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Your Turn To Die Walkthrough

Jan 3rd, 2020 (edited)
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  1. Chapter 1, Part One
  2.  
  3. Opening
  4.  
  5. Touch the screen a few times.
  6.  
  7. Check the pond and the window with the lights on. Check the gate, then the shadow that appears there after a few seconds. Move to the Path Home. Check the poster and streetlight. Check the shadowy figure.
  8.  
  9. Move to Inside House. Move to the Living Room. Turn on the light switch in the top-right. Pick up the Room Key. Move back to Inside House. Go up to the 2nd Floor Room. Use the Room Key on the door, then touch the door.
  10.  
  11.  
  12. The First Trial
  13.  
  14. Naturally, you'll get a game over if you run out of time.
  15.  
  16. Attempt to use the key on the lock. Examine the key in your inventory to notice the green showing at the end. Check the hanging sandpaper to whittle the key down, and use the green key on the lock.
  17.  
  18.  
  19. Introductions
  20.  
  21. Look at the left, middle, and right groups. Check the middle group again.
  22.  
  23. Touch the Blond Man's face to choose his topic. Talk to everyone (using Extract) as they're available to get their introductions. Talk to the Frightened Girl and choose "Gently calm her down." Once you've spoken with everyone else, talk to the Frightened Girl again.
  24.  
  25.  
  26. Search
  27.  
  28. Go to the Cafeteria (last "???" from the Central Hall) and take the Lighter and Dart.
  29.  
  30. Go to the Back of Cafeteria. Check the door and enter. Check the right stuffed animals in the Pink Room for Dummy Bullets.
  31.  
  32. In the Smoking Area Hallway (second "???" from the Central Hall), check the vending machine to find a Cigar.
  33.  
  34. Go to the Game Room, then the Blue Room. Check the doll sitting on the chair up top for the Revolver, and talk to Keiji for the Live Bullets.
  35.  
  36. After giving the Dummy Bullets to Keiji for inspection, try to leave the Blue Room.
  37.  
  38.  
  39. Decide Challenger
  40.  
  41. Choose Q-taro's topic.
  42.  
  43. Talk to Joe to unlock the VS (Conflict) command. Use VS to contrast Keiji and Q-taro's statements.
  44.  
  45. Talk to Keiji and pick "Why are you silent?" Use VS to contrast Keiji's new statement with Q-taro's.
  46.  
  47. In the war of words, you need at least 3 rebuttals to win favor. The correct statements to object to are "got no experience," "leave it to Keiji," "got confidence," "puttin' everything on Sara," and "shootin' her own friend." However, you advance regardless of whether you "win" this.
  48.  
  49.  
  50. Russian Roulette
  51.  
  52. You should save before starting in case of a game over.
  53.  
  54. The way to guarantee victory is to place the bullets around the circle in a repeating pattern: Dummy, dummy, live, dummy, dummy, live, dummy, dummy, live.
  55.  
  56. When you start, begin by shooting the dolls. Once you encounter the first live bullet, you now know where you are in the pattern (namely, that the next two bullets will be dummies, then another live, etc.) and can start using the dummy bullets on the humans.
  57.  
  58. A possible example: Shoot doll (dummy). Shoot doll (live). Shoot human (dummy). Shoot human (dummy). Shoot doll (live). Shoot human (dummy). Shoot human (dummy). Then shoot the remaining dolls.
  59.  
  60.  
  61. Search 2
  62.  
  63. In the Bar, move the rightmost stool and open the sliding door on the side of the counter. Look inside for the Cigar Cutter and Right Leg.
  64.  
  65. Keep talking to Mishima in the Bar to give him the Cigar, Cigar Cutter, and Lighter. Talk to him again, and he'll discover the 1000-Yen Bill. Put the 1000-Yen Bill in the Passage to Bar vending machine for the Left Arm.
  66.  
  67. Inspect the Dart or Revolver in your inventory, then choose to combine them. Use the dart-loaded Revolver on the dartboard in the Game Room to win the Left Leg. (If you lose the Dart by throwing it, it reappears in the Cafeteria.)
  68.  
  69. Once you have all the limbs, go to the Back of Cafeteria, open the door, and attach the parts to the torso.
  70.  
  71. Chapter 1, Part Two
  72.  
  73. Search
  74.  
  75. Try to leave the room. Check on Nao. Go to the Cafeteria and talk to Kai. Pick up the glowing object under the table.
  76.  
  77. Go to the Central Hall and talk to Sou. Return to Back of Cafeteria and move into the Hidden Room. Inspect the object on the table.
  78.  
  79. Talk to Reko/Kanna in the Passage to Bar, and Reko will ask you to find clothes for Kanna. Talk to Joe in the Bar. Go to the Blue Room to get some clothes, and bring them back to Reko in the Passage to Bar.
  80.  
