Overview
A complete guide to all the puzzles in Last Labyrinth, as well as a map. Colorblind friendly!
Intro
Hey there! If you’re having some trouble with solving a puzzle or getting all the endings in Last Labyrinth, you’ve come to the right place. I noticed there wasn’t really a complete guide for this game in English, so I took the liberty of writing one myself. I hope it’s helpful!
Navigating the Guide
The “How to Play” section will explain the basic controls, as well as how to get Katia out of your way.
The labyrinth map shows you all the possible routes and endings in the game.
The achievements section will tell you how to get the few missable achievements in the game.
The puzzle guides help you solve the various puzzle rooms in the game. They’re split into three sections:
Rules:
Here I will explain the objective of the puzzle, what’s safe to interact with, how the execution is triggered, and what the execution is. I’ll also include information here that you can only find out for certain after checking your solution. This is a good place to look for anyone who might be nervous to interact with the puzzles.
Hints:
Here I’ll give you a better idea of how to solve the puzzle. I won’t give the solution, but I’ll give extra information and hints that might help guide you in the right direction. This is a good place to look if you’re stuck but still want to solve the puzzle on your own.
Solution:
This is just the straightforward, no-nonsense walkthrough. I will explain how to solve the puzzle step-by-step. If you’re really stuck, or you’re playing the room again but forgot what the solution was, this is the fastest way through.
In each room, specific actions will either open the exit door or trigger your death. There are generally two types:
The “check type” execution is triggered by a specific button, which is meant to check your answer. When you think you have the solution, you would press this button, and it’ll either execute the puzzle or execute you!
The “sudden death type” execution on the other hand continuously tracks what you’re doing in the room, and will kill you if you make a wrong move.
How to Play
This is stated in the instructions that you can access from the game’s main menu, but people seem to be occasionally missing this (don’t know why they didn’t just put it as a tutorial at the beginning of the game), so I’ll quickly go over the controls here.
You are tightly secured to a wheelchair, with a bell attached to your left wrist and a laser pointer button in your right hand. If you shake your left hand, Katia will come over to you. If you press the “A” button (for Oculus) on your right hand, it will activate the laser pointer, which is attached to your forehead. The pointer will stay on for a few seconds to allow you to move it where it needs to be, and Katia will interact with whatever the pointer is pointing at when it turns off. When first interacting with something, Katia will point at it and wait for your response. You simply need to nod your head yes or shake your head no.
When she has nothing to do, Katia will wander around, which can sometimes lead to her blocking your view. Since she generally won’t move to look at anything that’s not interactable, the best solution is to point her to the exit door. She will try to open it and fail, and will stay there for a while until she begins idling again. This is always a safe action.
Labyrinth Map
Obviously, this map contains spoilers for the layout of the labyrinth. It kind of ruins the mystique. If you just want help with the puzzles, skip to the next section.
Part One
The first part of the labyrinth is made up of four puzzle rooms. In each iteration, you’ll wake up in the “Room of Beginning,” and after turning on the lamp and exiting into the branch room, you’ll have the choice of two doors to go through. You will only go through each iteration once, which will leave the other door unopened; however, this is not a true labyrinth, and you will do all four puzzle rooms that are available before moving on to the next section of the game.
There are two left rooms and two right rooms. If you go the same way twice in a row, that door will be boarded up and you’ll have to go the other way to complete the other two rooms. The left doors are The Empress (hatch on ceiling), then The Magician (blender). The right rooms are The Fool (train track), then The Emperor (metal grate over hole). You will get a cliff ending for each puzzle room completed (The Sun, The Moon, The Tower, and The Devil).
After completing these four, you’ll automatically move on to the Wheel of Fortune room (the room where the Phantom attacks you), and then find yourself in the Room of The World, a room with one available door and two boarded up doors. From here on, each iteration will begin from here, with a new door opening up each time you complete the leftmost path in each door.
Part Two
Achievements
You will get almost all of the achievements in the course of playing through the game. If you’re missing some of the endings, check the labyrinth map above to see where you can get them! Other than that, there are three missable achievements:
The Grail
You can get this achievement by dying in every room. (Doubutsu Shogi rooms do not count towards this.)
The World
You can get this achievement by examining every item in the Room of The World. (New items will appear when you clear new endings.)
Only you can save me…
You will get this achievement once you have obtained all the other achievements.
Train Puzzle [Room of The Fool]
Objective: Get the train to the goal post on the upper track, while making sure that all the flags on the lower part of the puzzle are up when it gets there.
Execution Trigger: Check Type, triggered by the stone button on the left side of the room. You will die if the train goes through the black tunnel and onto the top track with the ropes.
Execution Method: Guillotine
You can safely interact with all of the levers, which will flip small pieces of the track over to reveal different tracks. If the train goes through one of the tunnels in the wall, it will come out from the tunnel with the same symbol. The flags are toggled when the train goes through their arch, so you want to make sure that the train will leave the flag up.
