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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. 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.") Talk to Gin and ask if he has the letter. As for how many you of those can get in one run, it boils down to Nao vs. Either present the Victim Video to Nao, or talk to Gin too and contrast Gin and Nao's statements. 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. Talk to him again, and he'll discover the 1000-Yen Bill. Return to Back of Cafeteria and move into the Hidden Room. Talk to Reko/Kanna in the Passage to Bar, and Reko will ask you to find clothes for Kanna. Go to the Blue Room to get some clothes, and bring them back to Reko in the Passage to Bar. Check the box on top of the bookcase, then the books, then the box again for the Two Needles. Choose Threat and pick "hotly." Choose Inquire and ask about the sounds, then if he'll help. Take a Flower from the left vase and place it in the right vase. Check the screen twice, then the food, then the screen. (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. In the Bar, move the rightmost stool and open the sliding door on the side of the counter. Keep talking to Mishima in the Bar to give him the Cigar, Cigar Cutter, and Lighter. Choose Threat and pick "coolly." Choose Inquire and ask about the kidnappers and why he was hiding. Choose Threat and pick "coolly." Choose Pacify and speak calmly. Take the left Light Bulb from the ceiling and place it in the ceiling hole on the right. Go to the Central Hall, then go to 2F Back Hallway and check the center door. Most of the purchases don't have a lasting impact on anything. Gin (since a necessary Q-taro trade and a necessary Gin trade overlap). The correct statements to object to are "everybody knows it," "saw it alone," "no good to suspect," "no difference," and "no relation." Talk to Gin. Talk to Keiji, and contrast Keiji and Sou's statements. 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.

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. Placed in life-and-death situations, they must come to an agreement about what they should do - and who should die. The third opponent behaves differently between rounds. The second round is always Up Right Down Left Up Left Down Right Up Body. Card 3: If 3 energy at this point, 50/50 between Beam and Special. (Note: Nankidai has allowed this translation, but has asked it be stated as "unofficial" simply because they don't know English well enough to verify its accuracy.) WARNING: This game contains plenty of death and blood, and deals with heavy subject matter. Content Severity: Severe Click here for content warnings. The last two rounds are 6 purely-random directions separated by Body each time. (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. Card 3: If 3 energy at this point, 50/50 between Beam and Special. The first opponent never picks an attack card for Cards 1/2, only Card 3. If 1 or 2 energy at this point, 60/20/20 between Beam, Charge, and Block. 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. 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.

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