Tag: Kaname

  • Solving the Star Puzzle: The Code in No Sleep For Kaname Date

    Solving the Star Puzzle: The Code in No Sleep For Kaname Date

    Ota Is Trapped in the Elevator

    In this part of No Sleep for Kaname Date, Ota is stuck inside an elevator. Iris and Moma, each on different floors, need to figure out how to help him escape from this creepy situation.

    Getting the Code to Open the Elevator

    At the start, you control Ota and need to give Iris a code. This helps her unlock a safety latch on the wall, which might lead to an exit. Before proceeding, make sure to grab an important item that you’ll need later.

    How to Access the Star Puzzle

    Later, after Moma joins the game, you’ll need to have Ota give Moma the Iris card. Then, Moma can go to the vending machine and buy a bottle of rubbing alcohol. Use it to peel off the sticker from the card.

    Keep the Iris sticker. Return to the elevator and give Ota the Strange Code Card through the small crack at the bottom of the doors. Switch to Ota and use this card on the slot at the bottom of the elevator’s number keypad. This reveals the code 1380.

    Use this code to open the safe inside the elevator, where you’ll find a new card and a button labeled “6”. Use that button in place of the sixth-floor button on the keypad, then press it to go to the sixth floor.

    Star Puzzle Code Solution

    When you regain control of Ota, you’ll need to take an item from the puzzle — an ammo magazine for a weapon he doesn’t have. Focus on the star symbol surrounded by six semicircles of different lengths.

    Back on Iris’ floor, she needs a six-digit code to unlock a wall latch with the same star symbol. The numbers on the chart only show one and six, but they actually represent how much each semicircle is filled: one is the shortest, and six is almost a full circle. A big blue arrow points to the sixth line, which is very important for solving the puzzle.

    Assign each semicircle a number between one and five based on how complete the circle is. The outermost circle is the first, and the innermost is the last. The order of these rings gives you the code needed to open the star safe.

    How to Solve the Star Puzzle

    This process can be tricky, as you need to remember the numbers related to each semicircle. Once you’ve assigned numbers, read from left to right along the blue arrow, starting with the outermost circle and ending with the innermost.

    The final solution for the star puzzle, which opens Iris’ safe, is 512436.

  • Rocket Ship Password for Chapter Three of No Sleep for Kaname: Completing and Solving

    Rocket Ship Password for Chapter Three of No Sleep for Kaname: Completing and Solving

    Isekai Elevator Trap and Escape Room Challenge

    In the third chapter of No Sleep for Kaname Date, your group accidentally completes a ritual that traps Ota in an isekai elevator. To save him, you need to work as Iris and Moma to free him before it’s too late.

    Solving the Entry Code to the Rocket Ship

    You must figure out the code to unlock the rocket ship on Iris’s level. Then, identify which Iris is real when you take control of Moma in this part of the escape room. Use the clues on Iris’s level to help solve the puzzle.

    How To Enter The Rocket Ship

    After placing the buttons in the correct slots on the elevator, the trap completes — the elevator transports Ota to another world. You accidentally completed the code by pressing all the buttons.

    To prevent this, head to a locked rocket ship in the back corner of Iris’s level, near the sky screen used earlier to study constellations. The ship requires a six-letter code to unlock.

    Go to the green planet display on Iris’s floor. There, you’ll see a tiny hole at the top. You have a needle from earlier, used during a record-playing scene, so remember that you also used a paper cup and needle to play a record just before this. Use this method again.

    However, Iris has the needle, and Moma has a paper cup left from removing a sticker earlier in the chapter. Moma is on a different floor, so you’ll need to be creative in sending the cup to Iris.

    Sending the Cup to Iris

    Iris using the cup and string on the planet puzzle to open the rocket ship in No Sleep for Kaname Date.

    Remember the item exchanges between Ota and Iris during the green warp portal scene. Red portals send items between certain locations: red sends to green, blue to red. Moma’s floor has a blue portal, while Iris’s has a red portal. As Moma, throw the cup into the blue portal to send it down to Iris.

    As Iris now has the cup, use your inventory’s combine mode to combine the cup and needle. Then, go to the green planet display and interact with the top of the case. You can now lower the needle into the display to listen to a broadcast from the planet.

    The broadcast reveals the rocket ship code: MUNDUS. Return to the locked ship as Iris, enter this code, and get inside the rocket.

