Lu:Cid v.0.01 Walkthrough +++Intro+++ 7/3/20 Lu:Cid in its current state is messy and unclear. I realize even the opening instructions are cluttered (I'm debating whether or not it qualifies as bona fide Crappy Design) so this document is going to clear some things up if you're dedicated to seeing all that Lu:Cid currently has to offer (which, if that's you, my sincerest THANK YOU for taking the time to check out this mess that is my first real attempt at game making). I would not blame you for waiting for a few more updates to pass - Lu:Cid would not be published right now if it weren't an entry for a game jam (Dream Diary Jam 4) in which I participated. There are many many better, more polished games from that jam that I encourage you to check out. https://itch.io/jam/dream-diary-jam-4 Thanks again for checking out Lu:Cid and stay tuned for some irregularly timed updates here and there. If you notice any bugs or just have thoughts/feedback for me, leave a comment on the game. +++WalkThrough+++ 1. The Waking World As is traditional in Yume Nikki fan games, the player cannot leave their room/apartment, for reasons left up to interpretation. So it is with our protagonist, Cid. 1a. Instructions screen: Upon starting a new game you will be shown an instructions screen. If you accidentally close it out, it can be referenced again later by checking out the fridge, or by going into the graphics folder of the game files and opening up 'instructions.png'. A quick summary of the instructions, alongside some notes: x Main Gameplay Loop: walk into the bed, the covers will shift slightly automatically but nothing will happen. Press 'z' to pull the covers over Cid's head, and they will go to sleep. After that, go to the door and leave your apartment, where you will enter the nexus area. Each candle, when blown out, will take you to a different dream world. Press shift at any point to wake up. x Disregard the instruction "Don't forget to eat." Eating at this time serves no purpose in the game. x Disregard the hint about tarot for now. It is incompletely implemented and I promise it will not help you progress save for one point which I shall touch on in the walkthrough. It is not really worth your time, though. x IMPORTANT: EFFECTS WILL NOT EQUIP FROM THE INVENTORY SCREEN. This is something I intend to fix. For now, to use effects you must open up "equipment" and then open the "effects" category. 1b. Balcony: After closing the instructions you will find yourself on a balcony with a pet food bowl. x Filling the pet food: You cannot fill Remy's bowl at the start of the game because you do not have the cat food in your inventory. Go inside and open one of the boxes near the fridge. You will now have the cat food. x Cat Food: >Cat Food can be eaten, but will not be completely consumed, i.e. it is not a limited use item. (Note: This is one of those things I added in because I figured someone might try it. Now I lament that I have all these relatively hidden events in a game that otherwise appears not fleshed out at all. Cat food will heal +1 nrg but this is currently meaningless.) >You can now fill the food bowl on the balcony. When you do so, Remy will walk out onto the balcony and eat the food. If you leave the balcony and come back, Remy will be sound asleep. 1c. Living Room: x. Door: >Awake: you will get a bubble with an ellipsis. >Asleep: The door will take you to the nexus. x. Ladder: This will take you to the bedroom. x. Fridge: >Food: Food. Useless. >Pictures: Opens an interface. Click on the pictures ('z') to open them, press 'z' again to close them. Click on the arrow to return to the living room. >Pictures: 1. A badly modified/pixellated photo of my own cat, Valkyrie, as a kitten. Remy is based on Valkyrie, but Valkyrie is not all-white, hence the bad modification. Expect a touch-up in future updates. 2. Photobooth pictures of Lu and Cid. 3. *THE INSTRUCTIONS!!!* >NOTE: When opening a picture do NOT touch the arrow keys - I did not disable movement while pictures are shown, and if your cursor moves off of the photo you will not be able to close it without navigating back onto the photo, which is difficult as the interface and cursor are likely occluded by the open picture. x. Lamp: Can be turned on and off, but when dreaming it will be fixed to off. x. Picture Frame: Picture by Richard Doyle. Will display a different picture if looked at while dreaming. >NOTE: When opening a picture do NOT touch the arrow keys. 1d. Bedroom: x. Bed. See 1a bullet point 1 for instructions on how to sleep. >When asleep, an alternate way to waking up other than pressing 'shift' is to approach Cid's sleeping form in the bed and press 'z'. x. Bookshelf. Interface: Arrow to return to bedroom. Speaker without sound waves to mute music. Speaker with sound waves to change music. Book icon to open the book menu. >Credits here! >Read Jekyll and Hyde. This confers no game benefits and is 100% optional - it will probably only be of interest in a longer game, where it is a potential diversion. (Note: Right now, I need to "format" most of the chapters. Chapters 1 and maybe 2 + 3 should be readable right now. What I do is go into the text files and, with the game open, check every line to make sure it is not cut off, and modify it accordingly. If you really want to read Jekyll and Hyde and cannot wait for the update, you are welcome to open DreamDiary/Notebook and edit the text files as I have described, or read them in the word processor of your choice, or read it online at Project Gutenberg, as it's in the public domain.) >Hopefully more (public domain) books will be added in the future! >Every time you wake up, a random variable is rolled, and there is some chance that Remy will appear sitting on the bookshelf. x. Tarot. Currently not really worth checking out. >The major arcana is in the game files, but only The Fool will appear no matter what options you choose. x. Photo Frame: Picture Frame: Picture by Richard Doyle. Will display a different picture if looked at while dreaming. >NOTE: When opening a picture do NOT touch the arrow keys. x. When asleep, Remy will sleep in the box at the foot of your bed. If you press "z" you can wake her up, and she will freak out and jump off the loft. While dreaming, Remy (the version in the room) will now run from Cid. In the living room, a broken glass can be cleaned up by pressing 'z'. 