the entry­way and get the holy heck out of–

Good grief. This girl real­ly is INSANE. Yep. Not only did you watch Akane die by gaseous poi­son right in front of you, but you die too. (CG Obtained)

Go to the liv­ing room. Con­vince Akane by look­ing at the BOOK and then the PLANT in Nemu’s Room. Go straight out to the entry­way this time. Noa will know about the trap and warn Akane.


Memo 3 — Basement Horror

Let’s find a way out, alive. It’ll be fine. We’ll def­i­nite­ly find a way.

Deaths: 1

Chase Events (100% Com­ple­tion): 3

Go back to the Liv­ing Room and save the game, if you want. After that, first inspect Nemu’s phone on the table (this will allow Suzu­ka to arrive on the next loop), then return to the entry­way and start inves­ti­gat­ing things. Side Sto­ry 1 received after 5 inves­ti­ga­tions. Con­tin­ue check­ing out all the items in the entry­way, then move to the liv­ing room. Side Sto­ry 2 received after 15 inves­ti­ga­tions. Remem­ber to pick up the Plas­tic Pack­ing Rope (“Nani Kore?!”) in prepa­ra­tion for anoth­er Chase Event… which rears its head around 25ish inspec­tions. Now go up to Nemu’s Bed­room. Akane will say, “Some­thing seems… off?” and it turns out the lap­top is in a dif­fer­ent posi­tion. You can save here if you’d like, then pick up the Cat Plushie and/or Game Con­sole as trap ammo, then check out the trash­can near the clos­et for a Sheet of Paper. Read it in your inven­to­ry. It’s time to unlock the lap­top, so inspect the lap­top for anoth­er clue, and SOLVE THAT PUZZLE! A word doc­u­ment is still open that says, “I found a great new spot! I’ll take stuff that won’t fit in here over there. I can put up even more pho­tos! Who’d expect a place like this to be in the base­ment.”

Lap­top Pass­word Solu­tion (click to expand)

Pass­word: POWER189

Check out the Puz­zle Solu­tion sec­tion above for a work through

Before inves­ti­gat­ing the under­ground stor­age in the kitchen, con­tin­ue method­i­cal­ly inspect­ing things to unlock Side Sto­ry 3 around the 30ish mark. Oth­er things you can pick up are: Deter­gent B in the bath­room, Kitchen Knife and Fruit Knife in the kitchen, Clothes and Cos­met­ics from the Bed­room. Hon­est­ly, the only one you actu­al­ly need is the Fruit Knife which you want to make sure you have before you go down into the base­ment.

But don’t go down yet! Around the 55–60 inspec­tion mark anoth­er Chase Event occurs fol­lowed by dia­logue with Akane. This does NOT count as a side sto­ry, how­ev­er, so keep going until you get to the 120-inves­ti­ga­tion mark to final­ly get Side Sto­ry 4. Make sure to check your Memo in the Diary tab and be sure you got every­thing, and also that you inspect­ed Nemu’s phone in the liv­ing room.

When you’re ready, go ahead and inspect the under­ground stor­age in the kitchen and climb down into the base­ment. (CG obtained)


Memo 4 — Exit Akane

Deaths: 1

Chase Events: 1

…Any­way, let’s focus on get­ting out of this house for now

You’re in the base­ment now and it’s… dis­turb­ing to say the least. Pic­tures of you all over with resent­ful words writ­ten in blood over them. Akane says that Nemu is clear­ly insane. You find an old note from one of the diary’s orig­i­nal own­ers explain­ing that the diary is mag­i­cal and giv­ing it your blood forms a con­tract that acti­vates its pow­ers. These pow­ers will remain until the con­trac­tor’s wish­es are ful­filled, so make wish­es with absolute sure­ty. The diary does­n’t active­ly grant wish­es per se, it just gives the con­trac­tor the pow­er to ful­fill their desires. The note fur­ther warns that the pow­er will be a nev­er end­ing, inescapable curse until the body and soul are destroyed. So, the only way to be freed from the diary, you must give the con­trac­tor what they want. You and Akane con­strue this to mean that they have to ful­fill Nemu’s wish­es… and you don’t know exact­ly what a mad­woman wants!! You focus instead on sim­ply escap­ing the house.