  81. After checking the Hidden Room, talking to Joe, and giving Kanna the clothes, go to the Game Room and you'll see a figure. Follow them into the Red Room.
  82.  
  83.  
  84. Red Room
  85.  
  86. Select the Lighter and light the candle on the left. Pick up the Torn Paper on the table. Pick up the Bottle on the top-right shelf.
  87.  
  88. Check the box on top of the bookcase, then the books, then the box again for the Two Needles. Use the Two Needles on the clock, and set it to the right time for a Phillips Screwdriver. It's 5:15; hour hand to 5, minute hand to 3.
  89.  
  90. If you lit the candle and picked up the Bottle, the teddy bear should be crying. Wipe its tears with the Torn Paper to get the Flathead Screwdriver. Use the Tools (Flathead Screwdriver) to open the box on the right for an Allen Wrench.
  91.  
  92. Use the Tools on the now-bloody floor tile on the left. Pour in the contents of the Bottle, and take the Nail Puller that floats up.
  93.  
  94. With all four tools collected, use the Tools to remove the painting from the wall. Open the locker. Check the person. Leave and go to the Pink Room. Afterward, go to the Central Hall.
  95.  
  96.  
  97. Search 2
  98.  
  99. Enter the "Ro" door. Move to go down the ladder. Check the monitor. You can die in this minigame, so it's recommended you save first. Press the green button to begin.
  100.  
  101. Hold the green button to fill the bar whenever there aren't masks. When masks appear, let go before their eyes open, touch them to repel them, then resume holding the green button. Three hits is a game over. (Note that each face appears on a set "cycle," speeding up as you progress. So when you repel them is irrelevant to when they reappear.)
  102.  
  103. Return to the Central Hall. Go to the Hidden Room and check on Sou. Look at the desk, then choose to check under it. Go to the Bar. (Optionally, talk to Kai in the Cafeteria on the way.)
  104.  
  105.  
  106. Questioning
  107.  
  108. Choose Threat and pick either option.
  109. Choose Inquire and ask his name and occupation.
  110.  
  111. Choose Pacify and ask what he has to say.
  112. Choose Pacify and speak calmly.
  113. Choose Threat and pick "coolly."
  114. Choose Inquire and ask about the kidnappers and why he was hiding.
  115.  
  116. Choose Pacify and ask what he has to say.
  117. Choose Threat and pick "coolly."
  118. Choose Pacify and speak calmly.
  119. Choose Threat and pick "hotly."
  120. Choose Inquire and ask about the sounds, then if he'll help.
  121.  
  122.  
  123. Search 3
  124.  
  125. Go to the second floor and enter the "Mir" room. Tear the wallpaper off the right window. Take the left Light Bulb from the ceiling and place it in the ceiling hole on the right. Take a Flower from the left vase and place it in the right vase.
  126.  
  127. Go to the red "Sp" room on 2F and fill the Bottle with hot water. (If you messed with the scale already, the water may be in the yellow "Sp" room instead.) Back in the mirror room, select the Bottle and pour it on the left ice sculpture.
  128.  
  129. Switch the weight on the left scales, then go to the red "Sp" room to get the Bath Stopper from the drained bath. In the mirror room, place the Bath Stopper on the left scales to balance them.
  130.  
  131. Hang up the Painting (the one from the Red Room, picturing a man) just to the right of the gun painting on the left side. Take the gun paintings from both sides. Hang them back up in the opposite positions: the one labeled "Left" on the right side, the one labeled "Right" on the left side. (The "flip over" option is unnecessary.) The end result should be the left gun facing right, and the right gun facing left, which triggers a scene.
  132.  
  133. Pick up the Spray. Use it on the clean left mirror to make it blurry. Go down to the Blue Room and take the doll you find there. Place the doll in front of one mirror, then check the other mirror and stand in front of it.
  134.  
  135. Exit and go to the newly-opened 2F Back Hallway. Pick up the Kitchen Key. Go down to the Cafeteria, unlock the door, and enter the Kitchen.
  136.  
  137. Check the counters to find the Long Narrow Box. Check Nao. After Nao leaves, check the box that remains.
  138.  
  139. Go to 2F Back Hallway. Enter the codes to open the black and white doors and enter each. From the Long Narrow Box: 380 for black, 612 for white. In the Black Room, check the paper shredder. In the White Room, check the chain.
  140.  
  141. Go back to the 2F Landing for a scene. Go to the Bar and talk to Joe. Go to the Central Hall, then go to 2F Back Hallway and check the center door.
  142.  
  143. Check the screen twice, then the food, then the screen. (Incidentally, if you check the screen again and choose to not leave, it's a game over.) Move to the Main Game Grounds.
  144.  
  145.  
  146. Main Game
  147.  