    Determining Which Iris Is Real

    After Iris boards the rocket, it moves to another level, where you switch control to Moma. He witnesses five rocket ships with images of Iris on their doors descend from above, among the moons where you previously shot a lizard moon in the eye.

    Moma’s goal is to shoot the fake Iris ships to save the real one. To start, you should get behind the gun and aim at the sky. Identify and shoot down the obvious fakes: the leftmost ship, the middle, and the rightmost one.

    The second and fourth Iris images look identical. To find out which is the real Iris, switch control back to Iris and examine the ship closely.

    Look out the window of Iris’s ship. You will see the lizard moon to Iris’s right. Using this, and knowing what the real Iris can see, shoot down the rightmost Iris.

    However, leaving the last ship alive causes a new puzzle involving the Third Eye. Iris mentions seeing a “beautiful moon,” but since you previously shot the eye on the lizard moon, you realize Iris isn’t in that ship either. Shoot the remaining ship to finalize the puzzle.

  • Seal of Death Puzzle Solution in No Sleep for Kaname: Completing and Solving

    Seal of Death Puzzle Solution in No Sleep for Kaname: Completing and Solving

    Chapter Two of No Sleep for Kaname Date

    In this part of the game, time is running out. Ota is trying to rescue Iris from a large box in the hot spring area. Toward the end of the puzzle section, it’s revealed that the box is a Kotoribako, a dangerous box that only needs the right code to trigger a deadly ritual.

    Ota and Date must work together to solve the Seal of Death puzzle on the outside of the Kotoribako once Iris passes out inside. You will need to interpret the clues and use a note about breaking curses to find the right solution.

    Memento Appraisal System Solution

    After unlocking the lockers using your color-coded light, you can interact with the Memento Appraisal System on the far side of the box where Iris is. First, inflate the air mattress to create a platform, then enter the code shown earlier to access the drawers marked with a circle, square, and triangle.

    You are given a newspaper clipping about missing girls. Your task is to pair two items in each of the three drawers, using clues from the article to figure out what happened to each girl.

    The girls are linked to different stories: one was taken from basketball practice, another disappeared with a baby, and there is a third story marked as XX. Match these stories with the items by following the order in the newspaper. The correct pairs are:

    • Circle drawer: Workout Shorts and Taped Finger Model
    • Triangle drawer: Umbilical Cord and Ring Finger Model
    • Square drawer: Magatama Necklace and Basic Finger Model

    When you open these drawers, you’ll move on to the numbers puzzle, which continues your progress through the second chapter.

    Seal of Death Code Solution

    After discovering that the dangerous box, or Kotoribako, could kill Iris according to local legends, you need to revisit the locker puzzle. Iris’s note before passing out shows a black square on the grid, indicating you should investigate the fifth locker in the second row from the top on the right side by the second down.

    This opens a numerical panel showing a code needed to open the Kotoribako, but since your goal is to save Iris, you must use the Curse Breaking Note to find a different path. You will need to understand the symbol on the scroll hanging above the number pad. This symbol involves a square, pentagon, and diamond, known as the Seal of Death.

    The solution involves finding the numbers enclosed by this symbol. To do this, flip open Ota’s Uncurse Note, which contains the key information. The numbers you need are framed inside shapes that form a triangle around the main numbers, which are the ones used to perform the deadly ritual.

    The numbers to enter, to stop the ritual and save Iris, are one, five, and three. These are found by identifying the shape symbols around the numbers on the map of the hot spring room, which help frame the solution.

    Finding the Numbers

    On the map, the bathhouse is labeled with numbers inside different shapes, such as squares, pentagons, and diamonds. The note instructs Ota to enter the numbers in the sequence closest to the sun, which is indicated in the bottom-left corner of the map on the back of the note.

    The key is to recognize that the numbers inside the shapes of the Seal of Death correspond to the ones listed on the scroll used in the ritual. The puzzle requires creative thinking: find the three numbers framed by the shapes that make up the Seal of Death symbol.

    Once you align the shapes and numbers properly, you’ll see that the code to unlock the Kotoribako and prevent Iris’s death is 1, 5, 3.

