Doki Doki True Ending Guide



Guides » Doki Doki Literature Club - Walkthrough (Girl Guide) Written by Capt. Pottypie / Oct 8, 2017 If you're anything like me, you're probably not the best at getting the girls. I figured I had all the footage from doing it myself, I may as well throw it into a video in case it helps someone out:)Thanks for watching! Sorry for the j.

Here are some links that quite helpful in telling you how:
Gal*Gun: Double Peace Trophy Guide and Road Map
Quick True Ending Choices route guide
Easy to use Guide to platinum ​Gal*Gun Double peace
Now you maybe asking why bother writing some more if you're going put up some links. I will tell you why; the reason is that I don't have to repeat what already stated on those link and only mention what not mention on those links. Another reason is that I purposely have look for these guide to find the final True Ending for myself. I got all the true ending trophy but one so I have look it up and while I'm at it might as well write how to get it in a simple form.
Here some quick Facts (from my personal gameplay experiences) like a per-requirement for True Ending:
  • 51% (or higher) Affection will get you Good Ending route but can change to True Ending based on what you do during the final chapter and get 100% in the end. (You get the True Ending if you have the other requirement listed below)
  • You need to get Rank A before any interaction or final event stage for the final chapter for any heroine route for a True Ending (One of the link above stated you need Rank S, which is not true because I personally confirm this with Rank B and Rank A on several route. Rank A will get you True Ending if the other requirement are met, Rank B will get you Good Ending even if the other requirement are met.)
  • If the Heroine Route you chosen have a [Final Doki-Doki], make sure you get a [Double Peace] (max gauge) to get True Ending. (you will get Good Ending if you push the 'finish' button on the [Final Doki-Doki] before the 'max gauge' even if met all the above requirement)
You can read the above links and follow what they stated or do your own thing and solve things on your owns (which what I mostly did). I will list based what game states as True Ending and its trophies. Don't forget the quick fact I mention that will apply on the True Ending.
This should already being mention in the game but the choices of dialogue your character can chose is based on your character's parameter (this apply to all route expect the True Love Route). On the Unseen Destiny (True Love Route) your character's parameter will affect what type of female will come out and attack you.
[The dialogue uses for each routed is based on the above links walkthough and restated here (FYI, this route is heavy on Lewdness checks)]
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I love Shinobu (Shinobu Route)
  • Shinobu's True Ending
    • Teach her body directly
    • Try to be more captivating
    • *strokes*
    • I'd swipe the panties if they were yours
    • I love you
    • You're beautiful like a Goddess
    • Go right in!
    • I'll not pass off Shinobu to you!
    • I was worried about you
    • Show me your smile
    • I can't do that!
    • Maya-chan isn't weak!
I love Maya (Maya Route)
  • Maya's True Ending
    • I was just looking at you
    • I'm good at using the ol' noodle
    • Your cute face is a mess...
    • *hug her tightly*
    • Show me where you're injured
    • Talk about what goes with rice.
    • *stroke her*
    • I'll do whatver I can!
    • *keep quiet*
    • Here, let's rehydrate!
    • Thanks for telling me
    • Maya-chan is the stupid one!
I love both (Sisters Route)
  • Sisters Route's True Ending
    • You two look great in your uniforms
    • The seal has been broken
    • You don't have to do it if it's bad
    • You got some nice air on that jump
    • You must be good at sports
    • How does this work?
    • That swimsuit looks good on you.
    • You must be really motivated now
    • I'll back you guys up!
    • Let them go!
    • Did you see how brave I was?
    • I want the three of us to be happy
I have no idea (GuideAngel and Devil Route)
  • Ekoro's True Ending
    • You activated my trap card!
    • Shout real loud! Scream 'dumbass!'
    • Gotta stop them, even by force
    • You're not a doll
    • Ekora is right, help Kurona first (Route Split)
    • I'm a man! I can't help it!
    • I wanna get more physical...
    • *shout in the 2nd controller's mic!*
    • Should I get you some medicine?
    • Will she really return to normal?
  • Kurona's True Ending
    • You activated my trap card!
    • Shout real loud! Scream 'dumbass!'
    • Gotta stop them, even by force
    • You're not a doll
    • [Place holder]
    • We gotta go help!
    • It's a battle of wits!
    • Let's carry them to the infirmary!
    • Well done, Kurona-chan!
    • What's wrong with a make-up lesson? (100% by now if you follow this)
    • [Place holder]
    • [Place holder]
  • Patako's True Ending
    • Required you to already gone through all the other True Ending
    • Follow Kurona (devil) route until the last part (read link for more info)
      • Help me, Ekoro! (Route Split)
      • I need to find a girlfriend...today
Unseen Destiny (True Love Route)
  • True Love Route's True Ending (any other female)
    • No dialogue required, just your scores and level of affection
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Any Time on any Route
  • Aoi's Ending
    • The girl at the Academy Shop, just 'Donate LOVEHEARTS' until the last payment (9999). At this point you be ask if you want to join her band to America as their band manager. Chose the one where you go with her to America.

Initially, Doki Doki literature club would seem a caricature of visual novels, with all its usual caveats. Underneath it quickly reveals itself as a brilliant parody on its genre however, a satire of (interactive) narratives through a double twisting of its theme and, more importantly, with the construction of a negative “deus ex machina” that complicates rather than concludes the narrative.

