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Misao: Definitive Edition Walkthrough

Dec 28th, 2019 (edited)
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  1. Cracked Cellphone
  2.  
  3. Go to Classroom 2-B (2F, right hall) and free Kurata from the locker.
  4.  
  5. Examine the locker Kurata was in to find a Locker Key.
  6.  
  7. Go to the 1F Faculty Room (left door). Talk to Ayaka while you're here, and go left into the Locker Room.
  8.  
  9. Use the key to open the leftmost locker (avoiding the blood spot).
  10.  
  11.  
  12. Muddy Boots
  13.  
  14. Head to the 2F Laboratory (keep going right). Pick up the CD-ROM and leave.
  15.  
  16. Go to the 3F Computer Room (top-left door). Leave and grab the fire extinguisher in the hall.
  17.  
  18. Afterward, check the computer with the red screen.
  19.  
  20. Use the CD-ROM on the other glowing computer and deactivate the security.
  21.  
  22. Return to the 2F Laboratory. Pick up the Plant Enrinchment that falls off the shelves.
  23.  
  24. Check the test-tube with the black mandrake to get the Mandrake Bomb.
  25.  
  26. Go down a room to find Yoshino. Try to help her.
  27.  
  28. Try to hide in the shelves by the top wall, then give up and take the Scalpel inside.
  29.  
  30. Use the Scalpel on the bear costume, then hide inside.
  31.  
  32. Afterward, check the glowing object where Yoshino was.
  33.  
  34. (Note: When you're all bloody, the fire shutter in 2F Hall (Right) will trigger just by walking over it, so make sure to go around via the classroom.)
  35.  
  36. Go down to 1F and exit north to the Courtyard.
  37.  
  38. Walk into the water to wash off the blood and unlock the altar door.
  39.  
  40. Get the Metal Bat from 1F Classroom 1-A.
  41.  
  42. Go downstairs from 1F to the Caves.
  43.  
  44. When you encounter boulders, place the Mandrake Bomb, hit it with the Metal Bat, and run away.
  45.  
  46. Continue along avoiding danger. At the cliff edge, walk in front of the single mushroom and jump off there.
  47.  
  48.  
  49. Torn Ribbon Tie
  50.  
  51. Get the Seeds from the bag on the Rooftop.
  52.  
  53. If you didn't already, get the Plant Enrinchment from the 2F Laboratory - it falls off the shelves after passing where the laser was.
  54.  
  55. (And if the Laboratory laser is still active, see the start of Muddy Boots for deactivating the security.)
  56.  
  57. Plant the Seeds in the flowerpot in Library's room (connected to the 2F Library).
  58.  
  59. Use the Plant Enrichment on the Seeds. Leave the room, re-enter, and pick the Purple Lilies.
  60.  
  61. Go to the 3F Art Room (bottom-left door) and use the Purple Lilies on the set of paints to make them White Lilies.
  62.  
  63. Afterward, run out of the room, then to another exit, because the monster also follows you into 3F Hall.
  64.  
  65. Get the Board Notice from the 1F Hall for information on what to do with the White Lilies.
  66.  
  67. Go to Classroom 1-A (1F), 2-B (2F), and 3-C (3F), and at the corresponding desks (marked A, B, and C), place a lily.
  68.  
  69. (Note how the orientation differs. Use the teacher's desk as a reference for how to rotate it.)
  70.  
  71. After all the spots have been adorned, go to the Rooftop and talk to the girls.
  72.  
  73.  
  74. Mysterious Bundle
  75.  
  76. After freeing Kurata from the 2F Classroom 2-B locker, as well as talking to Ayaka in the 1F Faculty Room, go to the 1F Infirmary.
  77.  
  78. (Note that if you're still bloody from the Yoshino event, you should wash off in the Courtyard before seeing Kurata.)
  79.  
  80. Go to the 1F Faculty Room and check Kurata's desk (the top-left one). Then return to the 1F Infirmary.
  81.  
  82.  
  83. Snapped Hairtie
  84.  
  85. If you haven't already, get the Metal Bat from 1F Classroom 1-A.
  86.  
  87. Go to the 4F Principal's Office and smash the vase with the Metal Bat for the Emergency Exit Key.
  88.  
  89. Go to right on 1F. Walk down the hall without "looking back" (taking a step downward), ignoring the illusion of Misao, and use the Emergency Exit Key on the door.
  90.  
  91. After the Gymnasium scene, check Kudoh's spirit, follow it up to 3F, and talk to it by the hole to the right.
  92.  
  93.  
  94. Red Blazer
  95.  
  96. Go into the 1F Girls' Bathroom and knock on the right door three times.
  97.  
  98. Try to leave, and Hanako will appear. (You can leave and quicksave outside at this point to make attempts quicker.)
  99.  
  100. Wait for her to "dash," then run past her while she's hopping in place. Get to the right toilet and grab the Coins.
  101.  
  102. Use the Coins in the 1F Cafeteria vending machine to get a Sports Drink.
  103.  
  104. Find Tohma in the 1F Boys' Bathroom (after the 3F Computer Room scene).
  105.  
  106. Leave, then take him to Miss Library in the 2F Library. (You have to befriend and name her if you haven't already.)
  107.  
  108. Once Tohma is in the bed, give him the Sports Drink to get the Small Key.
  109.  
  110. If you haven't deactivated the laser in the 2F Laboratory or done the Yoshino event, see the start of Muddy Boots.
  111.  
  112. In 2F Laboratory, check the glowing screen (it turns on after the Yoshino event) to release the Salt Mandrake from the capsule.
  113.  
  114. Read the note on the table about Salt Mandrakes for a hint.
  115.  
  116. Guide the Salt Mandrake right below the telephone (and beware of it yourself) to make it faint from fright, then pick it up.
  117.  
  118. Take the Salt Mandrake to the 1F Cafeteria and use it with the electric grater in the kitchen to get Salt.
  119.  
  120. Place the Salt on the floor in the left 2F Hall (in the spot where the little girl spirit appears) to stop the looping.
  121.  
  122. In the 2F Music Room, walk into the top-left desk chair and sit still until the end of the performance to get the Locked Box.
  123.  
  124. Use the Small Key to open the Locked Box and get the Warding Bell.
  125.  
  126. Go to the 2F Laboratory and go behind the capsules - the spirit will be scared off by the Warding Bell.
  127.  
  128. In the Doll Room, take the Red Blazer from the top-right doll.
  129.  
  130.  
  131. Ending
  132.  
  133. Once you have all the key items, enter the Altar in the Courtyard, and offer up the six keys.
  134.  
  135. Return to Onigawara to find out the last thing you need to do.
  136.  
  137. Sacrificing Tohma results in the Bad End.
  138.  
  139. Sacrificing Kurata results in the Good End.
  140.  
  141. (If playing as the male protagonist, Akito, you must try to sacrifice one, return to the Altar, choose who to save, then return to the Altar once more.)
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