  148. During the Main Game, you start with 100 Clout, lose 10 for taking wrong discussion actions, and regain 20 for correct ones. If you run out of Clout, you get a game over.
  149.  
  150. Choosing Sou's topic at the start is optional; if skipped, it'll come up later instead. Either way, choose Q-taro's topic.
  151.  
  152. Talk to Gonbee for a new statement. Use Item to present the Long Narrow Box to him.
  153.  
  154. Talk to Kanna for a new statement. Contrast Kanna's new statement with Q-taro's.
  155.  
  156. Talk to Reko for a new statement. Contrast Reko's new statement with Q-taro's.
  157.  
  158. In the Balance Battle, affirm Q-taro's "if you're silent," deny Gin's "didn't see anything," and deny Gin's "Reko's got it wrong." (If you make three wrong choices, the battle is sent back to the first "stage.")
  159.  
  160. Talk to Gin and ask if he has the letter. Present the Torn Paper to him.
  161.  
  162. Select Reko.
  163.  
  164. Present the Long Narrow Box to Nao.
  165.  
  166. Talk to Keiji for a new statement. Contrast Keiji's new statement with Nao's.
  167.  
  168. Talk to Joe. Talk to Nao and ask either option. Contrast Nao and Joe's new statements.
  169.  
  170. Talk to Nao. In the Balance Battle, affirm Nao's "couldn't open the kitchen," affirm Nao's "it was thrown," deny Kai's "I would need a weakness," deny Nao's "had it out for Sou," and affirm Kai's "to steal something."
  171.  
  172. Talk to Sou, and Joe will speak up. Contrast Sou and Joe's statements.
  173.  
  174. In the war of words, you need at least 4 rebuttals to win favor. The correct statements to object to are "Sara's in on it," "sent to a single person," "those three," "Joe would be involved too," and "after all this." However, you advance regardless of whether you "win" this.
  175.  
  176.  
  177. Final Round
  178.  
  179. Choose Keiji's topic.
  180.  
  181. Talk to Joe and have him add his statement. Talk to Gin and have him add his statement. Contrast Joe and Gin's statements.
  182.  
  183. Talk to Nao and have her add her statement. Talk to Keiji and say there is a way. Contrast Nao and Keiji's statements.
  184.  
  185. As indicated, any wrong answer here will be a game over. Present Rulebook 2 to Kai.
  186.  
  187. Chapter 2, Part One
  188.  
  189. There are a number of different options to take and events that can happen in this part. The following sections give information on the various elements throughout. Note that they may spoil you on what can potentially happen.
  190.  
  191. Hallucination Level
  192.  
  193. There are instances throughout the part, generally related to remembering Joe, that cause this to increase. A few are unavoidable @h@(the intro puts you at 20), but most are from choosing a particular choice.
  194.  
  195. Every time the level goes up, you see a hallucination scene. This happens every time for a total of five scenes, the last being a @h@bad ending. You'll only get that far if you hit every single opportunity and never reset the level.
  196.  
  197. After unlocking the Medical Office and looking at Joe in the glass there (you're eventually forced to do so on Day 2, Noon), Safalin @h@offers you use of a machine that resets the Hallucination Level to 0. You can use it up to twice with only minor impact, but if you @h@use it a third time, you get a bad ending.
  198.  
  199. Negotiations and Tokens
  200.  
  201. Your options for each negotiation segment are set in stone, with only slight variation depending on previous actions.
  202.  
  203. Day 1, Morning
  204. Keiji: +20 Keiji, -20 Sara
  205. Gin: +10 Gin
  206. Alice: Discussion about Reko's treasure, agreement to bring him 20 Reko tokens by Day 2, Morning
  207.  
  208. Day 1, Noon
  209. Kanna: Discussion
  210. Reko/Nao: -20 Sara, and either +20 Reko or +20 Nao
  211.  
  212. Day 1, Night
  213. Q-taro: +20 Q-taro, -20 Sara
  214. Reko: Discussion
  215. Gin: +30 Gin
  216.  
  217. Day 2, Morning
  218. Sou/Kanna: Discussion
  219. Nao: Discussion
  220. Alice (if you discussed Reko's treasure): -20 Reko and treasure-buying scene (can also give Alice the tokens the day before)
  221.  
  222. Day 2, Noon
  223. Q-taro: Discussion
  224. Nao: +30 Nao, -30 Sara
  225. Reko (if you haven't done Stay On Target with Reko): +30 Reko, -30 Sara
  226.  
  227. Day 2, Night
  228. Keiji: Discussion
  229. Gin: +20 Gin
  230.  
  231. Day 3, Morning
  232. Q-taro: +40 Q-taro, -10 or -20 Sara (-10 if you already traded 10 by doing an attraction with him). This leads to a bad ending, though you can go buy his personal info - just avoid the Long Stairs.
  233.  
