FAQ
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Walkthrough
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Save at the asterisks for an easier time obtaining the different
endings.
Central Save Steps:
Beginning of Mizuki, Aeka, and Nekoko's routes:
Choice # Action
01) Tell Her
02) Give in and help out
03) Give her some food
04) Eat some bread on the roof
05) Go help Kirimya
06) Go shopping with Aeka (*)
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Bullied :: Shiraki Aeka Only Route
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Use these choices to have a game that focuses primarily on Shiraki
Aeka, the class scapegoat and target of the biggest bulling
problem I've ever seen. She's a poor kid looking for a little
sympathy, and will do anything to get it... Including you.
01) Tell Her
02) Run Away
03) Don't give her anything
04) Eat some bread on the roof
05) Go with Antoinette
06) Go shopping with Aeka
07) Spend time in the house
08) Go to the roof
09) Help her up
10) Leave her
11) Go home
12) Go out with her
13) Kill time inside (*)
14) Find a way in
Route Notes: What annoys me most of all about this scenario is
the issue with the money, and the physical assaults. That it
needed to go that far before anyone would do anything really,
really bothers me. Thankfully, this is just a work of fiction.
And the 'Cat fight' is immensely gratifying. Almost as gratifying
as trying to kill Antoinette >:}. (Evil laughter) Ahem. After
that, Kouhei and Aeka quit school, Aeka moves in with Kouhei with
the blessings of 'Mom and Dad', and both of them begin working
towards a new future together. Awww. This is the 'Finale' ending
for Aeka, what with the credit roll and all.
01) Tell Her
02) Run Away
03) Don't give her anything
04) Eat some bread on the roof
05) Go with Antoinette
06) Go shopping with Aeka
07) Spend time in the house
08) Go to the roof
09) Help her up
10) Leave her
11) Go home
12) Go out with her
13) Kill time inside
14) Give up and go home
Route Notes: She jumps! She doesn't die! But, she won't talk to
you any more either. Depressed, despondent, and now the last
target of the evil Antoinette, Kagami Kouhei slips deeper and
deeper into his auditory hallucination. Choosing 'kill time
outside' at 13 brings this ending about a wee bit faster.
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Interpersonal Relationship :: Kirimiya Mizuki Only Route:
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Use the choices below to have a game that focuses primarily on
Kirimiya Mizuki-Sempai, the seemingly aloof, yet capricious class
president. This is perhaps the most bittersweet of the game's
routes. However, I love the 'danger' music that appears for her
'daring' sex scenes.
01) Don't Tell her
02) Give in and help out OR 02) Run away - She likes to chase :p
03) Don't give her anything
04) Eat in the cafeteria
05) Go help Kirimya
06) Continue on alone
07) Help at the student council
08) Do it OR 08) Better Run Away - Running away is better, though.
09) Go to the council room
10) Just Sit and Watch
11) Feed Her OR 11) Leave her - Treating Nekoko badly is fine.
12) Go to the Student Council
13) Hide Her OR 13) Drive her out - Either is fine.
14) Look Around Here
15) Take the job
16) That's not true, I like you (*)
17) Move yourself
18) Alright, Let's go!
19) Nod
20) Talk or 20) Sleep - doesn't seem to matter. I prefer 'Talk'.
21) I wanted to see you
Route Notes: 6 months after Kirimiya Mizuki disappears, Aya is
finally starting to lose some of the guilt she feels for spilling
the beans about Kouhei and Mizuki. However, upon returning from a
shopping trip, Mizuki is standing in front of Kouhei's house,
staring up at his window. Lonely. Beautiful. Pregnant. With
all that unprotected sex you two had, is this really a surprise?
The two of you get married and Mizuki moves in with Kouhei, at his
parent's place. The Scenario ends with Mizuki being as capricious
as usual, the only difference is in her wanting to know what
tomorrow will bring, rather than today. This Ending is what I
would call 'The Melancholy of Kirimiya Mizuki' and is a 'Finale
ending'. That means it's the best ending for her in the game.
