D: The Game
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D: The Game, English
Автор: seraphim_fallen
Complete guide updates and PC controls from yours truly.
   
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Controls

Idk why they aren't really posted anywhere but they're simple:

Arrow Keys: control movement
Spacebar: Item interaction/ Use
"I" Key: Opens Inventory

Esc: Pause screen

And that's it! No save function, it is a very short game in three discs originally.
Need to Know:


This game runs on a timer; a looooonnnnggg timer allowing you to try and figure things out for yourself.
If you're using this guide, however, you'll get through the game in half the timer or less.
If the timer goes out..... well, that's game over.

I also want to mention that sometimes things are only accessible in certain spots in the game, and you may have to back up a step/movement to be able to move toward a different object. (I hate it too but it's old game mech)

Also SPOILERS for one-play gamers or the interested:

The only COLLECTIBLE items are scarab-looking beetles that unlock your memories.
The bugs CAN be found :
DISC 1: Dining hall Front door
DISC 1: Study top drawer
DISC 2: Sitting room table
DISC 2: Child's Bedroom desk
DISC 2: Sitting room bookshelf
DISC 2: Rotating room
DISC 2: Knights' Hole Ladder
And perhaps others not listed

Although, according to the end-screen there are only 4 that count. Many of the above listed are duplicate memories and won't show if you have already gotten them elsewhere.
Just remember them, write them down, whatever. I don't bring them back up until the end screen.
1st Disc: From Starting to Child's Bedroom
Map Credit goes to Shotgunnova on Gamefaqs.com

Laura starts out in the dining room, there are objects of interest but nothing really is useful yet.

THE STUDY

Go upstairs. The door on the left is a pseudo jump-scare, the door straight ahead is the Study.
Turn to the right, towards the fireplace and advance until you're looking inside. On the floor is a key, use the spacebar to pick it up.
Go back towards the door and turn around, straight across the room is a chest of drawers.
Inspect the drawers here to find a blank paper sheet.
After that, return downstairs to the dining room.

BACK IN THE DINING ROOM
As you enter the dining room, turn right and follow the wall until you're next to the table. Turn towards the table and advance to it till you can interact with the bowl. The water? in the bowl will turn to blood. Afterwards, open your inventory ("I" button) and select your blank sheet of paper. Laura will drop the paper in the bowl and it will show you the message, IV->II.
Once you've seen this, return upstairs to the study and the Chest of Drawers.

RETURN TO THE STUDY

Once at the drawers, interact with the chest and arrow key down to drawer 4, then to drawer 2. Doing so will give you a two-sided handle.
Once you have this, go back downstairs and turn left into the wine cellar.

WINE CELLAR
Once you've entered the room you will see a corridor across the way. Advancing to the corridor will give you a short FMV of a spiked wall almost hitting Laura.
Turn back to the Wine Barrel, open your inventory, and use the two-sided handle to screw the spikes back into the wall, opening the way for you to advance to the far corridor.
Once there you will find a locked door with the number 78 on it. Remember this number.
After this, return to the dining room and go across to the door on the other side.

JAIL CELL
Once at the door, open your inventory and use the golden key to unlock it.
Upon entering, turn to your left and enter the bed chamber, continue forward and it will bring you in a roundabout way to a box with a handle and two-digit combination..
The combination is 78 if you haven't guessed.
Using the handle, attempt the combination. The first number will land on the number you select, however the second digit will land and then count an extra 6-8 numbers randomly. The trick is to stop your second digit between 0-2 and cross your fingers. (I did well with numero uno)
It may take more than one try.
Once the safe-box is opened there will be an fmv of Laura taking a ring from the dead man's finger.
Afterwards, run back to the 78 door in the cellar.

