Doki Doki True Ending Guide
Doki Doki Summertime is a modification for the popular 2017 visual novel Doki Doki Literature Club. Unlike the original game, Doki Doki Summertime is a comedic adventure where the player can get to know all the characters more in-depth. This mod is a 'what-if' mod for the first act of Doki Doki Literature Club, which gives the player a chance to write poems for Monika! She will realize things are different when you write your poems for her.
It's normally the first ending players go through while playing Doki Doki Literature Club! In Act 4, after starting a new game, the game appears to be normal, up until Sayori addresses the player at the end of the day, thanking them for deleting Monika.
Developer INTI CREATES CO., LTD., and Publisher PQube Limited have released their new game titled Gal Gun 2. it is a first-person anime adventure game where players play as a male protagonist who needs to defend himself against an army of girls who have fallen in love with him.
In Gal Gun 2, players will be able to get new weapons, gadgets, skills, and power. you will also be able to experience several missions and endings. in this particular guide, you will find how to get all the seven endings.
Guide On How To Get All The Seven Endings In Gal Gun 2
- Best Ending NOTE: If this is your second playthrough, you will have to reinstall Doki Doki Literature Club and select “yes, delete my existing data” to replay the game. In order to get the best.
- Doki Doki Literature Club: FAQ/Walkthrough Walkthrough / Ending Guide. What Is This?: This is not a walkthrough in the strictest sense of the term. I am not here to guide or hand-hold through the game, simply because there is not much to do in that sense: the game is a visual novel, so most of the activity is in reading the game.
Doki Doki Website
Normal Ending – to get this ending complete all the missions which are listed as main and go to the final day when the game gives you a prompt.
Risu Ending – to get this ending complete all the missions which are listed as main. when you get a prompt for final day ignore it and keep playing until you receive a Doki Doki mission with Risu. finally, complete it and then go to the final day.
Chiru’s Ending 1 – before you get this ending, remember Risu must not be Doki-Doki before you Doki-Doki Chiru. now to get this ending give Chiru foods until she loves you plenty. this will unlock all her side missions.
Complete all her side missions and then click on her when you find the “!” icon on the window. then go to the final day when you get the prompt about the ending.
Chiru’s Ending 2 – to get this ending complete all the mission listed as main and also give Chiru foods until she loves you plenty. then do all her side missions. after that first complete Risu’s Doki Doki and then complete Chiru’s Doki Doki.
Finally, do the Kurona’s return mission and then go to the final day when you get the prompt about the ending.
Doki Doki Literature Club Words Guide
Nanako’s Ending 1 – before you get this ending, remember Risu must not be Doki-Doki before you Doki-Doki Nanako. now to get this ending, give Nanako foods until the relationship status increases and she loves you more, this will unlock side missions.
Start completing side missions but when you notice the “!” icon appear near the classroom’s left door click on her. now go to the final day when you get prompted about the ending.
Nanako’s Ending 2 – to get this ending complete all the missions listed as main and also give Nanako food until she loves you plenty. then complete Nanako’s side missions, then first complete Risu’s Doki Doki and after that complete Nanako’s Doki Doki.
Finally, do the Kurona’s return mission and then go to the final day when you get the prompt about the ending.
Doki Doki Ending Song Lyrics
Harem Ending – to get this ending complete all the missions listed as main and also give food to both Chiru and Nanako until they love you plenty. then complete all their side missions. after that first complete Risu’s Doki Doki and then Chiru’s and Nanako Doki Doki.
You will find Kurona’s return mission but do not accept it and just keep playing other free mission. eventually, Kurona’s return mission will disappear and you will get the Harem Ending.
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.
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.
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.
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. Itools for window. 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.
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.