Check out all the things in the base­ment, mak­ing sure to take the Noa Plushie (creepy, much?) and the Can­dle under­neath. If you did­n’t grab the Fruit Knife from the kitchen, go get it now and return to the base­ment. Over on the far wall under the can­dles, you will auto­mat­i­cal­ly use the two items to get into the draw­er and snag the Front Door Trap Key. At this point (about 10 inves­ti­ga­tions), you’ll get Side Sto­ry 1. Go back upstairs.

Note: Do NOT go to the entry­way if you want 100% com­ple­tion

Save here if you want to, then start inves­ti­gat­ing every­thing. A Chase Event will trig­ger around 25 inves­ti­ga­tions. Look at 10 more items for a total of 35 for Side Sto­ry 2. Once that’s done, now you can go to the entry­way, use the key on the trap, and watch both Akane and your­self die again while los­ing it and telling Nemu that she is NOT your frie– Wait. Did she just say a name? Is Rina­mi-chan the name of that face­less friend that saved you from crip­pling lone­li­ness? (CG Obtained!)


Memo 5 — Enter Suzuka

Chase Events: 1

There’s some­thing here that can dis­arm the trap at the entrance. Fol­low me.

Back in the room again. Go to the liv­ing room. You brood about Rina­mi and think you under­stand what Nemu wants, but you have to stop Akane from dying again… Wait. Suzu­ka-chan! What’s she doing here? Nev­er mind that, you con­vince her to come with you to Nemu’s room where she does­n’t believe you at all so must con­vince her the same way you con­vinced Akane. Save if you want, then select the Book then the Plant. Next door, Suzu­ka believes you when she hears Nemu’s death dec­la­ra­tion. You real­ize that if Nemu’s wish was for you to die, then it should have been fin­ished by now as you’d been killed so many times already (8 so far if you haven’t messed up). What the holy heck does she want then?

Com­bin­ing Items Tuto­r­i­al: From here on out, you can com­bine items you find to cre­ate traps to sur­vive. A suc­cess­ful com­bi­na­tion will be logged into the auto­mat­ic com­bo list for future ease.

Before inves­ti­gat­ing the Bed­room, go back to Nemu’s Bed­room. Suzu­ka will point out the pic­ture frame as some­thing odd. She’s talk­ing about the pic­ture on the desk. Take the Stand­ing Pho­to Frame of the pup­py, Cat Plushie, and the Game Con­sole. Check out the table with the bun­nies, too. After 10 inspec­tions, you get Side Sto­ry 1.

Go back to the Bed­room where Suzu­ka points out some­thing on the night­stand. She’s talk­ing about the night­stand against the wall which has a Sheet of Paper that tells you how to open the Dial Safe on the floor. Take the Stand­ing Pho­to Frame of the cat on the shelf. 30ish inspec­tions will bless you with a Chase Event. Go back to Nemu’s room and bait then hide. This trig­gers Side Sto­ry 2. (Unlock Memo 6)


Memo 6 — Exit Suzuka

Chase Events: 2

Let’s talk about this again… when we get out of here.

Return to the Bed­room to fin­ish inves­ti­gat­ing things, then head down­stairs. Suzu­ka will point out the sofa. If you’ve read the note and pho­to frames, then the last part of the puz­zle is the small­er sofa. Take the Paper with Man­u­fac­tur­ing Date from there. You now have enough infor­ma­tion to open the Dial Safe in the Bed­room. Before going upstairs to do that, check out the items in the area, par­tic­u­lar­ly Nemu’s phone on the table. Oth­er things you can do now that you could­n’t before is get Deter­gent A from under the sink and open all 3 draw­ers on the refrig­er­a­tor for Plas­tic Bot­tle, Ice, and Ice Pack. All items are used for traps (check out the item com­bi­na­tion sec­tion above). Around the 60th inspec­tion, a Chase Event occurs.

Once you’re ready, go on up to the Bed­room and solve the puz­zle.

Bed­room Dial Safe Solu­tion (click to expand)

Code: R7, L1, R17, L12

Check out the Puz­zle Solu­tion sec­tion for a break­down

You get the Japan­ese Room Key for your trou­ble. Head across the way and unlock the door! Woohoo! More stuff to explore. First up, move both the futons on the right and the stack of cush­ions above (that way you can be pre­pared for anoth­er Chase Event). Then obtain Med­i­cine Case B, Med­i­cine Case C, and Deter­gent C from the med­i­cine rack on the dress­er and from the right side of the clos­et. Be sure to mix them to get Birdlime, Slip­pery Trap, and/or XSBirdlime (though at this point I still had the Plas­tic Pack­ing Rope which works in Nemu’s Room or the Bed­room). 70 checks gets you Side Sto­ry 3. When that’s done, inspect the puz­zle box under the floor cush­ions and solve it.

