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Log.(in)/guide: Difference between revisions

>Kitsune-no-kamisama
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>Kitsune-no-kamisama
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=='''Effects Guide'''==
=='''Effects Guide'''==
==='''Teke Teke'''===
==='''Teke Teke'''===
Go up to Area ONE (The Park). Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the upper gray tile path, then cross over the river when able. Enter the chute at the end. Take the warps to the last platform. Interact with the scythe there.


==='''Angel'''===
==='''Angel'''===
Go left to Area FOUR (Museum). Go to the middle row of doors, then left. Enter door 04. Navigate through the maze (the path is long). When you reach the end, interact with the halo flanked by angel wings.  
Go left to Area FOUR (Museum). Go to the middle row of doors, then left. Enter door 04. Navigate through the maze (the path is long but straightforward). Interact with the halo flanked by angel wings at the end of the way.  


==='''Data Stream'''===
==='''Data Stream'''===
Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue right and proceed through the doorway to the maze. Go in the following directions at each fork: right, down, down, upper right, down, down, down, and right. You will reach a swirling mini-maze with a glitching figure at the center. Navigate inward and interact with the figure.
''NOTE:'' Obtaining the effect will permanently change all NPCs in the maze area into ''very'' fast chasers. '''It is therefore ''highly'' recommended that you obtain the Key located within before collecting the Effect.''' (See the guide for Key 11 below.)


==='''Vir-B'''===
==='''Vir-B'''===
Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the lower gray tile path and go south when able. Enter the door in the center of the next area. Go northwest and interact with the VB NPC.


==='''Aristocrat'''===
==='''Aristocrat'''===
Line 18: Line 23:


==='''Glitch'''===
==='''Glitch'''===
Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the second ladder over to an area filled with glitches. Interact with the glitched figure wandering about.


==='''Binary'''===
==='''Binary'''===
Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue south and interact with the block with zeroes and ones on it. In the next area, locate and chase down the binary NPC running around. (It may be necessary to use the '''Data Stream '''Effect to do so.)


==='''Smartphone'''===
==='''Smartphone'''===
Go down to Area THREE (Digital Halls). Take the path up to a fork in the corridor. Interact with the cellphone.


==='''Eyes'''===
==='''Eyes'''===
Line 27: Line 35:


==='''Negative'''===
==='''Negative'''===
Go right to Area TWO (Purple Mountains).
Go right to Area TWO (Purple Mountains). Head down the mountain to the level below and continue left. Enter the door in the cliff face. Interact with the canvas.


==='''Battery'''===
==='''Battery'''===
Line 33: Line 41:


==='''Bandage'''===
==='''Bandage'''===
Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. After passing through the reception area, make a mad dash right and do not delay in entering through the door: this is crucial to avoid the swarm of chasers which will immediately set upon you from the left the instant you set foot in the hallway. (This can be done rather easily with the '''Data Stream''' Effect, however.)  Take the door on the left, then go through the hole in the wall to a dark burrow. Interact with the mass of bandages at the other end.


=='''Keys Guide'''==
=='''Keys Guide'''==
'''Keys''' are necessary to decrypt files on Amari's computer, as well as unlock the other two minigames on Amari's computer, ''Ahead of You'' and ''Shoot-A-Lad''.
'''Keys''' are necessary to decrypt .txt files in the Archives, as well as unlock the other two minigames on Amari's computer, ''Ahead of You'' and ''Shoot-A-Lad''.


==='''Key 1'''===
==='''Key 1'''===
Line 62: Line 71:


==='''Key 9'''===
==='''Key 9'''===
Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder next to the entrance to a dead end where the Key is located.


==='''Key 10'''===
==='''Key 10'''===
Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder at the opposite end of the hall to a noisy black area. Follow the path to a central area. Go up and interact with the Key.


==='''Key 11'''===
==='''Key 11'''===
Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue right and proceed through the doorway to the maze. Go in the following directions at each fork: right, down, down, upper right, and up. At the top of the room is a white door with a green circle on it which leads to the Key.


==='''Key 12'''===
==='''Key 12'''===
Go down to Area THREE (Digital Halls).


==='''Key 13'''===
==='''Key 13'''===
Go down to Area THREE (Digital Halls).


==='''Key 14'''===
==='''Key 14'''===
Go down to Area THREE (Digital Halls).


==='''Key 15'''===
==='''Key 15'''===
Go down to Area THREE (Digital Halls).


==='''Key 16'''===
==='''Key 16'''===
Line 80: Line 96:


==='''Key 18'''===
==='''Key 18'''===
Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the lower gray-tile path and go south when able. Enter the door in the center of the next area. The Key is northeast of the entrance.


==='''Key 19'''===
==='''Key 19'''===

Revision as of 21:41, 29 September 2018

WIP

Cachi Córdova (cachi01)'s own guide for the game can be found here.

