PC-8801 · 1985

Karuizawa Yuukai Annai

A LITTLE HELP THROUGH KARUIZAWA

Walkthrough

A chapter-by-chapter route through the English game, with puzzle solutions and story spoilers tucked away until you want them.

Written for English beta build 559. This guide follows the main story, rather than every optional response. It draws on the game script and recorded emulator playthroughs; some later steps and the final-battle strategy are script-checked rather than verified in one complete run of this build.

Before you start

  • Talk before asking questions. Many characters will not answer properly until you greet them. After leaving and returning, greet them again.
  • A new visit can reveal a new answer. Repeating a question without leaving often produces only a brush-off. This matters especially for Hanayama, Nishimura, the drive-in proprietor, Oda and the old man.
  • Examine, Take and Show are different actions. Finding an object does not always put it in your inventory. Examine acquired clues, and show them to people who may know more.
  • More… contains important commands. Rough Up is the game’s blunt interrogation action. Push / Hit becomes important inside the villa. These actions usually return you to the normal menu afterward.
  • On the map, use 8 north, 2 south, 4 west and 6 east. Look Around switches from the map to a location’s close view. Use that view before investigating or entering buildings.
  • Keep separate saves. Save before the Chapter 4 digging attempt and the later cave and combat sections. Old emulator states can restore the previous version’s program memory; boot build 559 afresh when changing versions.

Chapter 1 — An overdue return

The opening advances through your interactions with Kumiko, not by simply waiting.

Show the opening route
  1. Start a new game, enter or accept the player names, and advance the introductory pages.
  2. At the villa, use Look at Her twice. Use Talk to Her for both Explain Being Late and Discuss the Villa.
  3. Use Go Inside twice, then Embrace Her twice and Kiss Her twice. The repeated interactions are part of the opening’s progression.
  4. Use Ask Her → About Her Sister, then About Her, then About Her Sister again. By this point Kumiko should express concern about Nagisa and suggest calling the police.
  5. Use Use the Phone. Advance the police visit, the later phone call, the overnight sequence and the morning conversation. Chapter 2 begins when you set out together.

If the phone produces a refusal instead, finish the interactions above until Kumiko explicitly suggests calling the police. Calling early does not advance the story.

Chapter 2 — Searching with Kumiko

Your main leads are a wallet, a card, a friend’s address and a telephone inquiry.

Show the investigation route

The wallet and the early witnesses

  1. Go to Karuizawa Station. From its map position, walk seven steps west, three south and one east. Use Look Around, then Examine → Grass to find Nagisa’s wallet.
  2. Take the wallet. Examine it to discover the card inside, then examine the card too.
  3. Visit the hill behind Kumiko’s villa and examine the grass. This plant observation matters later; merely walking through the area does not count.
  4. Visit Hanayama’s house, look around outside and accept the invitation inside. Greet him and ask about Nagisa. Leave, return and talk again to hear about the pink and blue hydrangeas. Repeated Talk during the same visit is not a substitute.
  5. At the drive-in, go inside, greet the proprietor and ask about Nagisa. His account, Hanayama’s Nagisa conversation and the wallet allow you to return to Kumiko’s villa.

Asami and Shinoda

  1. Return to the villa. From Kumiko’s room, go into Nagisa’s room. Examine the drawer, then the address book you find there. It supplies Asami Mizuki’s address.
  2. Asami’s house is three map steps east of the station. Enter, greet her, show the card, then use Ask to follow up. Read the exchange through to the lead about Masahiro Shinoda.
  3. At the station, examine the telephone book. Once Shinoda has been mentioned, it provides his number. Use More… → Use the Phone and continue the call until you obtain his location.
  4. Find Shinoda west of the station. Greet him, then use More… → Rough Up and read the complete response. The telephone call alone is not enough to finish this lead.