Puz­zle Box Solu­tion (click to expand)

You just got the Study Key! Head on over and unlock it. Save point! Just in time, too because 90ish inspec­tions nets you anoth­er Chase Event. Trap her in either bed­room, then head back to inves­ti­gate the study. Here, you get sev­er­al Sheets of Paper, a Book, Med­i­cine A, and two Cars to use as trap bait. We hit the 100th inspec­tion, trig­ger­ing the 4th Side Sto­ry, which means that we can now progress with the sto­ry!

Go down to the kitchen to get the Fruit Knife, then into the base­ment for the Can­dle and Noa Doll, then snag the Front Door Trap Key. Go on out and undo the trap for a cutscene where Suzu­ka betrays Noa, say­ing that if you leave, Nemu will be sad. She says that some­one needs to be by Nemu’s side and that she’s the only one who can do it. Suzu­ka shoves you into the vase and accus­es you of hid­ing Rina­mi the whole time. She runs off reveal­ing that she has the hots for Nemu. (CG Obtained)


Memo 7 — Lights Out

Chase Events: 1

(Suzu­ka has been act­ing strange since the start… But I did­n’t expect for her to do this.)

The knocked over vase has short cir­cuit­ed the whole house, cut­ting off the lights.

Imme­di­ate­ly go up to the study and inspect the book­shelf for a cutscene between Suzu­ka and Nemu where Suzu­ka unveils that she’d been stalk­ing Noa because she’d delved into Nemu’s past and knew all about Rinami’s betray­al. Suzu­ka paints a pic­ture of Noa’s evil, try­ing to get close to Nemu just to betray and hurt her like Rina­mi in High School… all because Noa is Rinami’s friend in uni­ver­si­ty. Suzu­ka ends it by pro­fess­ing her love to Nemu. You now know why Nemu is try­ing to kill you: a mis­un­der­stand­ing, and work towards this new goal. (CG Unlocked)

Impor­tant: Leave the study and go back in. The lap­top should be open now (you must have watched the book­shelf cutscene for it to open. No oth­er item is required)

You can go ahead and save in the Study now. Inves­ti­gate the stuff there, mak­ing sure you’ve snagged items that will help you set traps (i.e. the Cars, Med­i­cine A), and the 3 clues that will unlock the lap­top (Desk, Table, Book). Solve the puz­zle.

Solu­tion to Study Lap­top Pass­word (click to expand)

Word — REPORT

See Puz­zle Solu­tions sec­tion for a break-down

Then, go into the bath­room, get the Break­er Key from behind the pad­locked cab­i­net by solv­ing the Bath­room Pad­lock Puz­zle using the clue on the pad­lock and from the lap­top.

Bath­room Pad­lock Puz­zle Solu­tion (click to expand)

Mid­dle Col­umn: 1475

See Puz­zle Solu­tions sec­tion for break­down and spe­cial note

If you’re aim­ing for 100% com­ple­tion, then head to the oth­er rooms to inves­ti­gate things. A Chase Event occurs around the 30ish mark, so foil her, then con­tin­ue until you hit the 35-mark for Side Sto­ry 2.

It’s time to go into the entry­way. Inter­act with the break­er on the wall twice.

Well, well… Wel­come back, Suzu­ka. You try to rea­son with Suzu­ka explain­ing that you legit­i­mate­ly want­ed to be friends with Nemu, appeal­ing to her famil­iar­i­ty with Nemu’s shy per­son­al­i­ty. Suzu­ka has clear­ly been reject­ed by Nemu who admits that she always knew that you weren’t out to get Nemu, she was just try­ing to claim Nemu for her­self. You con­tin­ue to accept Suzu­ka as a friend and suc­cess­ful­ly con­vince Suzu­ka to work with you. (Unlocks Memo 8)


Memo 8 — Basement Confrontation

Deaths: 1

This diary has mag­ic pow­ers, so there might be some­thing in the base­ment

The diary directs you to go into the base­ment. With noth­ing else to accom­plish or get, head to the base­ment and…

