Your turn to die загадка с часами
Обновлено: 05.11.2024
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Chapter 1, Part One
Opening
Touch the screen a few times.
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.
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.
The First Trial
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.
Introductions
Look at the left, middle, and right groups. Check the middle group again.
Search
Go to the Cafeteria (last ". " from the Central Hall) and take the Lighter and Dart.
Go to the Back of Cafeteria. Check the door and enter. Check the right stuffed animals in the Pink Room for Dummy Bullets.
In the Smoking Area Hallway (second ". " from the Central Hall), check the vending machine to find a Cigar.
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.
After giving the Dummy Bullets to Keiji for inspection, try to leave the Blue Room.
Decide Challenger
Russian Roulette
You should save before starting in case of a game over.
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.
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.
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.
Search 2
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.
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.)
Once you have all the limbs, go to the Back of Cafeteria, open the door, and attach the parts to the torso.
Chapter 1, Part Two
Search
Try to leave the room. Check on Nao. Go to the Cafeteria and talk to Kai. Pick up the glowing object under the table.
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.
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.
Red Room
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.
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.
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.
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.
Search 2
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.)
Questioning
Choose Threat and pick either option.
Choose Inquire and ask his name and occupation.
Choose Pacify and ask what he has to say.
Choose Pacify and speak calmly.
Choose Threat and pick "coolly."
Choose Inquire and ask about the kidnappers and why he was hiding.
Choose Pacify and ask what he has to say.
Choose Threat and pick "coolly."
Choose Pacify and speak calmly.
Choose Threat and pick "hotly."
Search 3
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.
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.
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.
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.
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.
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.
Check the counters to find the Long Narrow Box. Check Nao. After Nao leaves, check the box that remains.
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.
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.
Main Game
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.
Talk to Gonbee for a new statement. Use Item to present the Long Narrow Box to him.
Talk to Gin and ask if he has the letter. Present the Torn Paper to him.
Select Reko.
Present the Long Narrow Box to Nao.
Final Round
As indicated, any wrong answer here will be a game over. Present Rulebook 2 to Kai.
Chapter 2, Part One
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.
Hallucination Level
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.
Negotiations and Tokens
Your options for each negotiation segment are set in stone, with only slight variation depending on previous actions.
Day 1, Morning
Keiji: +20 Keiji, -20 Sara
Gin: +10 Gin
Day 1, Noon
Kanna: Discussion
Reko/Nao: -20 Sara, and either +20 Reko or +20 Nao
Day 1, Night
Q-taro: +20 Q-taro, -20 Sara
Reko: Discussion
Gin: +30 Gin
Day 2, Morning
Sou/Kanna: Discussion
Nao: Discussion
Day 2, Noon
Q-taro: Discussion
Nao: +30 Nao, -30 Sara
Day 2, Night
Keiji: Discussion
Gin: +20 Gin
Day 3, Morning
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.
Miscellaneous
Any attraction with Q-taro: +10 Q-taro, -10 Sara (only once, and must have 10 Sara tokens)
Buying Prizes
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).
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.
Attraction Mechanics and Minigame Tips
Memory Dance
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).
Kanna: Partial memorization - remembers the first couple moves, a random amount up to half of the total number. (Hard)
Reko: Memorizes latter half of moves. As either character, can touch icon to have her perfectly recall moves a single time. (Normal)
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)
Easy Ticket: Reveals moves from the 4th onward. Applied on top of character memorization.
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.)
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.
The third opponent behaves differently between rounds. The first round is 7 random moves.
The second round is always Up Right Down Left Up Left Down Right Up Body.
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.
Следующая загадка
This is a complete walkthrough for the English translated version of Kimi ga Shine: Tasuketsu Death Game, known as Your Turn to Die: Death Game By Majority. The goal is to provide a comprehensive guide to aid players while trying to remain as spoiler free as possible.
Your Turn to Die is a visual novel adventure game. Besides the negotiation tactics employed in the discussion sections, each chapter of YTTD also has a number of minigames. Chapter 1 has a few escape room-style puzzles. Chapter 2 has single-player party games. Chapter 3 has turn-based strategy battles with 3-1B having a few spot-the-difference puzzles.
Следующая загадка
Your Turn To Die -Смертельная Игра решением большинства- (Kimi ga Shine) бесплатная игра в жанре хоррор/приключения/переговоры, разработанная Nankidai и сделанная в RPG Maker MV. На данный момент она заканчивается на Главе 3- 1B. Перевод продолжится, когда будет обновлена английская версия игры.
Сара Чидоин поздно возвращается домой из школы, чтобы обнаружить, что произошло нечто ужасное. Когда она открывает глаза, то оказывается в ловушке в загадочном месте вместе со своим другом Джо и ещё 9 людьми.
В ситуациях, полных смертельной опасности, они должны решать, что им делать, и кто из них умрёт.
Пожалуйста, прежде чем сообщать об ошибке или спрашивать что-то, прочтите часто задаваемые вопросы.
У игры есть спин-офф — Your Time To Shine: Island Existence.
Следующая загадка
Съедает тоска по Ронпе и после неё все смертельно опасные игры кажутся халтурой? Тогда самое время запустить "Your turn to die"! (бла-бла, инфа о разрабе).
Таинственное похищение, смертельная игра. Нагито?! (нужна спина профессора или ещё круче оформить можно со скринами, хотя я думаю, что это будет слишком громоздко) — ТЫ выбираешь того, кто умрёт следующим! Звучит знакомо? Но это не пародия и не плагиат, а новый глоток жизни.
Всем любителям Ронпы настоятельно предлагаем ознакомиться с новой игрой по типу.. Тааак, теперь мне нужна твоя помощь. Она сделана в рпг-мэйкере, насколько знаю. Типа визуальная новелла с мини-играми, но на сайте написано: negotiation/horror/adventure game. Хммммммммм.
Ладно, короче, коротенькое вступление, чтобы посадить на крючок. А потом коротко о сюжете, наверное?
Предупредить, что чуток скримеров, чуток хоррора. Что есть разветвления.
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