  234. Miscellaneous
  235. Any attraction with Q-taro: +10 Q-taro, -10 Sara (only once, and must have 10 Sara tokens)
  236. Stay On Target with Reko: +30 Reko (removes Reko from Day 2 Noon negotiations, and she's only available as a partner prior to then - basically, you can't do both)
  237.  
  238. Buying Prizes
  239.  
  240. At the Prize Exchange, you can spend 50 character tokens for that character's personal information, 20 tokens for a victim video (three in all), 30 tokens for Clear Chips (up to two, must be bought during "attraction time"), and 10 tokens for the Easy Ticket (makes attractions easier).
  241.  
  242. In practice, you can only actually get enough for personal info on Nao, Q-taro, Reko, and Gin. As for how many you of those can get in one run, it boils down to Nao vs. Reko (since all their trade opportunities have you choose one of those two) and Q-taro vs. Gin (since a necessary Q-taro trade and a necessary Gin trade overlap).
  243.  
  244. Most of the purchases don't have a lasting impact on anything. (And how many tokens you end with has only minor effects on Chapter 2, Part Two.) However, buying Clear Chips will let you skip doing one or two attractions - once you hit 10, you'll advance to the end.
  245.  
  246. Note that the victim video Nao buys and watches with you on the night of Day 2 is not any of the three you can buy.
  247.  
  248. Attraction Mechanics and Minigame Tips
  249.  
  250. There are up to 9 day segments and 9 attractions, and you can't repeat attractions. You get 1 Clear Chip from every attraction except Memory Dance, which gets you 2. This means that "normally," you have to do every attraction to reach 10 - however, you can accept an extra Clear Chip from the Room of Lies, and buy two more from the shop, letting you skip a few attractions.
  251.  
  252. Each attraction has a choice between three partners that offer different bonuses, effectively serving as difficulty levels. You're free to choose whoever you want, as it doesn't matter who gets Clear Chips - it always works out in the end. You can also buy the Easy Ticket from the Prize Exchange for 10 tokens to make the games easier.
  253.  
  254. Note that in most games, you start by controlling Sara, then switch to your partner if you run out of health. I list any notable "effects" Sara has on her own for comparison, the bonuses given by each partner, and the effects of the Easy Ticket. Most partner bonuses are for when you're controlling that partner, so I only note when this is not the case (i.e. effective only when controlling Sara, or effective with either character).
  255.  
  256. If you're using a laptop touchpad or having trouble with rapid clicking, it's recommended you go into Options and enable Minigame Auto-Click, which modifies all minigames to remove most of the clicking.
  257.  
  258. Memory Dance
  259.  
  260. Sara: At 2 health, memorizes the first 3 or 4 moves (3 for first two opponents, 4 for third). At 1 health, she remembers one extra (4 or 5).
  261.  
  262. Kanna: Partial memorization - remembers the first couple moves, a random amount up to half of the total number. (Hard)
  263.  
  264. Reko: Memorizes latter half of moves. As either character, can touch icon to have her perfectly recall moves a single time. (Normal)
  265.  
  266. Gin: While Sara is up, gives her back 1 health after each opponent. Touching icon also recovers, once per opponent. With Gin up, he memorizes the first 3 moves at 3 health, first 5 at 2 health, and first 7 at 1 health. (Hard)
  267.  
  268. Easy Ticket: Reveals moves from the 4th onward. Applied on top of character memorization.
  269.  
  270.  
  271. The first opponent does 3 random moves. (As a rule, even when doing "random moves," none of the opponents will ever do the same move twice in a row, for the sake of visual clarity.)
  272.  
  273. The second opponent starts with either Left Right Left Right, or Right Left Right Left. Following that are 1 to 4 (increases each round) random moves.
  274.  
  275. The third opponent behaves differently between rounds. The first round is 7 random moves.
  276.  
  277. The second round is always Up Right Down Left Up Left Down Right Up Body.
  278.  
  279. The last two rounds are 6 purely-random directions separated by Body each time. For instance: Left (Body) Right (Body) Right (Body) Down (Body) Up (Body) Left. (Note that you can get the same direction "twice in a row" here.) Because of this pattern, you only actually need to memorize the directions.
  280.  
  281. If you have trouble memorizing the moves, I suggest making short-form notes of what they are as they happen (i.e. typing "ubdblbrb"). Remember, there's no time pressure to execute the dance.
  282.  
  283. Charge Card Battle
  284.  
  285. Sara: Reveals 1 random opponent card.
  286.  
  287. Keiji: Every other turn, reveals the opponent's first 2 cards. (Easy)
  288.  
  289. Q-taro: Beam deals 25% more damage. (Hard)
  290.  
  291. Gin: While Sara is up, restores 1 health every 3 turns. Touching icon also recovers, once per opponent. (Normal)
  292.  
  293.  
  294. Opponent 1 AI
  295.  