Come face to face with Nemu, her­self. Suzu­ka attempts to rea­son with Nemu, explain­ing how she had set all of this in motion by try­ing to take Nemu for her­self, and that you had noth­ing to do with it. Hear­ing this Nemu stabs Suzu­ka (CG unlocked). Nemu explains how when Rina­mi first betrayed her, life lost all mean­ing and she shut down her emo­tions. She accus­es you of try­ing to do the exact same thing Rina­mi did to her in high school. You try to rea­son with no suc­cess. Nemu even­tu­al­ly claims she’s tired of being betrayed, being sus­pi­cious of “friends.” So much so that she stabs her­self in the neck (CG unlocked), then slits her own throat. She reveals her wish: to not have friends. You’re freak­ing out and real­ize that if you leave now, noth­ing will be resolved, so you pick up the knife and stab your­self.

You Die.

You know the drill: go to the liv­ing room, con­vince Suzu­ka (Book then Plant).

Memo 8 does not have any side sto­ries, so just go to the kitchen to get the Fruit Knife, then to the base­ment and get the Noa Doll and Can­dle. With those, snag the Front Door Trap Key. Sav­ing at this point is help­ful. Go ahead and dis­arm the trap! Suzu­ka knocks you over, short­ing the house again, and runs off. You wish that Akane was there because you feel that all 3 are need­ed to con­vince Nemu. All of the sud­den, the door­bell rings and in walks… Oh! Akane! Clear­ly the diary is respon­si­ble for this… (Memo 9 unlocked)


Memo 9 — Getting Close

Chase Events: 7

All right. Hon­est­ly, I can’t wrap my head around what you’re say­ing, but how can I say no when you help, Noa?

Impor­tant: Miss­able CG - To get this don’t do any­thing and just go into the base­ment with Akane. You die painful­ly (CG obtained)

Back through the motions: Book then Plant. This time, you can either grab some trap items before head­ing to the base­ment for the Front Door Trap Key and wel­com­ing Akane, or just reload your save file and start from there.

If you’re aim­ing for the 3 Side Sto­ries, start inves­ti­gat­ing every­thing like nor­mal, pick­ing up trap items along the way. There’s no rea­son to not turn on the lights at this point, so go ahead and grab the Break­er key and turn it on, if you want to. Around 28ish inves­ti­ga­tions, a Chase Event will trig­ger, along with some dia­logue with Akane — it won’t count towards the Side Sto­ries, how­ev­er. Keep check­ing things out to get Side Sto­ry 1 at the 35ish point, anoth­er Chase Event around 58–60 mark, and then Side Sto­ry 2 at 68–70 inves­ti­ga­tions.

NOTE: Do NOT go into the base­ment with Akane because you’ll trig­ger the trap­door death scene

This time around when you solve the Study Lap­top Pass­word with the same solu­tion as before, you get a dif­fer­ent clue because now it’s time to solve the Study Book­shelf Puz­zle. If you haven’t got­ten Side Sto­ry 3, how­ev­er, DON’T solve the puz­zle yet until you do. Going into the Bed­room will have Akane point out that some­thing is odd.

Study Lap­top Pass­word Solu­tion (click to expand)

Pass­word: REPORT

The next Chase Event appears around the 90ish, 115ish, 145, 180, and 205 inspec­tion-marks, while the last Side Sto­ry appears after a whop­ping 215ish inspec­tions (admit­ted­ly, I may have lost count a few times. Num­ber is approx­i­mate)!! WHEW! (Memo 10 unlocked)

OKAY. Now that that’s over, it’s time to solve the Study Book­shelf Puz­zle. You should have all the clues by now, so go on up and solve it!

Study Book­shelf Puz­zle Solu­tion (click to expand)

Cor­rect Order: Brown, Yel­low, Green, Blue, Pur­ple, Red

See Puz­zle Solu­tions sec­tion for a break­down

You will find Suzu­ka stand­ing around in the secret room (inter­est­ing note, here: if you hap­pened to trig­ger a Chase Event, it will clear as soon as the cutscene launch­es). Where you con­vinced Suzu­ka who is extreme­ly apolo­getic, to work with you all as a team. (Unlock CG)


Memo 10 — End Game

Deaths: 1

Chase Events: 0

Yeah, Suzu­ka-chan’s my friend too. That has­n’t changed, even now.