The club and the return home

  1. Visit the Villa Hotel lounge and greet Sekiya. Show him the card, ask about the card, then follow up about the club. This adds Jizogahara to the destination choices.
  2. Use the destination list to travel to Jizogahara. Do not try to find the club by walking every ordinary map square.
  3. Enter the club, greet the man, and show Nagisa’s photograph. Ask about the man identified as Ishida, then ask again until the contact arrangement has been made.
  4. When Kumiko suggests returning, go back to her villa and enter. Advance the phone event to reach Chapter 3.

If the club route stalls: check that you examined the wallet far enough to discover its card, completed Shinoda’s confrontation, examined the grass behind the villa, and heard Hanayama’s hydrangea conversation on a return visit.

Chapter 3 — Kumiko’s account

This short chapter is a conversation puzzle. Keep listening even when the first replies sound final.

Show how to advance the conversation
  1. Use Look Around, try Move, and try Show.
  2. Ask about Nagisa and about Kumiko’s parents.
  3. Return to the Nagisa question. Ask again after the initial silence until Kumiko begins her longer account. Advance every page.
  4. Choose Move after she finishes. Continue the farewell and departure to start Chapter 4.

You do not need the optional Take or Embrace exchanges for this route. Treat Kumiko’s account as something a character has told you, rather than assuming the mystery is solved.

Chapter 4 — Investigating alone

The lighter is a lead, but showing it to everyone will not advance every part of the investigation.

Show the clues and witness route
  1. Call Kumiko and follow up with another call. Return to the villa when you can no longer reach her. Search her room and Nagisa’s room.
  2. In Kumiko’s room, examine the bed to find the plant encyclopedia. Read its bookmarked page about hydrangeas and iron in the soil. Examine the telephone there and complete the threatening call.
  3. Return to the grass where you found Nagisa’s wallet. Examine the grass, take the lighter and examine it to notice the engraved H.
  4. Visit the island in Lake Leman. Examine the bench to reveal the shovel behind it, then take the shovel.
  5. At the riding club, greet Nishimura. Ask about Kumiko, then follow up about her parents until he mentions the missing brake-transmission bolt.
  6. Ask Nishimura about Nagisa as well. Leave and revisit for his further account: he has seen Yoko and the drive-in proprietor walking together.
  7. At the drive-in, greet the proprietor and ask about Nagisa. Follow up about the man he saw. Also ask where he was last night. Leave, revisit and ask about last night again. When he changes his story to watching television at home, use More… → Rough Up before leaving to challenge the contradiction.
  8. Visit Yoko at Fila Tennis Club. Greet her, show her the lighter, then use More… → Rough Up before leaving. Her follow-up points you toward the priest. Her comments about Kumiko’s eyesight are another useful clue.

The generic “Hmm… I’m not sure” response is not proof that a character recognizes the lighter. Yoko’s particular reaction is the useful one to pursue.

Why won’t the priest tell me anything new?

Show the priest’s checklist

Choose Move to leave the church. That is when the priest interrupts you with the next instruction. Repeated Talk is not the trigger.

Before that can happen, you must have:

  • Taken the island’s shovel, not merely discovered it.
  • Found the book under Kumiko’s bed.
  • Heard Nishimura’s account of the missing brake bolt.
  • Pressed Yoko about the lighter and heard her priest hint.
  • Challenged the drive-in proprietor’s contradictory alibi.

The last item is easy to miss: obtain his different account on a new visit, then confront him before leaving that visit. Once the checklist is complete, return to the church and choose Move.

Show the digging solution and chapter ending
  1. After receiving the priest’s instruction, save before digging. You get one attempt, and a wrong location breaks the shovel.
  2. Go to Hanayama’s house and use Look Around to enter the exterior close view. The blue hydrangeas in the hedge are the clue. Press H here, outside the house—not while still looking at the travel map and not inside his room.
  3. Examine the uncovered bolt and take it. Go inside, greet Hanayama, and use More… → Rough Up. The confrontation uses the bolt you are carrying. Advance the smoke-escape scene.
  4. Search the room after he leaves. Examine the letter and read it fully. Its request concerning Kumiko and Nagisa matters to the next stage.
  5. Visit Asami. If you still cannot enter, finish the proprietor’s Nagisa lead, Nishimura’s Yoko/proprietor account, the threatening call, the lighter pickup and the letter reading.
  6. Ask Asami about Nagisa and Kumiko. Follow the book-delivery conversation through to the woman’s direction. Use More… → Embrace; when the proposal appears, choose 2 to decline. This route still leads to her offer to guide you to Jizogahara. Continue to Chapter 5.

