Прохождение your turn to die 3 глава

Обновлено: 02.07.2024

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.

06.07.2021 14:14 139990 yang Последняя версия: 04.10.2021 14:24

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.

This is a walkthrough for Chapter 3, Part One, Section B of Kimi ga Shine: Tasuketsu Death Game. It attempts to be as spoiler free as possible.

Contents

Guide

Exploration 1

  • Click/touch the black screen a few times to pound the wall.
  • Talk to Midori. Talk to Ranmaru.
  • Touch the center coffin and choose "Talk to him." Touch the collar. Touch the lit monitor on the right.
  • Attempt to Move to somewhere.
  • Move to → [5F] Security office. Investigate the right monitor. Investigate the console.
  • Move to → Office space. Touch the sparkling cabinet in the back.
  • Move to → [4F] Cemetery. Talk to Mai. Talk to Q-taro.
  • Move to → Security office. Touch console. "Examine" all the lit monitors. Choose "Pairing" then "Turn off" on the second monitor. Choose "Close shutter" on the right monitor.
  • Move to → [4F] Cemetery. Talk to Hinako.
  • Move to → [5F] Classroom. Pick up the items that are on the desk on the right.
  • Move to → Security office. Touch console. Talk to the AI and choose a topic. Talk to AI again and choose the other topic.
  • Optional: Move to → Library. Take Green Books.
  • Move to → [4F] Bathrooms. Touch door.

Obstructor Maple 1

If you don't get the ID card within 7 turns, it's a game over.

  1. Select Ranmaru to be a decoy.
  2. Select Sara to pound on the door.
  3. Select Sara to get behind Maple. At turn 3, Maple should be Happy. Choose "Push the yellow button."

Notes: if you made a mistake and didn't finish in 3 turns:

  • Maple's emotional pattern is Angry → Sad → Happy.
  • Sara can only get behind Maple when Maple is not Angry. If Maple is Angry, skip the turn or have Ranmaru act as decoy.
  • When Sara is behind Maple: blue button (when Sad), yellow button (when Happy).

Obstructor Maple 2

The friendship meter needs at least 3 positive reactions (

60% of the bar) before you can reconcile.

If you don't raise the meter high enough within 13 turns, someone will be even more injured than they would otherwise be, and will die later.

  1. When Sad have:
    • Ranmaru give the letter back.
    • Sou/Kanna give back the handkerchief. (After you get it when she's Happy.)
  2. When Happy have:
    • Sou/Kanna accept the handkerchief if offered.
    • Hinako chat.
    • Kurumada tell jokes.
  3. When Angry have:
    • Q-taro tell jokes.
    • Reko/Alice be quiet and listen.
  4. When bar is at least 60% full have:
    • Anzu/Sara reconcile.
      • Note: As long as the meter is high enough, reconciling isn't actually necessary to "beating" the battle.

Kurumada if you succeed vs. Kurumada if you take more than 13 turns.

Exploration 2

  • Move
  • Move to → Locker room.
  • Move to → Elevators. Touch elevators.
  • Move to → Security office. Touch console. Use the Coffin Control System (right monitor). Choose "Shutter controls" then "Coffin controls."
  • Move to → Elevators. Touch elevators.
  • Attempt to Move.
  • Move to → Security office. Talk to AI. Choose "In the locker room."

The lantern in the locker.

  • Move to → Locker room. Open bottom-left locker. Pick up the object inside. Click on the object that's now inside your inventory and turn it on.

Locker room puzzle

If you don't solve the puzzle within 5 gravity increases it's game over.

  • Click the Lantern and "Turn on."
  • The Lantern shows the rooms on the Floor 5 map on the left and the rooms on Floor 4 on the right. You just need to match up the items that fall on the floor to the corresponding locker.
  • Gravity increases:
    • Using the Lantern passes time. Doing so 3 times increases the gravity.
    • Make a mistake increases gravity immediately.

    Exploration 3

    • "Go inside" the doorway.
    • Investigate the drawers on the left hand desk. Investigate the safe on the floor and open it. Investigate the giant charger in the center of the room.
      • If Kurumada isn't with you, Move to → Elevators → Locker room. Enter doorway. Investigate charger.

      Electric conduit puzzle

      You need Ranmaru to overfill his charge three times to win. If one of the others passes out, you lose, and someone will have a delayed death.

      • Note: Choosing "Clear my charge first" has everyone start at level 1 charge.
      • The wiring pattern is randomly generated so there are only a few tips to keep in mind:
        • Concentrate on giving Ranmaru the charge for the most part.
        • Keep an eye on the others so they don't faint, which will happen if they get shocked/charged above Red health (3 times). They can be reset by giving the charge to someone else on their conduit.
        • The "Up Next" screen shows how many will be charged next.