From here, it’s time to go to the base­ment as you have deter­mined, but before you do that, check out the paint­ing on the ground for a Small Wood­en Block. It looks sus­pi­cious­ly like the puz­zle cube in the Japan­ese Room., so head on over and insert it for a small news­pa­per scrap that is too small to read and does­n’t go in your inven­to­ry. Go down to the liv­ing room and SAVE your game.

Approach the base­ment hatch and choose: “Acts with Akane and Suzu­ka.” Watch the cutscene (Obtain 3 CGs)

Welp. That did­n’t work. Let’s try again. Either load Memo 10 or, bet­ter, reload your saved game. Make sure you got the small news­pa­per piece, and this time choose “Acts sep­a­rate­ly from Akane and Suzu­ka.” (Obtain CG)

Fin­ish­ing 100% of the side sto­ries will net you the Epi­logue and the last CG after the cred­its roll.

CG #20

Con­grat­u­la­tions! You Beat the Game!


Side Story Summaries

To read the full dia­logue of the Side Sto­ries and oth­er scenes CLICK HERE

Memo 2: Side Sto­riesAkane

5 Inves­ti­ga­tions: Akane tries to under­stand why any­one would dis­like Noa because Noa is so nice. She nar­rates Noa and Akane’s first meet­ing where Noa helped Akane with her school­work despite them not know­ing each oth­er. Noa does­n’t think she’s a good per­son, though she can’t seem to remem­ber who she failed.

15 Inves­ti­ga­tions: Akane admits that she’d noticed that Nemu was obsessed with Noa, describ­ing once instance where she saw Nemu steal Noa’s belong­ings. Nemu said she did­n’t want to buy one, she want­ed the item because Noa had used it. Akane did­n’t want to ruin their friend­ship, so she did­n’t say any­thing until now. Noa makes up an excuse for Nemu, but real­izes that she does­n’t know much at all about Nemu.

30 Inves­ti­ga­tions: Akane tells Noa to fol­low her because she has mem­o­rized the lay­out of the house. Noa remarks that Akane has great mem­o­ry as a whole, but ques­tions why she’s not good at study­ing. Akane admits that when­ev­er she tries to study, she just falls asleep. Aside from school­work, her mem­o­ry is great.

65 Inves­ti­ga­tions: Akane ques­tions whether Nemu liked her at all this whole time as friends. Noa quick­ly jumps to Nemu’s defense, insin­u­at­ing that this behav­ior is just a one-off. Akane describes how when­ev­er Akane talked to Noa, that Nemu did­n’t like it, and seemed to have had some sad expe­ri­ence in the past. Akane wish­es that she’d tried to talk to Nemu more. Noa assures her that every­thing will turn out just fine and that they’ll be able to get through to Nemu.

100 Inves­ti­ga­tions: Noa begs Akane to aban­don her and escape if it comes down to it. Although Akane refus­es, Noa insists, say­ing that it’s just awful to watch a friend die in front of her. Noa then trails off like she’s expe­ri­enced it per­son­al­ly before. (Fore­shad­ow­ing and clues to the past, much?)

Memo 3: Side Sto­ries — Akane

5 Inves­ti­ga­tions: Akane first thought that Noa had ulte­ri­or motives for help­ing her with her school­work, but it turns out that Noa is just a nice per­son, so Akane had been want­i­ng to return the favor some­how, but Noa nev­er seemed to need help with any­thing. She feels hap­py despite the har­row­ing sit­u­a­tion that she can now repay Noa for her kind­ness. Akane then men­tions how Noa had been miss­ing from school for a month with­out telling any­one any­thing and Noa explained that it was a health mat­ter.

15 Inves­ti­ga­tions: Akane and Noa explore how Nemu does­n’t social­ize with oth­ers much, won­der­ing if some­thing bad hap­pened in her past. Noa men­tions that Nemu said that there had only been one oth­er per­son who’d seen her room before, so they spec­u­late that she had at least one oth­er friend either in High School or anoth­er Uni­ver­si­ty.

30 Inves­ti­ga­tions: Noa laments that she wish­es she was as socia­ble as Akane. Noa admits to being very shy and wait­ing for oth­er peo­ple to make the first move. Her only friends in uni­ver­si­ty are are Suzu­ka, Akane, and Nemu… Oh. Akane says that it’s Nemu that destroyed the friend­ship, but Noa won­ders what she did to earn Nemu’s hatred.