Any variation of the above between 01 – 10 (except for #8)will lead
to the 'standard' bad ending. Variation on anything after choice
10 leads to a Mizuki bad ending, just for her. However, the steps
below lead to one well worth reading, from my point of view.
01) Don't Tell her
02) Give in and help out
03) Don't give her anything
04) Eat in the cafeteria
05) Go help Kirimya
06) Continue on alone
07) Help at the student council
08) Do it
09) Go to the council room
10) Just Sit and Watch
11) Leave her
12) Go to the Student Council
13) Drive her out
14) Look Around Here
15) Take the job
16) That's not true, I like you (*)
17) Resist
18) Alright, Let's go!
19) Got to Endure
20) Sleep
21) I wanted to see you
Route Notes: Six months later. Earlier, Kouhei became President
of the student council after Mizuki disappeared, enacting several
policy changes against bullying and drug use. After hiring a
private investigator, Kouhei finds Kirimiya Mizuki died of
'toxemia of pregnancy'. An altogether sad twist to an
interestingly bizarre storyline.
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Drug :: Cat Sidhe 'Nekoko' Only Route:
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Fully translated from Irish and Japanese, Nekoko's name is 'Cat
Elf Cat-girl'. Just thought I'd throw that out there, as her name
is only half as lame and bizarre as the girl herself. Constantly
running into trouble and dragging Kouhei (unwillingly) along for
the ride, this spaced out, drug addicted twelve year old mooches
meals, mooches smooches, and pretty much conscripts Kouhei into
finding the 'fairies home'... or else. *Ka-Zot*
01) Don't Tell Her
02) Give in and help out
03) Give her some food
04) Eat some bread on the roof
05) Go with Antoinette
06) Continue on alone
07) Spend my time in the house
08) Go to the Student Council room
09) Just sit and watch
10) Feed her
11) Go home
12) Hide her
13) Help
14) Read 'All About Fairies' (*)
15) Talk to the dealer
Route Notes: Cat Sidhe Nekoko. Real name: Sakurai Hiroko. The
Librarian. Like Kouhei, she is a 'transparent girl', albeit one
who attempted to 'color' herself with a narcotic. The word
'Failure' comes to mind. Anyway, after Kouhei figures everything
out and learns who she really is, she up and disappears for two
years. (What is with this game and women who run away?) Then,
mysteriously, two tickets arrive for the special, invitation only
opening day of the 'Cat Sidhe Wonderland' amusement park...
'Welcome to the fairies home!' indeed. This is Nekoko's Finale
ending, and you get a credit roll.
01) Don't Tell Her
02) Give in and help out
03) Give her some food
04) Eat some bread on the roof
05) Go with Antoinette
06) Continue on alone
07) Spend my time in the house
08) Go to the Student Council room
09) Just sit and watch
10) Feed her
11) Go home
12) Hide her
13) Help
14) Read 'Three Kingdoms'
15) Talk to the dealer
Route Notes: Bad ending. Cat Sidhe Nekoko decides to ascend to
the Fairy home without Kouhei. Several years later, Nekoko is
still missing. The police bother Kouhei about it from time to
time, but he really doesn't know where she's gone. Reminiscing
about it, Kouhei thinks he sees Nekoko, but realizes she's not
really there. And off he goes to work. All because he read the
wrong book in front of a mousey little librarian. Oh well.
01) Don't Tell Her
02) Give in and help out
03) Give her some food
04) Eat some bread on the roof
05) Go with Antoinette
06) Continue on alone
07) Spend my time in the house
08) Go to the Student Council room
09) Just sit and watch
10) Feed her
11) Go home
12) Hide her
13) Help
14) Read 'All About Fairies'
15) Ignore it
Route notes: Choosing to ignore the dealer takes Kouhei back to
his house to research the drug on his own. And then, Hirofumi
shows up in full 'Puff' mode. Tsubaki secures the 'Angel Tail
Colour' pill for you, allowing for the end of the scenario. But,
it leads to the bad ending. I only include this route because
it's Hirofumi. Hirofumi in your ROOM. Dangarousu!
And that about sums it up.