        Exploration 4 (What happened to Keiji?)

        • Move
        • Move to → Elevators. Touch open elevator and get on.
        • Move to → Cemetery. Touch the card reader and use the ID. Touch the opening to "Proceed."
        • Touch the center coffin. (x2)
        • Move to → Gallery. Touch Maple.
        • Move to → Gate.
        • Move to → Locker room. User lantern. Investigate the left side's center locker.
        • Move to → Gallery. Investigate the painting of the school above the left doorway. (x2) Touch Ranmaru. Choose "Press the switch."
        • Move to → Locker room. "Go inside" passage.
        • Touch the red switch and "Press the switch." Investigate the room: door, vending machine,
        • Move to → Boxing ring. Use lantern. Investigate debris.
        • Move to → Cemetery. Talk to Ranmaru.
        • Move to → Gallery → Elevators → Locker room. Try to enter operating room.
        • Move to → Elevators. Touch elevators.
        • Move to → Classroom. Investigate teaching podium. Choose "Approach."

        Fight.

        1. Select Sara to talk.
        2. Select Sara to talk.
        3. Select Sara to talk.

        Exploration 5

        Order in which to close the coffins.

        Obstructor Maple 3

        If you don't win the battle/drain the energy bar within 11 turns someone will die.

        -Some actions will destroy an AI, and in turn makes it impossible to remove energy from them. So, it's not recommended you go for these actions.
        -The Obstructor starts at 100 energy. When it starts up a different AI at the beginning of a turn, it uses up 5 energy. (That's also why destroying an AI is self-sabotaging.)
        -You can't use a person on the same AI twice.

        1. Any AI
          • Select Gin to use splash: -20 energy (One-time use)
        2. Angry AI
          • Select Q-taro to use invitation: -10 energy
          • Select Reko/Alice to use provocation: -10 energy
        3. Sneering AI
          • Select Hinako to use intimidation: -10 energy
          • Select Reko/Alice to use provocation: -10 energy
        4. Sorrowful AI
          • Select Q-taro to use invitation: -10 energy
          • Select Kanna/Sou to use persuasion: -10 energy
        5. Frightened AI
          • Select Hinako to use intimidation: -10 energy
          • Select Kanna/Sou to use persuasion: -10 energy
        6. Attack an AI one more time.

        These will destroy an AI:

        • Select Kurumada to use his fists. (One-time use)
        • Select Mai to throw her knife. (One-time use)

        Pre-Banquet

        • If Sou Lives : Move to → Cemetery.
        • If all Dummies are alive: Talk to Q-taro. Talk to Kurumada. Talk to Reko/Alice ( Kanna Lives ). Talk to Kurumada again.
        • Talk to everyone else if you want.
        • Talk to Q-taro and choose "Talk" then "I'm prepared."
        • Touch the center coffin and choose "Try to open it."
        • Move to → Gate. Touch doorway and "Go inside."
        • Pick either coffin. "Proceed."
        • Talk to the host. Investigate the very left or right coffins.

        Banquet

        It's recommended you save before proceeding since there is a game over if you let your Mind reach 0 or don't deal the final blow. You start with 100 Mind, lose 10 for making mistakes, and regain 20 for correct actions.

        • Choose Q-taro's topic.
        • Click on Item and present the Lantern to whoever speaks up.
        • Click on Lantern.
        • Extract Anzu/Hinako's statement. Choose "Five."
        • Extract Q-taro's statement. VS Q-taro and Anzu/Hinako's statements.
        • Extract Ranmaru/Hinako's.
          • Note: If Hinako, she needs to be pressed.
          • Extract Gin's statement.
          • Extract Reko/Alice/Q-taro's statement. VS Reko/Alice/Q-taro and Gin's statements.
          • Choose "Both glow."
          • Touch any part of the platform with the number screens.
          • Select any of the glowing coffins.
          • Choose "The lamp's color."
          • Present the Note to Kanna/Sou.
          • Choose "The start of the game."
          • Extract Hinako's statement.
          • Present the ID Card to Hinako.
          • Extract Mai/Q-taro's statement. Choose "Do you have any ideas?"
          • Extract Hayasaka/Gin's statement. VS Hayasaka/Gin and Mai/Q-taro's statements.
          • Choose "The gloves didn't fit."
          • Choose "Midori is human."
          • Select one of the glowing coffins.
          • Potential deaths:
            • Target a coffin you used the hint on: Hayasaka
            • Target a different coffin from the one you used a hint on: Kurumada
            • Extract Midori's statement until he moves on.
            • Extract Gin's statement.
            • Extract Ranmaru/Q-taro's statement. VS Ranmaru/Q-taro's statement and Gin's statements.
            • Extract Q-taro's statement. Choose "The gallery."
            • Present the Lantern to Q-taro.
            • Select the painting of "Hinako."
            • Extract Reko/Alice/Gin's statement. VS Reko/Alice/Gin and Q-taro's statements.
            • Extract Reko/Alice/Q-taro's statement.
            • Present the Voice Recorder to Reko/Alice/Q-taro.
            • Use hint on one of the glowing coffins that doesn't have a hint yet.
            • Target a coffin you used a hint on. (Either the one you just selected, or the first hint coffin if you didn't hit it already.)
            • Potential deaths:
              • Target the coffin you just used a hint on: Mai
              • Target the coffin you first used a hint on: Hayasaka
              • Extract Q-taro's statement.
              • Extract Gin's statement. VS Gin and Q-taro's statements.
              • Extract Q-taro's statement again.
              • Use the Lantern on Q-taro.
              • Select Hinako's last words ("This. c. ").
              • Extract Kanna/Sou's statements. VS Kanna/Sou and Q-taro's statements.
              • Select "It was a non-glowing coffin."
              • Extract everyone's statements.
              • Use hint on a non-glowing coffin that hasn't been destroyed.
              • Target a non-glowing coffin that has no hint.