Post-Chase Event - 60 Inves­ti­ga­tions (Does­n’t count towards Side Sto­ries): Noa tells Akane that she felt a con­nec­tion to Nemu because Nemu’s lone­li­ness remind­ed Noa of her­self. In Noa’s case there was an unnamed friend that helped Noa from her own lone­li­ness. That’s why she drummed up enough courage to go talk to Nemu: she want­ed to be more like that friend. Noa was about to reveal the name of the friend, when they knocked some­thing over and Akane scold­ed her. At first Nemu did­n’t open her­self up to Noa, but soon, she did. How­ev­er, even Noa noticed Nemu’s pos­ses­sive­ness and felt both­ered by it. Akane states that the Nemu now is beyond just pos­ses­sive, and not nor­mal. Noa sad­ly (or begrudg­ing­ly?) agrees.

120 Inves­ti­ga­tions: Noa and Akane explore Suzu­ka, describ­ing her per­son­al­i­ty and Suzu­ka and Akane’s friend­ship. They also explore how Suzu­ka is act­ing strange­ly recent­ly and won’t divulge no mat­ter how hard Akane push­es the sub­ject.

Memo 4: Side Sto­ries — Akane

10 Inves­ti­ga­tions: Noa asks why Akane would­n’t mind risk­ing her life to help. Akane is a like­able per­son with many acquain­tances yet does­n’t con­sid­er any of them close friends like Suzu­ka or Noa who would­n’t expect any­thing in return for help. She would glad­ly help Noa.

35 Inves­ti­ga­tions: Noa explains how she can com­mis­er­ate with Nemu’s lone­li­ness hav­ing been lone­ly her­self before meet­ing the name­less friend who was effec­tive­ly her sav­ior. Akane express­es a desire to meet and befriend this per­son in the future. Noa real­izes that while she has mem­o­ries of the per­son, she can nei­ther recall their face or name.

Memo 5: Side Sto­ries — Suzu­ka

10 Inves­ti­ga­tions: Noa com­ments that Suzu­ka is great with her hands (explain­ing the abil­i­ty to com­bine items, I guess) and Suzu­ka said she’s been like that since a kid when she copied her mom. She goes on to say that she made Nemu the cat plushie she keeps on her back­pack, and she wish­es that Nemu would smile the way she smiled when Suzu­ka orig­i­nal­ly gave her the cat plushie.

Post-Chase Event (does­n’t count towards Side Sto­ries): Suzu­ka can’t believe that Nemu is try­ing to kill Noa because they were so close before. Noa express­es her feel­ing that they can go back to being friends, but Suzu­ka shuts that down and can’t restrain her­self any­more. She accus­es Noa of hurt­ing some­one she con­sid­ers a friend, clear­ly know­ing the root cause of Nemu’s rage, but refus­es to tell Noa right now. She promis­es to get Noa out of the house alive to con­tin­ue the con­ver­sa­tion.

35 Inves­ti­ga­tions: Suzu­ka tells Noa that Nemu liked Noa so much because she’s a kind per­son, and Suzu­ka agrees with that. This is why Suzu­ka can’t wrap her brain around why Noa would pur­pose­ful­ly hurt Nemu. The betray­al from a kind per­son is always the worst. Suzu­ka tells Noa that she has no trust for her at all.

70 Inves­ti­ga­tions: Suzu­ka recalls the first time Noa intro­duced Nemu. They did­n’t hit it off right away because Nemu was so anti­so­cial, then one day Nemu asked Suzu­ka for help with an injured cat. Appre­ci­at­ing Nemu as an awk­ward, yet nice per­son, Suzu­ka would engage with Nemu until they became close. Suzu­ka refus­es to hate Nemu because she can see the good in her.

100 Inves­ti­ga­tions: Suzu­ka asks Noa thinks of Nemu, but then rejects her answer, say­ing that if Nemu is such a dear friend, why does Noa not know that Nemu was hor­ri­bly bul­lied in High School. Noa defends her­self say­ing that friends don’t have to divulge every­thing, but Suzu­ka con­tin­ues to shoot her down say­ing that Suzu­ka knows more than Noa about Nemu. Suzu­ka believes that Noa is only pre­tend­ing not to know, and warns her that Suzu­ka will side with Nemu and nev­er betray her (Ooo, fore­shad­ow­ing)

Memo 7: Side Sto­ries — Noa

5 Inves­ti­ga­tions — Now that you know why Nemu is so angry, you feel bad for unin­ten­tion­al­ly hurt­ing her by being friends with the per­son who betrayed her. Though you refuse to let her kill you, you resolve to stay alive so that you can clear up the mis­un­der­stand­ing so that Nemu no longer has to suf­fer the bru­tal pain of betray­al.

