Death note dating sim walkthrough

20-Oct-2020 15:34

If you have trouble memorizing the moves, I suggest making short-form notes of what they are as they happen (i.e. Remember, there's no time pressure to execute the dance. Keiji: Every other turn, reveals the opponent's first 2 cards. (Hard) Gin: While Sara is up, restores 1 health every 3 turns. (Normal) Card 1: If at 0 energy, 50/50 between Charge and Block. Thus, you'll never take damage if you pick Block as your third card. If they're out of energy by Card 3, you know you're safe from attack on Card 3.

Card 1: Player at 0 energy, opponent at 1 energy: 66/33 between Beam and Charge. Player at 1 energy: 75/25 between Charge and Block. Repeatedly touch the heart until the minigame ends.

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. Save in case of a game over, then talk to Sou to begin a minigame.

Note that in most games, you start by controlling Sara, then switch to your partner if you run out of health.

Reko (since all their trade opportunities have you choose one of those two) and Q-taro vs. In the war of words, you need at least 3 rebuttals to win favor. View their new statement, and click on Q-taro's face. 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." Talk to Q-taro. Contrast Q-taro and Gin's statements; this will change Sou's statement.

Note that they may spoil you on what can potentially happen.

" Use VS to contrast Keiji's new statement with Q-taro's. Use the dart-loaded Revolver on the dartboard in the Game Room to win the Left Leg. Wipe its tears with the Torn Paper to get the Flathead Screwdriver. So when you repel them is irrelevant to when they reappear.) Return to the Central Hall. Switch the weight on the left scales, then go to the red "Sp" room to get the Bath Stopper from the drained bath. You get 1 Clear Chip from every attraction except Memory Dance, which gets you 2. You lose 10 for taking wrong discussion actions and regain 20 for correct ones.

Inspect the Dart or Revolver in your inventory, then choose to combine them. If you lit the candle and picked up the Bottle, the teddy bear should be crying. When masks appear, let go before their eyes open, touch them to repel them, then resume holding the green button. (Note that each face appears on a set "cycle," speeding up as you progress. (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. Enter the codes to open the black and white doors and enter each. During the Main Game, you start with 100 Clout, lose 10 for taking wrong discussion actions, and regain 20 for correct ones. Choosing Sou's topic at the start is optional; if skipped, it'll come up later instead. There are up to 9 day segments and 9 attractions, and you can't repeat attractions. View Sou's statement, and Kanna's face will change while it's up - click on her. (Failing loses you Clout, but with each failure, it gets easier to succeed.) Talk to Kanna.

Talk to everyone (using Extract) as they're available to get their introductions. Check the right stuffed animals in the Pink Room for Dummy Bullets. " from the Central Hall), check the vending machine to find a Cigar. Check the doll sitting on the chair up top for the Revolver, and talk to Keiji for the Live Bullets. 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." You should save before starting in case of a game over. Use the Tools on the now-bloody floor tile on the left. 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. Hang them back up in the opposite positions: the one labeled "Left" on the right side, the one labeled "Right" on the left side. Go down to the Blue Room and take the doll you find there. Go down to the Cafeteria, unlock the door, and enter the Kitchen. Each attraction has a choice between three partners that offer different bonuses, effectively serving as difficulty levels.

In the war of words, you need at least 3 rebuttals to win favor. (If you lose the Dart by throwing it, it reappears in the Cafeteria.) Once you have all the limbs, go to the Back of Cafeteria, open the door, and attach the parts to the torso. Use the Tools (Flathead Screwdriver) to open the box on the right for an Allen Wrench. In the mirror room, place the Bath Stopper on the left scales to balance them. 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. (If you talked to Nao last, you have to leave and come back.) Touch the screen. Put the 1000-Yen Bill in the Passage to Bar vending machine for the Left Arm. After checking the Hidden Room, talking to Joe, and giving Kanna the clothes, go to the Game Room and you'll see a figure. Select the Lighter and light the candle on the left. Use the Two Needles on the clock, and set it to the right time for a Phillips Screwdriver. You can die in this minigame, so it's recommended you save first. Hold the green button to fill the bar whenever there aren't masks. (Optionally, talk to Kai in the Cafeteria on the way.) Choose Threat and pick either option. Go to the red "Sp" room on 2F and fill the Bottle with hot water. (Incidentally, if you check the screen again and choose to not leave, it's a game over.) Move to the Main Game Grounds. 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.

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