              War of Words

              • "There's no way Keiji's inside."
              • "Those dying moments of the six Dummies. "
              • "Or maybe. Shin? That traitor. "
              • "The coffins identify contents by the type of collar, all told. "
              • "My collar, which was in the control room!"

              Lost memories

              The way to retrace the characters lost memories is a spot-the-difference mini-game. Using a spotlight on the right side, you find what's different in comparison the the right. Once you see a difference, click on it on the left side.


              Reko's false memory.

              • Move to → Locker room. Talk to Reko and choose "Use lantern."
              • Click on:
                1. Reko.
                2. The sky in the background.
                3. The vines on the far right.
                4. The sheet music on the table.
                5. The guitar case on the ground.
                6. The corner of the building on the right.
                7. The man's face who Reko is meeting with.

              Alice


              Alice's false memory.

              • Move to → Locker room. Talk to Alice and choose "Use lantern."
              • Click on:
                1. The spot below the poster on the wall.
                2. The trash can next the guard.
                3. Around Alice's left hand.
                4. The floor next to the ladder.
                5. On the cell bars next to Alice's head.
                6. The emblem like design next to the plate that says "Cell 3" above the cell bars.
                7. The guard's face.

              Kanna


              Kanna's false memory.

              • Move to → Library. Talk to Kanna and choose "Use lantern."
              • Click on:
                1. Kugie's right shoulder.
                2. The green ice cream.
                3. The light hanging from the ceiling.
                4. The scenery outside the window.
                5. The paper ice cream cones on the wall in the corner of the room.
                6. The empty back wall of the room in the center.
                7. The clerk's face.


              Sou's false memory.

              • Move to → Library. Talk to Gin and choose "Use lantern."
              • Click on:
                1. The left photo of Sou on the shelf above Midori's head.
                2. The screen of the top-left monitor.
                3. The second note on the wall, next to the top-right monitor.
                4. Sou's neck.
                5. The heater in the foreground, on the right-hand corner.
                6. The briefcase on the floor.
                7. Midori.


              Gin's false memory.

              • Move to → Police box. Talk to Gin and choose "Use lantern."
              • Click on:
                1. Gin's outfit.
                2. The pen holder in the foreground, next to the red pen.
                3. The files on the shelves; third row down in the cabinet on the right.
                4. The large first-aid kit on Gin's right.
                5. The butterfly picture on the whiteboard.
                6. The empty space on the top-left part of the whiteboard.
                7. The teacher-esque face; the one sitting across from Gin.

              Q-taro


              Q-taro's false memory.

              • Click on:
                1. Q-taro's face.
                2. Q-taro's chair.
                3. The baseball-and-bats ornament near the left corner.
                4. The pulled-back green curtain.
                5. The television.
                6. The big bed.
                7. The nurse's face.

              Notes

              • Most dialogue and action choices have no effect on the game. Those that are important are noted in the guide. Relax and have fun reading the various responses without too much stress.

              Can Dummies survive to the end?

              All the Dummies have a possibility of death before the Banquet excepting Hinako. Here's when and how:

              Only one Dummy's body lasts till the end of the Banquet/end of Chapter 3. And there are only three potential "survivors" at that: Kurumada, Hayasaka and Mai.

              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.

              06.07.2021 14:14 139990 yang Последняя версия: 04.10.2021 14:24

              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.