I admit I have not played this game myself. I encountered it by watching a playthrough of the game on Youtube (https://www.youtube.com/watch?v=gwTciFcUAXg). Initially, the game seems silly and lighthearted, but the 2 players were promised that “this game fucked me up” – implying a sudden twist in the narrative. Alongside the players I was expectant of a sudden step-up in dramatic tension. It was however only after the second twist of the initial playthrough (3 hours for the playthrough in question) that I realized just how I played just into the games expectation.

Ending

To explain how this twist can be described as brilliant, I will try to describe how the events unfold chronologically. Of course – if you hadn’t realized by now, there will be spoilers of the story.

The first couple of hours might be occupied by the usual motions. A lot of dialogue, exposition, a few on-screen selections that will alter the “route” – the direction of the narrative.

The players made their choices, and like the good old dating sims, they chose which character to focus their attention on. Suddenly, drama was afoot! One of the girls, the childhood friend to the almost non-existent protagonist, gets jealous, and begins avoiding the Literature Club in question. Like the decent friend the protagonist is, he tries to talk to this friend about this issue. And here the first twist occurs.

The first twist; a transformation from a light-hearted take on teenage life and emotional confusion, changes suddenly (and briefly as you will find out) into a tale of literature, poetry specifically, as a release for deep emotional issues. The unloved childhood friend, it turns out, had been deep in depression all along. This first twist might seem familiar. Many visual novels and games in general) have used a juxtaposition between light hearted, pastel colored innocence, and an underlying wrongness; in the form of horror (Eg. Hatoful Boyfriend), or psychological issues. The childhood friend fled not because of love quarrels, but because she had trouble combining her love for the protagonist with a crippling depression she has suffered through all her life.

Things take a turn for the worst, as she shortly thereafter meets the protagonist and his love interest together. She reveals after the love interest leaves that she is not satisfied with just being a friend. She is madly in love with the protagonist. In the Youtubers playthrough, he rejects her, with the protagonist saying “I know what’s best for you, and this isn’t it”. From this point on, The true terror of the story slowly unravels itself. Immediately after her rejection, she screams “Get out of my Head!” and runs back to her house. The story cuts to the next day, when he visits her with a feeling of dread. Opening the main door, no one is home – has he ever seen her parents? He opens the door to her room and find that she hung herself.

But the game does not linger on this story. The soundtrack loses its “pastel” harmony, its upbeat short tunes, and degrades or melts, like the spool of a film, a teddy bear caught fire, into a horrifying disharmonic parody of itself. (Give a listen to the haunting tunes https://www.youtube.com/watch?v=0OR9C5PZNaU) The game falls apart – and what a game it is! The screens flickers, goes black by stating its end, and exits into the title screen. The childhood friend is nonexistent. The game no longer disguises itself as an exploration of the young emotional melodrama, but shows itself as something altogether unique, resembling a horror story, a nightmare within, a hidden horror story. A grim dread seeps from its pores, like the gothic tales of old.

Jumping to the reveal of this second twist, the game explicits the meta-narrative that was hidden in its subtext. By itself, this is an oft explored venue, if not exactly common. This is however not that which makes this game truly shine.

Introducing our complicating deus ex machina, a character within the story, with control over it, that wants to force the story, wants to be the one you, the player, loves. The childhood friend is only depressed because this character does not want the childhood friend to win your attention. When this doesn’t work, she dials it up, making her suicidal. All for the sake of turning your affections towards herself ultimately.

What Doki Doki Literature club actually did, was to manipulate the story in order to affect the players decisions. A second-degree meta-narrative. Few if any games at all, to my knowledge, have to this extent attempted to subvert the player himself.

Doki Doki Literature Club True Ending Guide

The first twist was predictable, almost conforming to the genre. It is exactly this predictability that the game preys upon. The game, acquired sentience (sentience of a “real” and “fake” world, read self-aware) through a character, explores the way in which a narrative, and its reframing, can manipulate the player. Most brilliantly it reimagines the way in which stories affect perception and choices, in an interactive sense.

Doki Doki True Ending Guide Bunnies Funeral

A game that springs to mind is Undertale. At a late stage, the game closes itself down, a tactic used by the sentient boss of the game. In this case, it tries to stretch the limit of how the game can manipulate interaction through mechanical manipulation. Affect how the player act, by changing the mechanical field within which the game is played.

Doki-Doki Literature Club does this in a later stage as well. Its brilliance however, lies still squarely within the manipulation of the narrative. Here, it seduces and entices the player to make their own choices within its narrative framework. It creates a boundary, a simulacrum of its genre, underneath the façade, with the intention of luring the player into an emotional trap.

Doki Doki True Ending Guide Series

To summarize; Doki-Doki literature club proves that true manipulation of a player, the way to subvert his authority of the game, is not to deny him control of his senses, removing his control within the framework, but to manipulate him by his desires, to change the story being told itself.

More than anything else, it is proved that the story is not subject to the player, but that the player is slave to the story being told trough the narrative. Truly, no narrative is sacred, no story is without its discourses, in the form of a malevolent dictator. A game is no guide, its essence is to seduce and control. That this is the very foundation of interaction, with or without the screen, is a truly frightening concept.