  296. Card 1: If at 0 energy, 50/50 between Charge and Block. Otherwise, 33/66 between Charge and Block.
  297.  
  298. Card 2: 50/50 between Charge and Block.
  299.  
  300. Card 3: If 3 energy at this point, 50/50 between Beam and Special. Otherwise, Charge.
  301.  
  302. The first opponent never picks an attack card for Cards 1/2, only Card 3. Thus, you'll never take damage if you pick Block as your third card.
  303.  
  304.  
  305. Opponent 2 AI
  306.  
  307. Card 1: Charge.
  308.  
  309. Card 2: If 3 energy at this point, Special. Otherwise, Beam.
  310.  
  311. Card 3: If 3 energy at this point, 50/50 between Beam and Special. If 1 or 2 energy at this point, 60/20/20 between Beam, Charge, and Block. Otherwise, Charge.
  312.  
  313. The second opponent always picks Charge as Card 1 and an attack as Card 2, so be sure to pick Block (or Special, if they won't reach 3 energy) as your second card. If they're out of energy by Card 3, you know you're safe from attack on Card 3.
  314.  
  315.  
  316. Opponent 3 AI
  317.  
  318. Card 1: Player at 0 energy, opponent at 1+ energy: 66/33 between Beam and Charge. Player at 0 energy, opponent at 0 energy: Charge. Player at 1+ energy: 75/25 between Charge and Block.
  319.  
  320. Card 2: If 3 energy at this point, 33/33/33 between Charge, Special, and Block. If 1 or 2 energy at this point, 33/33/33 between Charge, Beam, and Block. Otherwise, Charge.
  321.  
  322. Card 3: If 3 energy at this point, 33/33/33 between Charge, Special, and Block. If 1 or 2 energy at this point, 33/33/33 between Charge, Beam, and Block. Otherwise, Charge.
  323.  
  324. The third opponent will only attack on Card 1 if you're at 0 energy. After that, they're pretty much purely random, though will always Charge (and not Block) if at 0 energy, and will opt for Special over Beam if they have the energy for it.
  325.  
  326. Arm-Wrestling
  327.  
  328. Keiji: Makes attack timing easier (can be slightly below the success line). (Easy)
  329.  
  330. Q-taro: Arm moves twice as much on success. (Normal)
  331.  
  332. Alice: Less mashing necessary for defense. (Normal)
  333.  
  334. Fly Swatter
  335.  
  336. Kanna: Fewer enemies. (Normal)
  337.  
  338. Nao: More time before being attacked. (Normal)
  339.  
  340. Gin: While Sara is up, gives her back 1 health after each opponent. Touching icon also recovers, once per opponent. (Normal)
  341.  
  342. Quick Draw
  343.  
  344. Sou: Reveals the correct weapon in advance. (Easy)
  345.  
  346. Reko: Enemy draws slower after signal. (Normal)
  347.  
  348. Nao: Gives warning 1 second before signal. (Easy)
  349.  
  350. Easy Ticket: Reveals the correct weapon in advance. (Same as Sou's ability.)
  351.  
  352. Runaway Minecart
  353.  
  354. Q-taro: Attack power up - destroys walls and screws in fewer taps. (Hard)
  355.  
  356. Sou: Increases cart speed. (Normal)
  357.  
  358. Gin: Doubles odds of speed-up icons appearing. (Easy)
  359.  
  360. Easy Ticket: Increases cart speed. (Stacks with Sou's ability.)
  361.  
  362. The "events" are simply random chance between the four, with Gin's ability doubling the weight of speed-ups. Not much else to it.
  363.  
  364. Hide and Seek
  365.  
  366. Keiji: No energy drain over time. (Normal)
  367.  
  368. Kanna: Energy increases faster. (Normal)
  369.  
  370. Alice: Warns 1 second before enemies turn. (Easy)
  371.  
  372. Easy Ticket: Energy increases faster. (Stacks with Kanna's ability.)
  373.  
  374. The enemies increase in number as you finish each lever, so getting all the bars near full before finishing one will mean you need to deal with the additional enemies less. Due to the energy drain, though, this is less effective unless you're controlling Keiji.
  375.  
  376. Spirit Shutter
  377.  
  378. Keiji: No energy drain over time. (Normal)
  379.  
  380. Reko: Warns before ghosts appear. (Easy)
  381.  
  382. Nao: Increases energy gained from spirits. (Normal)
  383.  
  384. Easy Ticket: Increases energy gained from spirits. (Stacks with Nao's ability.)
  385.  
  386. Stay On Target
  387.  
  388. Sou: Increases charge speed. (Normal)
  389.  
  390. Reko: Target moves slower. (Easy)
  391. [Warning: Reko can't be picked for this game after Day 2, Noon.]
  392.  
  393. Alice: One extra health. (Normal)
  394.  
