Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (2024)

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.

  • 1 Guide
    • 1.1 Exploration 1
    • 1.2 Obstructor Maple 1
    • 1.3 Obstructor Maple 2
    • 1.4 Exploration 2
    • 1.5 Locker room puzzle
    • 1.6 Exploration 3
    • 1.7 Electric conduit puzzle
    • 1.8 Exploration 4 (What happened to Keiji?)
    • 1.9 Fight???
    • 1.10 Exploration 5
    • 1.11 Obstructor Maple 3
    • 1.12 Pre-Banquet
    • 1.13 Banquet
    • 1.14 War of Words
    • 1.15 Lost memories
      • 1.15.1 Reko
      • 1.15.2 Alice
      • 1.15.3 Kanna
      • 1.15.4 Sou
      • 1.15.5 Gin
      • 1.15.6 Q-taro
  • 2 Notes
    • 2.1 Can Dummies survive to the end?
  • 3 Navigation

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[]

  • Talk to Maple. Choose any answers.

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[]

  1. Select Mai to read the letter.

The friendship meter needs at least 3 positive reactions (~60% of the bar) before you can reconcile.

If you don't reconcile with Anzu/Sara 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.
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (1)

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."
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (2)
  • 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.
Floor 5Floor 4
Red SirenBookLaptop ComputerFancy CupPadlockBoxing Glove
Broadcast MicSkull
School BagPalette

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.
  • Choose "Let's charge his torso."
  • Investigate door and go through. Talk to Midori. Use the lantern, touch the green arrow to obtain a doll part.
  • Use the lantern on at least one of the surviving humans. The rest are optional. See #Memories.
  • Move to → Security office. Investigate red screen.
  • Move to → Police box. Use lantern and investigate poster inside to obtain a doll part.
  • Move to → Security office. "Talk" to Ranmaru after obtaining both parts and retracing at least one person's memory.
  • Move to → Locker room. Enter doorway. Touch charger. Choose "Give Ranmaru water."
  • Go to the classroom. Use the lantern, touch the consent form. Choose "Try the steam spray."
  • Attempt to Move. (x2)
  • Talk to Midori.
  • Go to the charging room. Talk to Ranmaru. Follow Ranmaru and "Proceed."
  • Touch the device. Touch Ranmaru. Choose "Use the device."

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. Use 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 by touching the door and drink 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[]

  • Talk to Q-taro. Touch the center coffin.
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (3)
  • Coffin puzzle: "From the left to right. 1237654" is referring to the order in which the coffin lids need to be closed by clicking on them.
  • Move to → Gallery. Turn off breaker. Touch Maple and choose "Approach her." Talk to Maple.
  • Move to → Locker room. Investigate the left side's center locker.
  • Move to → Gallery. Talk to Maple. Use lantern. Investigate the painting of the school above the left doorway.
  • Move to → Locker room. Touch passageway and "Go inside."
  • Touch the red switch and "Press the switch." Touch the person inside. Investigate the box on the left,
  • Move to → Gallery. Talk to Maple. Pick up shining item to obtain small key.
  • Move to → Locker room. Touch dark passageway and "Go inside."
  • Go to operating room. Touch door and "Go inside."
  • Touch the person inside. (x2) Investigate the machine on the left side.
  • Attempt to Move to somewhere.
  • Move to → Gallery. Touch head and "Pick it up."
  • Move to → Locker room. Go to operating room. Go to lab. Touch body to "Attach the head."
  • Attempt to Move to somewhere.
  • Move to → Cemetery. Talk to Q-taro. Use lantern.
  • Talk to Q-taro.
    • Optionally, if you want to retrace Q-taro's memories this is the only chance you get. Choose "Use lantern." See #Q-taro.
    • Talk to Q-taro and choose "I'm ready," then "Execute the plan."
  • Move to → Elevators. Touch elevators. (x2) Choose "Hit the 5F button."
  • Move to → Locker room. Go to charging room. Touch Kurumada. Investigate the charger then the papers on floor to obtain Charger Instruction Manual. Touch the charger again to "Connect it." Touch Kurumada.
  • Move to → Elevators. Touch elevators.
  • Move to → Classroom.
  • Attempt to Move to somewhere.
  • Where you go next depends on which route you're playing.
    • If Kanna Lives: Move to → [4F] Cemetery.
    • If Sou Lives: Move to → Locker room.