Chapter 5 — The villa with Asami

Indoor searches use a heart-shaped pointer. Move it with 8, 2, 4 and 6, then press 5 to select the object. Choose the action first: Examine, Take and Push / Hit do different things at the same point.

Show the side room, witnesses and main entrance
  1. Travel to the villa. On its west side, use More… → Push / Hit on the window, then Take the window. Go Inside.
  2. In this side room, use the heart pointer to examine the photograph on the right and the newspaper toward the upper left. Collect both and read the article through its continuation.
  3. Leave the side room. It does not provide a route into the rest of the villa.
  4. Visit Durand. Talk to Fumie outside and ask about Nagisa, the villa and her family. Show her the lighter for her recognition clue. Go inside and greet Oda.
  5. Show Oda the newspaper first, then the photograph. Once he recognizes the children, ask the newly available Hirota question and finish his account. Showing the photograph before the newspaper does not produce the same recognition.
  6. Inspect the window on the villa’s east side. Asami explains that a ladder would let you enter. Return to Oda and use Ask → Ladder.
  7. Oda attaches an adult-comedy condition to the loan. After that conversation, the Show menu gains an eighth choice. Select it and continue the exchange until Asami explicitly receives the ladder.
  8. Return to the east-side window and use Go Inside. You can now enter the main villa.

If Ladder is absent from Ask: inspect the east-side window first. The removed west window and the ladder are separate requirements, not interchangeable entrances.

Show the villa’s indoor puzzle route
  1. In the upstairs sitting room, examine the sofa to obtain a small key.
  2. Go west to the adjoining hall. Examine its western door and go west into the room beyond. Examine the scrap of paper in the corner: “Third on the bottom row.” Return east to the hall.
  3. From that hall, travel north, east, then south. Of the two doors here, examine the right-hand door, then go east into the dark study. The left door is the locked one.
  4. Use Push / Hit on the switch at the right side of the room to turn on the light.
  5. Examine the cabinet on the left. The sofa key lets you obtain the club register.
  6. At the bookcase, examine the third book on the bottom row, then use Push / Hit on that same book. A hidden passage opens. Go Inside, then move north to the basement.
  7. Examine the leaves in the basement and take them. Use Push / Hit on the upper-left portion of the wall, then Go Inside the opening to enter the cave.

The book passage closes when you leave the room. If you return later, push the book again. Do not assume the passage will still be open.

Show the cave, papers and Ishida route

The northern exit

  1. From the first cave room reached through the basement wall, go north, north, west to reach the fence outside. From that map position, go east to the nearby building and enter.
  2. Examine the picture frame. A compartment behind it contains papers.
  3. Examine the club register in your inventory. When asked for a surname, enter Ishida and press Return. This records his address, even though the southern route is not open yet.
  4. Return to Durand and show Oda the papers. He identifies the share certificates. Show him the leaves as well for their identification.

The southern exit

  1. Return through the study’s book passage and basement. From the first cave room, go east, east, south, west, west to reach the lakeshore. On the outdoor map, go one step west to the old man.
  2. Greet him. If he only discusses sunbathing, leave and return, then greet him again. To receive his directions, you must have completed Oda’s Hirota account, searched the register for Ishida, and had Oda identify the papers.
  3. Follow his instruction to the cliff on the mountain path south of the lake. Look Around, then use More… → Push / Hit → Cliff. The route opens only after the old man’s instruction.
  4. Follow the newly opened path south to Ishida’s house. Enter, greet him, ask about Nagisa, then use More… → Rough Up. Advance all of his testimony.
  5. Return to the villa through the east-side window. In the upstairs sitting room, advance the voices you hear outside. Leave the room and use Look Around; the recognition conversation leads into Chapter 6.