  395. Easy Ticket: Switches to easier patterns and increases charge speed. (Stacks with Sou's ability.)
  396.  
  397. The exact mechanics are that the movement starts once you start touching the area, the bar goes up as long as you're holding, and you take damage if the cursor leaves the area afterward. You can let go, but this will stop the charging, and you must keep the mouse cursor inside. (If using a touch screen, the internal cursor will "stay behind" at where you last touched.)
  398.  
  399. If you enable Minigame Auto-Click in Options, you just need to click once to initiate the movement, then keep your cursor inside the bounds, with no need to keep the button held.
  400.  
  401.  
  402. Intro
  403.  
  404. Go to the Lobby and talk to the people there. Optionally, you can then go to the Ruined Corridor and talk to Q-taro, and go to the Relaxation Room and talk to Alice.
  405.  
  406. Go to the Monitor Room and check the second monitor from the right on the middle row. Then check it again. Move to the Prize Exchange and check the receptionist.
  407.  
  408.  
  409. Day 1, Morning
  410.  
  411. Move to the Monitor Room and inspect the cracked monitor. Go to the Ruined Corridor and check the beanie.
  412.  
  413. Choose any of the three attractions and whichever partner you want. For tips on each minigame, consult "Attraction Mechanics and Minigame Tips" up above. Note that losing the minigames is a game over, so always save first.
  414.  
  415. After the attraction, you'll find Sou. Inspect him and the plank on the bed.
  416.  
  417. You can select whoever you want to negotiate token trades with, or choose not to negotiate. Consult "Negotiations and Tokens" for a reference on the choices. You can "Hear a short pitch" without committing to a choice. But if you choose "Discuss," you're locked in; trade discussions give the option to refuse, but if you do so, you won't get to pick someone else.
  418.  
  419. After negotiations, go to the Monitor Room and check on Nao. Choosing "If I were in that situation..." will add 20 to your Hallucination Level. Afterward, leave the room.
  420.  
  421.  
  422. Day 1, Noon
  423.  
  424. Notably, you can ask Mishima questions in the Monitor Room during this segment.
  425.  
  426. Check on Q-taro and Ranger in the Lobby.
  427.  
  428. Go to the Monitor Room and Relaxation Room to reveal three more attractions at each. After opening both, choose to do one of the attractions you haven't done yet (or buy a Clear Chip to skip). Afterward, negotiate with whoever you want.
  429.  
  430. In the medical office, check on the group twice. If you look at what Gin hides, it adds 30 to your Hallucination Level.
  431.  
  432.  
  433. Day 1, Night
  434.  
  435. At this point, you can optionally return to the Medical Office and look at the figure in the glass. This adds 20 to your Hallucination Level. But by returning again and talking to Safalin, she'll let you use a machine to reset it to 0. You can use it twice; the third use leads to a bad ending.
  436.  
  437. Talk to Reko in the Lobby. Inspect the vending machine.
  438.  
  439. Do one of the attractions/buy a Clear Chip, then negotiations.
  440.  
  441. Check the newly-broken monitor.
  442.  
  443.  
  444. Day 2, Morning
  445.  
  446. Talk to Reko in the Lobby. Check the switch on the wall. Enter the door. Check what's on the table and take it.
  447.  
  448. Regarding the choice: It's perfectly fine to accept a Clear Chip from the Room of Lies. The only issue is if you want to see the optional scene on Day 3, Night, since accepting the extra chip may cause you to reach 10 Clear Chips early and skip past it.
  449.  
  450. Do one of the attractions/buy a Clear Chip, then negotiations.
  451.  
  452.  
  453. Day 2, Noon
  454.  
  455. Talk to Kanna in the Lobby. Go to the Ruined Corridor. Check the phone on the floor.
  456.  
  457. If you haven't done the optional scene in the Medical Office yet, you'll be asked to go there now and investigate the "ghost" before doing attractions.
  458.  
  459. Do one of the attractions/buy a Clear Chip, then negotiations.
  460.  
  461. Return to Kanna's Trial Room and look under the bed.
  462.  
  463.  
  464. Day 2, Night
  465.  
  466. Go to the Monitor Room. Go to the Lobby and talk to Keiji and Q-taro. Go to the Ruined Corridor and talk to Kanna.
  467.  
  468. If you choose "even after all my crying," it adds 20 to your Hallucination Level.
  469.  
  470. Do one of the attractions/buy a Clear Chip, then negotiations.
  471.  
  472. Go to the Prize Exchange. Go to the Monitor Room.
  473.  
  474.  
  475. Day 3, Morning
  476.  
  477. Go to the Lobby and talk to Alice.
  478.  
  479. Do one of the attractions/buy a Clear Chip, then negotiations. Successfully trading with Q-taro here leads to a bad ending once you go to the Long Stairs.
  480.  
  481.  