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[]

Due to the fact that any number of the characters may be dead by this point, one or more others may stand in for them for the same purposes. (※ Characters who are definitely present for the beginning of the Banquet are: Sara, Q-taro, Gin, Kanna/Sou, Hinako.)

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.
Mystery of the Glowing Coffins
  • Extract Anzu/Hinako's statement. Choose "Five."
  • Extract Q-taro's statement. VS Q-taro and Anzu/Hinako's statements.
The Coffins' Lost Glow
  • Extract Ranmaru/Hinako's.
    • Note: If Hinako, she needs to be pressed.
  • Extract Kurumada/Gin's statment. VS Kurumada/Gin and Ranmaru/Hinako's statements.
  • Choose "The consent form in the classroom."
  • Choose "Keiji's coffin."
Who Painted the Coffins When?
  • Extract Gin's statement.
  • Extract Reko/Alice/Q-taro's statement. VS Reko/Alice/Q-taro and Gin's statements.
  • Choose "Both glow."
Using the Machine
  • Touch any part of the platform with the number screens.
The Path Shown by the Hint
  • Select any of the glowing coffins.
  • Choose "The lamp's color."
The Red Lamp's Meaning
  • Present the Note to Kanna/Sou.
  • Choose "The start of the game."
Who's the Human?
  • Extract Hinako's statement.
  • Present the ID Card to Hinako.
Mai's Fingerprint Scan
  • 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."
Defeat Midori
  • 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
Midori's Selection?
  • Extract Midori's statement until he moves on.
Hinako's Blue Lamp
  • Extract Gin's statement.
  • Extract Ranmaru/Q-taro's statement. VS Ranmaru/Q-taro's statement and Gin's statements.
About Hinako
  • 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.
Connection to Hinako
  • Extract Reko/Alice/Q-taro's statement.
  • Present the Voice Recorder to Reko/Alice/Q-taro.
The Third Hint
  • 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
  • Select a different glowing coffin with no hint.
Final Gamble
  • 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."
The Three Non-Glowing Coffins
  • Extract everyone's statements.
The Final Hint
  • 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[]

Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (4)
  • 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[]

Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (5)
  • 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[]

Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (6)
  • 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[]

Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (7)
  • Move to → Library. Talk to Sou 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[]

Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (8)
  • 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[]

Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (9)
  • 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:

WhoWhen and whyCG
Anzu
  • In 3-1A, Obstructor Fight 1.
  • Don't win the battle within 9 turns.
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (10)
Hayasaka
  • In 3-1A, Obstructor Fight 2.
  • Don't win the battle within 8 turns.
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (11)
Kurumada
  • In 3-1B, Obstructor Maple 2. Will expire later, during the Pre-Banquet.
  • Don't raise the meter high enough (~60%) within 13 turns.
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (12)
Ranmaru
  • In 3-1B, Electric conduit puzzle. Will expire later, before Obstructor Maple 3 happens.
  • Fail the puzzle.
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (13)
Mai
  • In 3-1B, Obstructor Maple 3.
  • Don't win the battle within 11 turns.
Walkthrough:Your Turn to Die: Death Game By Majority/Chapter 3, Part One, Section B (14)

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

  • For Kurumada to survive (target both coffins you used a hint on):
    1. For your first target, select the coffin you used a hint on. This hits Hayasaka.
    2. For your second target, select the coffin you just used a hint on. This hits Mai.
  • For Hayasaka to survive:
    1. For the first target, select a coffin you didn't use a hint on. This hits Kurumada.
    2. For the second target, select the coffin you just used a hint on. This hits Mai.
  • For Mai to survive:
    1. For the first target, select a coffin you didn't use a hint on. This hits Kurumada.
    2. For the second target, select the coffin you used your first hint on. This hits Hayasaka.

Navigation[]

Chapter 3, Part One, Section AWalkthroughChapter 3, Part Two
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