Effects Guide

Teke Teke

Go up to Area ONE (The Park). Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the upper gray tile path, then cross over the river when able. Enter the chute at the end. Take the warps to the last platform. Interact with the scythe there.

Angel

Go left to Area FOUR (Museum). Go to the middle row of doors, then left. Enter door 04. Navigate through the maze (the path is long but straightforward). Interact with the halo flanked by angel wings at the end of the way.

Data Stream

Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue right and proceed through the doorway to the maze. Go in the following directions at each fork: right, down, down, upper right, down, down, down, and right. You will reach a swirling mini-maze with a glitching figure at the center. Navigate inward and interact with the figure.

NOTE: Obtaining the effect will permanently change all NPCs in the maze area into very fast chasers. It is therefore highly recommended that you obtain the Key located within before collecting the Effect. (See the guide for Key 11 below.)

Vir-B

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the lower gray tile path and go south when able. Enter the door in the center of the next area. Go northwest and interact with the VB NPC.

Aristocrat

Go left to Area FOUR (Museum). Go to the middle row of doors, then right. Enter door 07. The destination is randomized among three or four different rooms, so enter and exit as often as needed until you find yourself in a square room with dress forms scattered about. Interact with the one with a dress on it.

Glitch

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the second ladder over to an area filled with glitches. Interact with the glitched figure wandering about.

Binary

Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue south and interact with the block with zeroes and ones on it. In the next area, locate and chase down the binary NPC running around. (It may be necessary to use the Data Stream Effect to do so.)

Smartphone

Go down to Area THREE (Digital Halls). Take the path up to a fork in the corridor. Interact with the cellphone.

Eyes

Go left to Area FOUR (Museum). Go as far up as possible, then to the right. Enter door 10. Go down and interact with the bloodied eye.

Negative

Go right to Area TWO (Purple Mountains). Head down the mountain to the level below and continue left. Enter the door in the cliff face. Interact with the canvas.

Battery

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left without crossing over the bridge spanning the water first. Continue left to the next area, past the stairs going down. Interact with the battery floating in the water.

Bandage

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. After passing through the reception area, make a mad dash right and do not delay in entering through the door: this is crucial to avoid the swarm of chasers which will immediately set upon you from the left the instant you set foot in the hallway. (This can be done rather easily with the Data Stream Effect, however.) Take the door on the left, then go through the hole in the wall to a dark burrow. Interact with the mass of bandages at the other end.

Keys Guide

Keys are necessary to decrypt .txt files in the Archives, as well as unlock the other two minigames on Amari's computer, Ahead of You and Shoot-A-Lad.

Key 1

Go left to Area FOUR (Museum). Go through the ropes to the reception desk and ring the bell about fifteen times. Doing so will make a Key appear in the empty space to the right.

Key 2

Go left to Area FOUR (Museum). Go to the middle row of doors, then right. Enter door 06. Head left to find the Key.

Key 3

Go left to Area FOUR (Museum). Go to the lowest row of doors, then left. Enter door 00. Go through the warp maze to reach the Key.

Key 4

Go left to Area FOUR (Museum). Go to the lowest row of doors, then right. Enter door 03. Interact with the Key.

Key 5

Go left to Area FOUR (Museum). Go to the middle row of doors, then left. Enter door 05. Interact with the Key.

Key 6

Go right to Area TWO (Purple Mountains). Head down the mountain to the bottom level, then make your way to the right. Take the narrow path to the waterfall where the Key is located.

Key 7

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left without crossing over the bridge spanning the water first. Continue left, then go down the stairs to a cave. Cross the cave to emerge upon a small crag where the Key is located.

Key 8

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and continue left to the next area. Interact with the Key.

Key 9

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder next to the entrance to a dead end where the Key is located.

Key 10

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder at the opposite end of the hall to a noisy black area. Follow the path to a central area. Go up and interact with the Key.

Key 11

Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue right and proceed through the doorway to the maze. Go in the following directions at each fork: right, down, down, upper right, and up. At the top of the room is a white door with a green circle on it which leads to the Key.

Key 12

Go down to Area THREE (Digital Halls).

Key 13

Go down to Area THREE (Digital Halls).

Key 14

Go down to Area THREE (Digital Halls).

Key 15

Go down to Area THREE (Digital Halls).

Key 16

Key 17

Key 18

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the lower gray-tile path and go south when able. Enter the door in the center of the next area. The Key is northeast of the entrance.

Key 19

Key 20

Switch Guide

Switches must be activated in order to unlock the game's True Ending. There is generally some puzzle-solving element associated with them.

Switch 1-A

Switch 1-B

Switch 1-C

Switch 1-D

Switch 2-A

Switch 2-B

Switch 2-C

Switch 2-D

Switch 3-A

Switch 3-B

Switch 3-C

Switch 3-D

Switch 4-A

Switch 4-B

Switch 4-C

Switch 4-D

Endings Guide

Ending 1 (Normal Ending)

Ending 2 (True Ending)