  482. Day 3, Noon
  483.  
  484. Talk to Ranger in the Lobby.
  485.  
  486. Do one of the attractions/buy a Clear Chip. If you negotiate, it adds 20 to your Hallucination Level. (If you've hit every increase and never reset the level, this is where you'll get the bad ending.)
  487.  
  488. If you hit 10 Clear Chips early (by accepting the Room of Lies bonus and doing Memory Dance not-last), you'll skip ahead to the end of the Sub-Game instead of doing the Night segment.
  489.  
  490.  
  491. Day 3, Night
  492.  
  493. Note that you'll skip over this segment (about all you miss is the Ranger "negotiation" scene) if you reached 10 Clear Chips early.
  494.  
  495. Do one last attraction or buy a Clear Chip. Talk to Ranger at negotiations.
  496.  
  497.  
  498. Means of Rescue
  499.  
  500. During this discussion, using Extract (with some exceptions) or choosing wrong with Conflict or Item passes time. Scenes trigger at certain time intervals, but they don't have any impact until the last one - if you fully run out of time, you proceed on an alternate story branch.
  501.  
  502. Click here for spoiler details on the timer mechanics.
  503.  
  504.  
  505. Choose Nao's topic.
  506.  
  507. Talk to Reko and choose "a trick in the room." Talk to Nao. Contrast Reko and Nao's statements.
  508.  
  509. Talk to Reko and choose "person." Talk to Nao and choose "weight." Contrast Reko and Nao's statements.
  510.  
  511. Talk to Reko. Talk to Nao and choose "the high-placers aren't here." Contrast Reko and Nao's statements. Touch the floor tile one back and left from where Reko is standing.
  512.  
  513. Talk to Reko. Talk to Nao. Contrast Reko and Nao's statements.
  514.  
  515. Present the Web of Happiness to Keiji.
  516.  
  517. Talk to Nao, ask for details, and ask for Keiji's statement. Contrast Reko and Keiji's statements.
  518.  
  519. Talk to Kanna. Talk to Sou and pick Ranger. Contrast Kanna and Sou's statements.
  520.  
  521. Present the Web of Happiness to Sou.
  522.  
  523. In the war of words, the correct statements to object to are "I've been with Alice," "split the stuff equally," any of the three, "Ranger's word games," and "ain't that everybody?" But actually, how many you answered correctly has no impact.
  524.  
  525. Talk to Reko and choose "sing a song." Present the Band Breakup Article to Reko.
  526.  
  527. In the sequence that follows, you can either push the fake Reko, or you can right-click (two-finger tap on mobile) for a cancel prompt. Not pushing her will put you on the same branch as if you ran out of time.
  528.  
  529. Chapter 2, Part Two
  530.  
  531. Intro
  532.  
  533. Check the board or the shredder. Wait until the Move command appears, and choose "Run." Check the laptop, then the collapsed Sou once he's finished bleeding. Choose Run. Pick up the frying pan. Choose Run.
  534.  
  535.  
  536. Search
  537.  
  538. Go to the Long Stairs, Lobby, then Medical Office. Talk to Gin and Keiji. Return to the Lobby, then Your Bedroom. Talk to Keiji.
  539.  
  540. Go to the Lobby. Activate Keiji's ability and check Nao. Go to the Ruined Corridor, then Room of Rubble. Go into the new passage.
  541.  
  542. Talk to Keiji. Go to the Bar and read the blackboard using Keiji's ability. Optionally, by using Keiji's ability, you can find Victim Disk E in the Blue Room (accessed from Game Room), and Victim Disk F in the Hidden Room (accessed from Back of Cafeteria).
  543.  
  544. Go to Back of Cafeteria. Use Keiji's ability to see writing on the door. Check the doorknob. Attempt the lock and input "9" to unlock the door. (Getting it wrong is a game over.) Enter the Pink Room. There, activate Keiji's ability and enter the vent.
  545.  
  546. Check the figure on the right wall. Check the computer monitor to watch a video playing on it. Check the open drawer in the center and look through it for the 1F Security Footage. Check the monitor again to play the footage. If you picked up the Victim Disks, you can check the monitor once more to watch them.
  547.  
  548. Once you're done, return to the Pink Room. Head to the Cafeteria and take the key on the table.
  549.  
  550. Go to the Monitor Room and check the machine in front. Check all seven working monitors.
  551.  
  552. Go to the Long Stairs, and either talk to Safalin or try to enter the Room of Lies. Go to the Lobby. If there's a scene occurring there, check on it. Otherwise/afterwards, talk to Sou.
  553.  
  554. Read the bottom-right file, "To Miss Sara." This gives you the password to the locked "Sara" folder. Reading "[Important] Background Check File" in the Sara folder will advance the story. All the other files are optional.
  555.  