BACK TO THE CELLAR
As you reach door 78, open your inventory for the ring and use it as a key to open the door. As you descend there will be an Indiana Jones-style scene where Laura out-runs a random rolling stone. Don't worry though, there are no QTE's (quick-time events) or anything like that.
This Marks the end of the traditional Disc 1 as you enter the Child's Bedroom.
2nd Disc: From Child's Bedroom to The Tower
Map Credit goes to Shotgunnova on Gamefaqs.com

CHILD'S BEDROOM

As you enter the kid's bedroom, the first thing you'll notice is the picture on the wall across the room. If you interact with it it will smile and laugh at you before showing you the pathway to hell and damnnation along with a clue! (Because children are the devil) This clue will help us open the door to your left, which is currently locked.
Step back a bit and move towards the armoire (big cabinet) next to the bed. On it is a similar animal-themed toy the the demon-child showed you. Either you can remember the picture or take it from me and send the rooster to 12 o'clock and the door will unlock.
Proceed through the door.






SITTING ROOM
Proceed through the sitting room to the door on the other side.
We don;t care about the sitting room.
Open the door for a short fmv.








SKELETONS IN THE CLOSET
No foreshadowing here.
The fmv will show you that one of the dead bodies has a key.
Retrieve the key and return to the child's room via the sitting room.






RETURN TO THE SITTING ROOM
Still don't care about it, move on to the Child's room.






CHILD'S ROOM PART 2
From the doorway, look across the room and there'll be a desk.
Go to the desk.
Use key to open the desk.
Retrieve book of KFC recipies.
Return to the sitting room.






SITTING ROOM
NOW we care about the sitting room.
Move to the far side, (who cares what your dad says, he's creepy anyway) and approach the bookshelf. Return your KFC book to the shelf to open a secret passageway to the rotating room. (Or the ROTATAO room if you prefer)






ROTATING ROOM
Once inside, you'll find a knob on a pedestal. Using your HAND, you can make the room shift from one door to another. There are a total of twelve possible positions,(lots of brick walls) and only 5 doors:

Turn 0 - Locked Steel Door (Blocks stairs to sitting room)
Turn 3 - Punji-Pit Pool
Turn 5 - Outdoor Fountain
Turn 6 - Stained-glass Room
Turn 10 - Knights' Hole

First stop that we need: The Knights Hole.
Give the knob, using your HAND, 10 pulls to get there. There will be a solid steel door that lifts when you approach.






KNIGHTS' HOLE
Go down the stairs and you will find the Knights and their hole.
Approach the hole.
AT THIS POINT a knight will sneak up behind you and start the one-and-only QTE of the game, which will be Left, Right, Left, Space. The commands should come on screen. Only one click each is enough. YOU WILL FALL IN THE HOLE BUT CATCH YOURSELF if you're doing it right. If your're doing it wrong, you'll fall all the way down and have to climb back up to start again.
Once you've completed the QTE, you'll push the Knight into the hole and retrieve his sword.
Congrats.
Now return to the ROTATO room.
Next Stop: Outdoor Fountain, 5 pulls away.






OUTDOOR FOUNTAIN
Once you've exited the catacombs into somewhat clean air, go forward, then turn right at the door. Open your inventory to select the sword, and penetrate the door with it. After it's opened leave that nice, sweet, fresh air alone and ascend the stairs to the observatory.
There is a telescope in said observatory, which if you look through with show you several multicolored constellations that few of us know or care about. Anyway, go back downstairs and outside to the statues near the fountain. They will have color pads in front of them.
The statue on the left is Sagittarius, centaur-archer dude. He gets the green color. Make sure button stays depressed after pressing it.
The statue on the right is Aquarius. She wants the light blue color. Press it.

Once both are depressed (like me), the fountain will drain down into the punji pit pool below and you'll get a nice little fmv.
Once finished, return to RATAO room.
Next stop: punji pool, 10 whole pulls away.






PUNJI POOL
At this point you should see a pool with a treasure chest floating on top, open the chest and you get a single shot musket which, luckily for you, doesn't count rounds.
No time for swimming, go back to ROTA room and turn 3 times for the STAINED GLASS exhibit.