Cave caution: the exits are not always reciprocal. The routes above start from the first cave room reached from the basement; do not apply them from an arbitrary junction. Keep a save before exploring unfamiliar branches. A pit sequence can end the game if you spend too long there.

Chapter 6 — Putting it together

This chapter contains the mystery’s answers and the final combat section. Open only the part you need.

Reveal the six deduction answers — major story spoilers

Choose these names in order. The numbers refer to the deduction menu, not earlier character menus.

  1. The boy, Masakatsu Hirota: 8 — Proprietor.
  2. His younger sister: 5 — Yoko.
  3. The man giving Nagisa money: 3 — Hanayama.
  4. The person who kidnapped Nagisa under orders: 8 — Proprietor.
  5. The children’s guardian: 4 — Sekiya.
  6. Mr. Dragon, behind the fatal accident: 4 — Sekiya.

Advance the explanation afterward. Cancelling a deduction question restarts the sequence.

Show the final town investigation and photograph answer
  1. At the church, greet the priest and use Rough Up to obtain his admission. Read it through.
  2. At the hotel, greet the attendant and ask about Dragon. Finish the hidden-village rumor. Show the old photograph as well; its identification is a separate requirement.
  3. At Fila Tennis Club, Look Around to register that it is empty.
  4. Visit the drive-in and try Go Inside to register that it is closed.
  5. Enter the supermarket, greet the detective and ask about Dragon. Finish his dismissive shopping response.
  6. Once all these clues have been heard, use Move to continue until Kumiko arrives. If she does not appear, check the hotel photograph, empty tennis club and closed drive-in first.
  7. The next puzzle refers to a photograph originally supplied with the game. If you do not have that separate picture, the accepted English location is Mount Asama. Type it at the prompt and press Return.
  8. At Mount Asama, examine the forest, grass and path. Use Go Inside to follow the forest route into the hidden village.
Show village survival and the final-battle strategy

The village changes to an RPG-like map. Its commands include Look Around, Talk, Fight, Take and Speed. Fight uses a choice for Kumiko, then Asami, then the protagonist. Wait for each menu rather than entering the whole sequence blindly.

  1. Begin with the weaker guards near the entrance. Winning improves your stats. Take nearby boxes: the wooden pole adds strength and the haramaki adds defense.
  2. Use Take at the single small spring to drink and refill stamina. The two springs are different: drinking there reduces your stats. Do not use them as your healing spot.
  3. Work toward the better boxes: energy drink, padded sumo costume, metal baseball bat and drink gift pack. The costume and bat are especially useful. Stats cap at 99; the drink items raise maximum stamina as well as refilling it.
  4. If necessary, return through the village entrance to reset the guards and earn more victories. Collected boxes remain collected. Heal between fights. One guard cannot be damaged by ordinary attacks; leave that encounter rather than repeatedly attacking for zero damage.
  5. There is a particularly durable guard who can reveal a secret during combat. Damage him, then try Talk before finishing the battle. Once he has lost more than 100 stamina, his response gives the two-springs hint. If Talk only provokes him, you have not reached that response yet or are speaking to a different guard.
  6. After receiving that hint, return to the two springs and choose Look Around, not Take. Asami finds a clothing upgrade that greatly strengthens her third combat action.
  7. Approach the final guard with high strength and defense and full stamina. Repeated ordinary attacks alone are a poor strategy against his very high defense. Choose Blow a Kiss for Kumiko to reduce his attack, Asami’s third action to reduce his defense, and Fight for the protagonist. Repeat as needed. Asami’s action is much stronger after the two-springs discovery.
  8. After winning, follow the route and step onto the hideout entrance. Advance the final confrontation and rescue sequence through the ending.

Testing scope: equipment, healing, several battles, defeat/retry, the support-action responses and ending display have recorded emulator checks. The full winning route through the last guard has not been replayed end to end on build 559; the strategy above follows the game’s battle rules.

Defeat offers a retry from the village’s starting position with starting combat stats. Keep your own earlier save if you want to preserve a successful route.

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