  556. If you have at least 50 non-Sara tokens (starting from this part via Chapters gives you 50), you'll go to your room. Otherwise, you'll just skip over this part. Check both chairs, under the bed, and on the bed.
  557.  
  558. You may want to save before confronting the hallucination, since you can get a game over. As hands appear, tap them a few times to repel them.
  559.  
  560.  
  561. Search 2
  562.  
  563. Go to the Long Stairs. Pick up the Victim Video on the stairs. Go to the Medical Office. Talk to Nao, then activate Gin's ability and check the glass door. Enter the passage.
  564.  
  565. Activate Gin's ability and check the scent in the empty space. Move to Doll Storage Depths. Check the head on the table. Exit to the Medical Office.
  566.  
  567. Optionally, talk to Keiji in the Lobby. Go to the Ruined Corridor. Repeatedly touch the heart until the minigame ends. Go to the Lobby, then Nao's Bedroom.
  568.  
  569. Talk to Nao and Sou. Go to the Medical Office for a scene. Talk to Keiji and Kanna in the Ruined Corridor. Go to the Room of Rubble. Check Q-taro, pick up the Tablet and Stun Gun, and check Q-taro again. Go to the Lobby, and everyone should assemble.
  570.  
  571. Talk to Nao. Go to the Monitor Room. Touch the top of the ladder and go up. Talk to Sou. Read the book and papers on the table. Talk to Sou again. Save in case of a game over, then talk to Sou to begin a minigame. Touch the monitors when they turn red.
  572.  
  573. Go to the Monitor Room. Go to the Lobby. Go to the Long Stairs and check the vending machine. Check the passage and enter it. At the top, check the corridor and proceed.
  574.  
  575. Talk to Keiji, Sou, and Nao. Then return to the Stairs. (If you talked to Nao last, you have to leave and come back.)
  576.  
  577. Touch the screen. Move to the Main Game Grounds.
  578.  
  579.  
  580. Main Game
  581.  
  582. Like the first Main Game, you have Clout. You lose 10 for taking wrong discussion actions and regain 20 for correct ones. If you run out, you get a game over.
  583.  
  584. Choose Keiji's topic.
  585.  
  586. View Sou's statement, and Kanna's face will change while it's up - click on her. Succeed at the minigame. (Failing loses you Clout, but with each failure, it gets easier to succeed.)
  587.  
  588. Talk to Kanna. Talk to Nao. Contrast Kanna and Nao's statements.
  589.  
  590. Talk to Q-taro. Present the 1F Security Footage to him.
  591.  
  592. Talk to Sou. Present the Stun Gun to him.
  593.  
  594. Talk to Nao. Either present the Victim Video to Nao, or talk to Gin too and contrast Gin and Nao's statements.
  595.  
  596. In the war of words, you need at least 3 rebuttals to win favor. The correct statements to object to are "everybody knows it," "saw it alone," "no good to suspect," "no difference," and "no relation." If you succeed, the following scene offers more detail, but that's about it.
  597.  
  598. Talk to Sou. View his new statement, and click on Q-taro's face.
  599.  
  600.  
  601. Final Round
  602.  
  603. Talk to Gin. Contrast Gin and Q-taro's statements.
  604.  
  605. Talk to Reko/Alice. View their new statement, and click on Q-taro's face. Succeed at the minigame.
  606.  
  607. In the Balance Battle, affirm Keiji's "Q-taro couldn't," affirm Sou's "just take a peek," affirm Keiji's "started to negotiate," deny Keiji's "must've let him in," and affirm Keiji's "slipped the tablet under."
  608.  
  609. Talk to Q-taro. Talk to Gin. Contrast Q-taro and Gin's statements; this will change Sou's statement. Talk to Keiji, and contrast Keiji and Sou's statements.
  610.  
  611. Talk to Q-taro. Present the Tablet to Q-taro.
  612.  
  613. Talk to Gin. Contrast Gin and Keiji's statements.
  614.  
  615. Talk to Kanna and question her. Talk to Gin. Contrast Kanna and Gin's statements.
  616.  
  617. Talk to Kanna.
  618.  
  619. Talk to Q-taro. Talk to Nao. Contrast Q-taro and Nao's statements.
  620.  
  621. Talk to Kanna and say "there isn't." Present the Four Papers to Kanna.
  622.  
  623. Talk to Gin. Talk to Sou. Contrast Gin and Sou's statements.
  624.  
  625. View Sou's statement and click on Keiji's face. Succeed at the minigame.
  626.  
  627. Talk to Sou. Talk to Nao. Contrast Sou and Nao's statements.
  628.  
  629. Talk to Sou. Talk to Kanna. Contrast Sou and Kanna's statements.
  630.  
  631. Outcomes for the vote: Voting for Nao gives you Ending 1. Voting for Sou or Kanna leads to separate branches. You can't vote for Keiji.
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