Death note dating sim walkthrough
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.
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. (Easy) Easy Ticket: Reveals the correct weapon in advance. Due to the energy drain, though, this is less effective unless you're controlling Keiji. (Normal) Easy Ticket: Switches to easier patterns and increases charge speed. (Getting it wrong is a game over.) Enter the Pink Room. Talk to Nao, then activate Gin's ability and check the glass door. Activate Gin's ability and check the scent in the empty space. 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. Check the hanging sandpaper to whittle the key down, and use the green key on the lock. With all four tools collected, use the Tools to remove the painting from the wall. You can also buy the Easy Ticket from the Prize Exchange for 10 tokens to make the games easier. Go to the Long Stairs and check the vending machine. Naturally, you'll get a game over if you run out of time. Examine the key in your inventory to notice the green showing at the end. Talk to the Frightened Girl and choose "Gently calm her down." Once you've spoken with everyone else, talk to the Frightened Girl again. " from the Central Hall) and take the Lighter and Dart. After giving the Dummy Bullets to Keiji for inspection, try to leave the Blue Room. 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. 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. Pour in the contents of the Bottle, and take the Nail Puller that floats up. (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. Place the doll in front of one mirror, then check the other mirror and stand in front of it. You're free to choose whoever you want, as it doesn't matter who gets Clear Chips - it always works out in the end.