              This is a walkthrough for Chapter 3, Part One, Section A of Kimi ga Shine: Tasuketsu Death Game. It attempts to be as spoiler free as possible.

              Contents

              Guide

              Opening

              • Enter door in the center of the Lobby.
              • Enter door at the top of the stairs.
              • Touch the monument.
              • Touch the coffin. Touch the coffin again, choose "Open."
              • Open the newly appeared coffin.
              • Investigate all other coffins then the center one again.
              • Talk to all the Dummies.
              • You can rename Midori, but some names are off limits, including the names of most of the characters.

              Obstructor Fight 1

              This chapter uses turn-based strategy to defeat enemies in a style similar to the discussions. After using one character to perform an action, that character is no longer an option. You can select Sara to save.

              If you don't beat the Obstructor within 9 turns someone will die. Note: While the Obstructor is staggered, it does not count toward those turns.

              1. Learn how dangerous the Obstructor is, with:
                • Keiji
                • Q-taro
                • Kurumada
              2. Attack the Obstructor, with:
                • Q-taro* (*Mai becomes an available option once, If you used Q-taro already. Select her to enable Q-taro again.)
                • Kurumada
              3. Attack the Obstructor again, with:
                • Q-taro*
                • Kurumada
              4. Search for a weapon, with:
                • Hayasaka
              5. Search for something useful, with:
                • Gin
              6. Have the Obstructor stumble, with:
                • Ranmaru
                • Q-taro*
                • Anzu
              7. Burn the Obstructor, with:
                • Hinako
                • Sou/Kanna
              8. Attack the Obstructor using the weapon Hayasaka found, with:
                • Hinako
                • Reko/Alice
                • Kurumada

              Exploration 1

              The map at the gate.

              • Move to → Boxing ring.
              • Touch the doorway on the other side of the room. Choose "Enter the passage."

              Boxing ring puzzle

              If you don't solve the puzzle within 9 turns, it's game over.

              Optionally, you can inspect the liquid, then select Reko/Alice to slow the flow of the liquid. This gives you an +3 turns. Having just used 2 turns to do this, you have a total of 10 turns.

              1. Inspect the shadow in the middle of the boxing ring.
              2. Inspect the ropes.
              3. Inspect the white cord in the back-left corner.
              4. Get the knife with: Keiji
              5. Cut the ropes with: Mai
              6. Change the color of the post with: Ranmaru (Yellow)

              Exploration 2

              • Touch the doorway on the other side of the room. Choose "Enter the passage."
              • Investigate room. Touch the painting of Midori.
              • Move to → Elevators → Locker room. Touch the stain on the ceiling.
              • Attempt to Move to somewhere.
              • Move to → "Bathroom"; the room with the red door. Touch the symbol of the blue and red persons. Choose "Hold hands." Touch the doorway, "Go inside."
              • Investigate the dresser.
              • Choose "Drink the tea."
              • Attempt to Move to somewhere.
              • Move to → Gallery. Touch the unfinished painting. Choose "Use the paints."

              The unfinished painting.

              • Touch the device hidden behind the painting.
              • Move to → Elevators. "Press the up button."
              • Move to → Locker room.

              Locker room trap

              • Continue doing actions to pass the time. (3 Turns)
                • Note: Sara's "Observe situation" does not pass time.

                Exploration 3

                • Move to → Elevator.
                • Pick up the map on the ground.
                • Explore the rest of the floor. The order doesn't necessarily matter except the you need to enter some rooms to unlock others.
                  • Move to → Classroom. Investigate what's on the blackboard.
                  • Move to → Locker room. Investigate what's on the two shelves.
                  • Move to → Police box. Investigate the car. (Need to visit locker room to unlock)
                  • Move to → Library. (Need to visit police box to unlock)
                  • Move to → Office. Investigate the turned on computer. (Need to visit library to unlock)

                  Obstructor Fight 2

                  If you don't win the battle within 8 turns someone will die.

                  Incidentally, Hayasaka can set the timer back (+1 turn), while Q-taro can set it forward (-1 turn).

                  1. Search the room, with:
                    • Reko/Alice
                  2. Destroy the smartphone with:
                    • Ranmaru
                    • Hinako
                  3. Search the room, with:
                    • Kanna/Sou
                  4. Destroy the alarm clock, with:
                    • Ranmaru
                    • Hinako
                  5. Accept the suggestion of:
                    • Keiji suggestion

                  Note: If you searched with Gin, then have Mai use the item he found, it leads to a game over.

                  Return the library books


                  Access the fourth and fifth floors by switching the map.

                  To switch to the fourth floor map, click "5F" on the bottom-right corner of the map screen. The books are at the following: