Dont Die Early: The Life You Save Can Be Your Own
The "New Game" option will also be replaced with a line of glitched text, but its functionality remains the same. Monika states in Act 3 during her conversation with the player that Sayori's hands are bloody because she stepped from a chair instead of a high place, so she slowly asphyxiated, instead of snapping her neck by jumping from a high place which would've been quick and painless.
Monika then says it may have been her survival instincts that kicked in that caused her to scratch at the noose and tear her jacket, or simply because of changing her mind. One side of the jacket has been torn and has fallen down over Sayori's shoulder. The shorts appear to be very tight on Sayori, fitting snug against her thighs and the drawstring is not tied.
There are black shadows under Sayori's eyes, and her skin has a pale tone.
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The blood on her hands has dried a little and turned a rusty brown. Note: This isn't necessarily an ending to the game. However, this is an optional event, and the game continues normally like it never happened, so Natsuki doesn't stay in this state.
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Natsuki's "ending" will happen if the protagonist writes two poems for Natsuki in the first two days of Act 2. It takes place on Day 3, in the poem sharing time. When the protagonist shares his poem with Natsuki, she will complain that he has been spending too much time with Yuri. Natsuki's eyes and mouth will begin to glitch out and will be covered with black rotating pixels. She will then begin to cry blood. She will keep rambling on and on that she wants the protagonist to play with her.
Then she stops talking as the music cuts off, and for a short moment, the room will be filled with silence. A black screen will show with the word "END" flipped backwards before the game resumes and restarts as if nothing happened, with Natsuki still in the game. Note: This isn't necessarily an ending to the game, but more the events that lead to the end of her life.
How a Face Transplant Transformed a Young Woman’s Life
It is an unavoidable event. Yuri's ending happens after she shows her final poem to the protagonist during Act 2. Yuri confesses that she is in love with him. Regardless of whether players choose to accept her confession or not, she will stab herself with a kitchen knife twice in her stomach and once in her chest. The player is then forced to spend the weekend in the club room with her corpse, just staring at her as the lighting in the room changes and the blood colour darkens to indicate the passage of time, while the dialogue box displays over lines of random gibberish.
It is later revealed by Monika that the whole weekend was running on a broken script. Note: This isn't necessarily an ending to the game, but more the events that lead to her deletion. She stays hidden in the game after this, but she doesn't manifest herself until the end. This ending will happen if the player didn't save-scum to spend time with all of the girls during Act 1.
It's normally the first ending players go through while playing Doki Doki Literature Club! This ending can only be seen if players see all nine of the CGs of the three girls in Act 1 three for Natsuki, three for Yuri, and three for Sayori by creating poems for them, as well as Monika's Act 3 CG. One of the possible methods that can be done to get this ending is saving at the first poem, making all the poems specific to one girl, then before witnessing Sayori's suicide where the saves are then deleted, go back to the first poem save and repeat the process with a different girl.
Players also have to be careful not to delete Monika too early in Act 3, because if they do so without seeing the CG, the game will not count it as seen and they will just see the Normal Ending. After Monika restarts the game without herself present, Sayori will gain the knowledge Monika had from her position as the president of the club, similarly to the normal ending, but will instead thank the player for trying to make all the girls happy.
Sayori thanks the player for playing, and the credits will roll, but the images will not be deleted. The other game files will be deleted still, and the player must delete the firstrun file or reinstall the game to play again. Players will then get a thank you letter from the developer , which also contains a basic summary on his initial inspiration for the game itself and why he made it instead of the bittersweet letter from Monika. For years, I have been enamored by the ability of visual novels - and games in general - to tell stories in ways not possible using traditional media. There are few NPCs in games that have inspired me to write a song.
And her name is Lydia. This is the story of her death. In a large part because I kept getting killed. But also because it was fun to just have her around.
Don't Die Early
And so it was that Liddles and I came to emerge from the dungeons of Volskygge, near the Pineforest Tower. A Shout was written on the wall, and on absorbing it into my very being a nearby coffin burst open and revealed the very horrid Volsung. This was a tough fight. But with determination, potions, and some degree of skill, he was eventually defeated, somewhat impressively leaving both a pile of ashes at the top of the mountain, and his corpse at the bottom, each containing his properties like paired spun electrons.
If they get seriously injured in battle, they take on the Arnie-in-the-nude pose until they muster the scrap of health together to stagger back into action. You can kill them, whether deliberately or by brutal, terrible accident. Lydia had died before.
A lot. And despite her really adding little of use to the game, I always felt compelled to reload and attempt a fight again, this time with her seeing it to the end. I think it was because it was by my hand, and thus the injustice was too much for my conscience. But then of course, companions disappear a lot too. They tend to fall off things, or get stuck behind a pebble, and will eventually show up again. And saved. I wandered about, looked in the area for exciting discoveries, waiting to hear that familiar clatter of things being knocked over and traps being sprung.
But none came. So I turned to fast travel — the ingenious technique that sees horses and companions magically appear next to you. But there was no Lydia. I went back to Whiterun, to my house and to her room, but there was no Lydia. An empty seat. It was looking bad. I re-hired Jenassa, the strangely-faced Elf lady, because I was lonely, and still rubbish at fights.
I wanted Lydia! But maybe, just maybe, there was a chance she was still alive. I returned to the site of the fight, a very steep mountain slope with a ruin at the top and bottom. The fight had started at the top, but it seemed likely Lydia would be somewhere near the base. And at this point I realised that I genuinely cared. Which was ridiculous. Well, returning to the scene of a fight where a pointlessly unhelpful companion might have died to find her body was pretty bloody ridiculous. I was gulping, running over, and feeling relief, each time the hope that maybe she was fine.
Is that…? It seemed only appropriate that I take her back to the top of the hill, and lay her to rest in the empty coffin of her killer. That would work in court. And, well, Skyrim leaves bodies there permanently! Essential for extended exploration of World Or Warcraft, and indeed in any number of other games, ascending mountains inevitably requires exploiting glitches and tricks that allow you to sort of slide up crevices, slide along sides, and whenever you catch a firm footing, jump to claim a few more feet.
Let alone scale a slope while attempting to exploit glitches. And to get up there, jumping is pretty essential.