35 Inves­ti­ga­tions — Noa refus­es to believe that some­one as nice as Rina­mi would have done some­thing like that to Nemu. She recalls how Rina­mi had helped her, when Noa was lone­ly and want­ed to meet with Nemu to help her smile when Noa talked about a friend that seemed sad and lone­ly. How­ev­er, when it came time to meet, Rina­mi grew pale at first glimpse of Nemu and the men­tion of her name. Rina­mi sud­den­ly rushed home that instant.

Memo 9: Side Sto­ries — Akane

Post-Chase Event: 30 Inves­ti­ga­tions — Akane starts to believe what you’re say­ing about Nemu. You fur­ther prove that your death loop is real by nam­ing the weird mon­key pop­pers Akane just got before arriv­ing. Akane admires your strength and resolve in try­ing to right things with Nemu despite it all.

35 Inves­ti­ga­tions — Akane bugs you to reveal how many times and how she died already, but you get mad because it’s super painful to bring up mem­o­ries of friends’ deaths.

70 Inves­ti­ga­tions — You recall a time when the four of you went to an amuse­ment park. Suzu­ka got sick on a roller coast­er and Nemu got a fun hat that she did­n’t take off all day. You want to have that fun again and see every­one so hap­py.

215 Inves­ti­ga­tions: Akane apol­o­gizes on behalf of Suzu­ka because the two of them are so close-knit Akane knows all of her feel­ings instinc­tu­al­ly, espe­cial­ly her pow­er­ful attrac­tion to Nemu. You quick­ly jump in and assure her that Suzu­ka is your friend regard­less of what has occurred

Memo 10: End­ings

Despite all the oth­er spoil­ers, I won’t spoil the end­ings here and you will have to either play the game or check out my Side Sto­ry Dia­logue post.


CGs (20 Total)

#Name Memo #Descrip­tion
1Alive, Togeth­er Pro­logue Where we began, each with dif­fer­ent feel­ings
2Vis­it­ing NemuPro­logue I was still obliv­i­ous
3The Storm Called “Nemu”Pro­logue I was igno­rant to every­thing the first time I died. I watched Nemu watch me
4Keen EarsMemo 2Akane and I lis­tened to Nemu rage on. Akane then believed my time trav­el the­o­ry
5Lad­der Memo 3I fol­lowed Akane down toward a strange under­ground room despite my fear
6Escape Memo 6Suzu­ka betrayed me and made off. There was still so much I did­n’t under­stand
7A Pri­vate Talk Memo 7Suzu­ka and Nemu’s talk in the secret room led me to many dis­cov­er­ies
8Secret RoomMemo 9The three of us decid­ed we’d have to con­vince Nemu to work things out
9Con­vinc­ing? Uncon­vinc­ing?Memo 10My belief did­n’t waver despite Nemu’s blade point­ed toward me
10Cursed DiaryMemo 1How many times have I died? The cursed diary touch­es my right hand
11To the Depths of HellMemo 9I need­ed to work with Suzu­ka or I’d for­ev­er be caught in Nemu’s traps
12Nemu, By Her Own HandMemo 8Nemu killed Suzu­ka and then her­self. There was noth­ing I could do
13TrapMemo 2Even Akane died because of me. Why did our way out become a trap?
14Suzuka’s Feel­ingsMemo 8Nemu took even Suzuka’s life despite how des­per­ate­ly Suzu­ka tried to stop her
15In Death Memo 1Nemu died by my hand, and I by hers
16Despair Memo 4I want­ed to escape with Akane, but she died pro­tect­ing me. I fol­lowed soon after
17Almost ThereMemo 10 I thought it would be resolved with four of us safe
18Anoth­er Fail­ureMemo 10I gazed up at them as I fell into dark­ness. My efforts still weren’t enough
19RevivalMemo 10Now the four of us will resolve things. Rina­mi, we won’t for­get you any­more
20Alive, Togeth­erEpi­logue It’s a mir­a­cle. I can’t believe it! The five of us are final­ly togeth­er

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