STAINED-GLASS ROOM
Upon entering, look at this ugly piece of glass taking up all the space on this far wall and reflect on your sad little life like me. The open your inventory and use the musket/gun/retrospaceassaultrifle to blow a hole through that ugly glass and let the fresh air in.

This is the traditional end of disc 2.
3rd Disc: The Tower and Beyond...
NO MAP, WHY BOTHER?

Everything's fast and short from here on out.


THE TOWER
Looking outside the Glass Room that you just blew a hole through, look to the left at the dead-drop, way-up-high ladder and climb it to the top, fmv takes over. At the top, you enter through a window and the shutters slam closed to lock you in.

Now you're in a dark corridor. Go to the end for a flashback of fun times.
AT the end, turn around and walk back one movement, your dad will try to talk to you again, just ignore him like in real life.
Now in the middle of the corridor, turn to your right and inspect the wall to find a secret passageway (again).
Enter .

CLOCKWORK ROOM
Inside the room is a cogwheel puzzle, the point is to get the holes in the cogs to line up.
Each lever has a Forward, "Neutral", and Reverse position.
Red button in the middle causes the cogs to turn
Really, I just spammed the red buton till they did it automatically but that's not very sporting.

There's also this way from gamefaqs:
1) Away/To [x2]
2) Neutral/Neutral [x1]
3) To/To

or in American English:
1)Left stick forward/Right stick backward
2)Both Neutral / AKA in the middle
3)Both back towards you

But like I said, I just spammed the red button till it worked; like 5 tries.
Once that's done, the whole structure will screw itself out of the way so you can proceed to the staircase.

THE STAIRCASE (to Hell)
Upon ascending the stairs you come upon a picture of your dead mother and proceed to trip on acid for a minute.








Next thing you know you're standing in front of your old man while he completely ruins any kind of interesting story that we had left. Then with the old tired cliche of join or die, you get to decide to join or shoot him in the heart with your inventory gun. Magic.
The End
THE END
Congrats, you made it
Now you get to listen to weird music.






AFTER THE END
Afterwards you get a screen showing how many scarab-beetle memory/drug-trips you found throughout the game, and a screen suggesting you replay but I bet you won't!
Again, the bugs CAN be found :

DISC 1: Dining hall Front door
DISC 1: Study top drawer
DISC 2: Sitting room table
DISC 2: Child's Bedroom desk
DISC 2: Sitting room bookshelf
DISC 2: Rotating room
DISC 2: Knights' Hole Ladder
And perhaps others not listed

Although, according to the end-screen there are only 4 that count. Many of the above listed are duplicate memories and won't show if you have already gotten them elsewhere.
Коментарів: 7
Jack 16 берез. 2024 о 19:24 
Some notes I could add to this guide after having played through the game 3 times. The box where you enter 78, the way the right digit works is that wherever it lands the wheel rotates backwards the amount read on the left digit minus one times. So if the left digit is on 7, the right side is going to rotate 6 digits back from wherever it lands, you can use that to figure out how to get it to land where you want.

As for the scarabs this guide isn't clear on them, but you can think of the game divided into four chapters (basically each time you pass a point of no return) and each chapter has one scarab in a random location.

Chapter 1 - I've only seen scarab in the top drawer.
Chapter 2 - I've seen scarab in the book case, and next to the heads.
Chapter 3 - I've seen scarab in the knight's hole ladder (I got knocked down), and on the fountain outside (not in guide).
Chapter 4 - End of black hallway.
Reisen942 1 трав. 2022 о 15:24 
Do you just wait until the bow is full of blood?
Reisen942 29 квіт. 2022 о 6:27 
It feels very strange for D to have a pause feature
Ahoj Gamer 29 листоп. 2021 о 16:27 
Great
AspectOfJack 26 жовт. 2021 о 11:48 
There is an additional insect/memory at the end of the stone hallway on disc 3
seraphim_fallen  [автор] 23 лип. 2021 о 3:00 
I’m glad you enjoyed it!
Uncle Dead Rob Haywood V2.0 22 лип. 2021 о 11:59 
Very nice guide. Thank you.