  • How to Achieve Every Ending in No Sleep for Kaname Date by Completing and Solving

    How to Achieve Every Ending in No Sleep for Kaname Date by Completing and Solving

    How to Unlock Different Endings

    In No Sleep for Kaname Date, like in other games in the AI: The Somnium Files series, there are multiple endings you can achieve. You reach these by making different choices during the game.

    Not all secret endings are the result of big decisions. Some can happen if you get too curious in places where you were warned not to go. There are many endings, so here’s how you can find them.

    How To Get Alternate Endings

    While playing No Sleep for Kaname Date, which has five chapters, you will switch between controlling Date and Aiba as they investigate, and Iris and the others working on escape room puzzles. Keep an eye on your flowchart from the menu to see where you currently are in the story, how many eyeball items you’ve found, and which choices lead to different paths. Moving between these paths is important for unlocking alternate endings.

    It’s best to play through the game normally the first time without trying to get a specific ending. After finishing, you can replay chapters and make different choices. This way, you can explore various endings and see how the story changes in unexpected ways.

    The game’s achievements menu (linked to your account on Steam or just shown in your journal on Switch) lists all endings you’ve seen, plus a special achievement for your first alternate ending.

    Every Alternate Ending And How To Unlock It

    Getting alternate ending T in No Sleep for Kaname Date.

    Below is a list of all the endings in the game. It includes which chapter they occur in, how they appear in your achievements, and what you need to do to see each one.

    Usually, if you can interact with a part of the environment more than once, it might lead to an alternate ending.

    All Endings in No Sleep for Kaname Date

    Chapter in the Flowchart

    Ending

    How to Unlock

    Escape from the Ancient Civilization

    C

    Finish the escape game in chapter one within the time limit.

    Gogyu Zengetsu -Intro-

    U

    Confront Iris’ mom at the Sagan Residence and persuade her to go on a date with you, refusing to take no for an answer.

    L

    TBD

    M

    At the diner, keep watching TV repeatedly until Date wastes the entire day.

    Kyoka Suigetsu -Bridge-

    I

    While driving, keep looking in the rearview mirror to cause an accident.

    N

    TBD

    A

    At Bloom Park, interact with the fireworks near the merry-go-round and insist on lighting them.

    T

    At the Abandoned Factory, keep interacting with the pod even when told to leave it alone.

    Fugetsu Gentaku -Shout Chorus-

    E

    Fail to open the pod in time.

    Some of these endings are just for fun, but you still get achievements for seeing each one.

  • How to Use Timies in No Sleep for Kaname: A Solving Guide

    How to Use Timies in No Sleep for Kaname: A Solving Guide

    What Are Timies?

    As you explore in No Sleep for Kaname Date, you’ll see a small bar at the top of each decision screen showing your current Timies. You can hold up to three Timies at once, and you need to trade for each new one before making a decision. If you already have three Timies and want to get a new one, you’ll replace the oldest one with the new offer.

    How Do Timies Affect Time Usage?

    Timies help control how much time each decision costs. You’ll notice them displayed as a number or fraction alongside each choice, and they can take various forms, such as fractions, minus signs, or equal signs. These symbols influence how decision times are reduced.

    For example, a fraction like 1/4 means that decision only costs a quarter of the usual time. Using a 1/4 Timie on a 12-second choice would make it take only 3 seconds instead of 12. A minus sign, like -10, subtracts that many seconds from the normal time, so a 12-second decision with -10 Timie equates to just 2 seconds. An equal sign, such as =10, sets the decision’s time cost exactly to the number shown—in this case, 10 seconds.

    Types of Timies and Their Effects

    • Fractions: Cut the time cost of actions by a fraction (e.g., 1/4 reduces a 12-second choice to 3 seconds).
    • Minus: Subtracts a specific number of seconds from the total time (e.g., -10 reduces 12 seconds to 2 seconds).
    • Equals: Sets the decision to a fixed time amount (e.g., =10 makes it exactly 10 seconds).

    In the early stages, Timies are often used to save time on decisions. As the game progresses, decision times naturally increase, making Timies even more valuable. For instance, using an =64 Timie on a decision that would normally take 120 seconds will significantly cut down the time needed to make that choice.

    Be careful not to use large Timies like =64 on small decisions that only take a few seconds. For example, a decision that usually costs 5 seconds will now cost 64 seconds with an =64 Timie, which could be a waste of your resources. Always double-check which Timie you’re applying to each decision.