2. The Nexus 2a. Witches: x. Most of the witches repeat the same message when spoken to. The witch with the cat face will later help you add unlocked party members, i.e. cats. x. One witch alludes to a missing sibling. This is a sort of quest line that is not currently in the game. 2b. The Pentacle x. Top Candle is unlit and cannot currently be lit. x. Top-Right Candle: No Content Here. x. Bottom-Right Candle: Takes you to a trepanated skull. Enter the hole in the skull. This is one way to enter the Afterlife. >The Afterlife. Currently, not much to do here. >Cicero the cat can be found here. >Talk to the ghost to receive the Ghost Effect. x. Bottom-Left Candle: Takes you to an ongoing hallway. Tiles + Pumpkin character are from Retro Halloween Tileset. Talk to the pumpkins and proceed. At some point you will no longer be able to proceed, and should wake yourself up. I plan to add an entryway to a larger halloween world at some point. x. Top-Left Candle: The most fleshed out dream world. 3. The Desert World 3a. Desert Entry. This is where you appear from the nexus. You can either enter the cave opening or walk leftwards offscreen, which takes you to an overworld. x Cave opening. >Enter cave. >Door to the left. >If the NPC touches you you will be transported to another part of the cave. Otherwise, there is nothing here. >Door above, to the left of the 2 NPCs. >A short cut scene can be found here. >Door above, to the right of the 2 NPCs. >Here you can find an NPC who will give you the Face Mask Effect. >To the left of this door is an exit to the outside. x Outside the Cave/Water Area. >There is another cave entrance. >In here is a box containing the weapon called the Scissorblade. Weapons serve no purpose in this version. You will be unable to move the box. >You CAN move the box this way: play the tarot game, defeat The Fool until the Opportunity item is dropped. Return to the box. You will be able to move the box, but Lu will disappear. When you continue down the corridor, there is nothing there. Not worth it. >In the bottom right corner there is an exit to a new map. >In this new map, move south through the water. You can find Remy here. At this point, nothing left to do but return to the desert entry. x Overworld. Find this area by moving left in the desert entry area. You will automatically be transported to the overworld. >Move north or south and you should find the city. Stand next to it and press 'z' to enter. Do the same by the deadly-looking mountain to return to the desert entry. 3b. The City. x. The City Entry >The door beside the bug npc will not open. It does not yet lead anywhere. >There are two cops with guns for heads. >Both, when spoken to a second time, will have something new to say. >When talking to the cop on top, if you speak to her a second time she will "accidentally" shoot you in the face. You will be transported to the Afterlife. The same afterlife can also be found by entering the trepanated skull attached to the Bottom-Right Candle in the nexus. >The Afterlife. Currently, not much to do here. >Cicero the cat can be found here. >Talk to the ghost to receive the Ghost Effect. Talk to him again for some nonsense. >The bug npc will not let you into the city. There are two ways past him. >Get the face mask effect from the bug npc in the caves back in 3a. To equip, press 'x' to open the menu and navigate to "equipment" and from there "effects." It will not work from the items menu. The gate will open permanently, and you can go in or out with or without the face mask effect going forward. >Get the ghost effect by entering the Afterlife and talking to the ghost. The afterlife can be accessed through the bottom-right candle in the nexus, then going through the opening in the trepanated skull, OR by getting shot by the topmost cop in the cave entry. Equip the ghost effect in the same fashion as described for face mask effect just above. You can now simply walk through the gate. x. Inside the City. >From right to left... x. First door: will not open. x. Second door: is hanging open. You can go inside. >There are some NPCs here to talk to. x. Third door: is locked, but if the ghost effect is employed you can enter this house by walking up and pressing 'z'. >There are a lot of bug NPCs here. They will not notice you if you are employing the ghost effect. x. Fourth door: is locked but if the ghost effect is employed you can enter this house via the same method described above. >There is a weird guy here. He is "Holster-kun." He likes the police. You can interact with some of the stuff in his room. If ghost effect is removed, Holster-kun will notice you and may react to you looking at his things. As a ghost, you are invisible to him. x. Westward city segment. >The door is nonfunctional. >Feel free to talk to the npcs. They will not shoot you. x. Even more westward. >The door here is nonfunctional. x. Big Ominous Building. >At the end of the street is this big ominous building that you cannot enter yet. Sorry! That's all there is to see right now! Thanks for playing!