You may notice when planning out your path that your train will eventually get caught in an endless loop going through the tunnels; when the train actually goes, it will flip over any tiles that it passes over, making new paths.
There’s not much to say here that I didn’t say in the rules. Just keep trying new paths until you come up with one that passes through the correct gate and then gets caught in a correctable loop.
Flip the middle lever.
Light Square Puzzle [Room of The Empress]
Objective: Match the lights on the box to their respective diagram on the wall.
Execution Trigger: Check Type, triggered by the button on the far wall. You will die if either of the patterns are wrong.
Execution Method: Falling spikes/crushing
Press the buttons to turn them on and off. The lights on the left box are blue, and the lights on the right box are orange. The diagram on the left wall is orange, and the diagram on the right wall is blue.
This is a very simple puzzle. The diagram on the right goes to the left puzzle, and vice versa.
1 2 3
4 5 6
7 8 9
The grid is numbered 1-9, starting from the top left and moving horizontally, starting each new row from the left.
For the left puzzle, press the lower right button (9). For the right puzzle, press the middle button (5).
Box Puzzle [Room of The Emperor]
Objective: Perform a series of actions, most of which are moving the box, in a certain order.
Execution Trigger: Check Type, triggered by the stone button on the far wall. You will die if you did the sequence in the wrong order or missed any steps.
Execution Method: Trash shredder
The red lights above the door will turn green as you complete the actions in the correct order, until all are green.
This is a very simple puzzle, but there is a small trick in it. Make sure that the leftmost light above the door lights up first. (It will make a noise when it does.)
Move the metal plate on the left and Katia will cross over to the other side. Open the metal plate in front of you, then move the box down, left, up, and then right. Press the button on the far wall to escape.
Projector Puzzle [Room of The Magician]
Objective: Match the projected symbols to the symbols in the picture frames.
Execution Trigger: Check Type, triggered by the large button on the far wall. You will die if any of the symbols are incorrect (the light above the door is red).
Execution Method: Crushing/grinding by spikey pillars
You can safely interact with all three projectors. The red light above the exit door will turn green when you have the correct solution.
Hints
Each of the projected symbols corresponds to either a triangle, square, or circle. Use these to match them. Be careful.
Solution
Flip the left projector once, the right projector twice, and the middle projector twice.
Phantom Attack Puzzle [Room of The Wheel of Fortune]
Objective: Save Katia from the Phantom.
Execution Trigger: Sudden Death Type, triggered if the Phantom drags Katia away or chokes her for too long.
Execution Method: Strangling
It is safe to press any of the buttons in the room. There is one other action you can do.
Hints
This “puzzle” is all about timing. Remember that Katia has to perform the actions for you, and she will be incapacitated at various times in this room. You can use your laser pointer to temporarily blind the Phantom to buy yourself time.
Solution
When the Phantom starts dragging Katia away, blind him with your laser twice and he will throw her against the left wall. He will begin advancing towards her slowly; blind him with the laser three more times as quickly as you can to buy Katia time to catch her breath. When you see her sit up, tell her to press the closest button on the left side. The Phantom will be temporarily incapacitated, but he will catch her again on the right side of the room. When he shifts her to the right, tell her to press the nearest button on the right. This ends the encounter.
Organ Puzzle [Room of Temperance]
Objective: Correctly repeat a pattern that is demonstrated for you.
Execution Trigger: Sudden Death Type, triggered if you press any of the colored buttons in the wrong order.
Execution Method: Poison gas
You can safely interact with the colored buttons when you first enter the room, if you want to hear what they sound like. Once you pull the yellow handle behind the buttons, the puzzle will officially start. You will have to repeat four patterns, which can be tracked using the lights above the exit door.
You can remember the pattern by sound, color, or position, but be careful; for the last puzzle, the buttons will be shuffled around after the pattern is played, so make sure you either remember by color only or remember what the original positions were.
Original Button Position: Top left is blue, top right is green, bottom left is yellow, bottom right is red.
Changed Button Position: Top left is blue, top right is red, bottom left is green, bottom right is yellow.
First Pattern: Green (TR), Yellow (BL), Green (TR), Red (BR)
Second Pattern: Blue (TL), Blue (TL), Red (BR), Yellow (BL), Green (TR)
Third Pattern: Red (BR), Blue (TL), Yellow (BL), Red (BR), Yellow (BL)
Fourth Pattern: Blue (TL), Red (TR), Red (TR), Yellow (BR), Green (BL), Blue (TL)
Laser Box Puzzle [Room of Strength]
Objective: Perform a series of actions, most of which are moving the box, in a certain order.
Execution Trigger: Check Type, triggered by the stone button on the far wall with an exception. You will die if you did the sequence in the wrong order.
Execution Method: Crushing
It is safe to interact with the box, the left bridge plate, and the large toggle button on the left wall.
When you flip the toggle switch on the left wall, you’ll see a bunch of lasers. These lasers connect to each other to form a pattern, and each thing in the room has a ball which projects a laser, and a small black oval plate that receives a laser. The starting point is the thing that doesn’t have a receiving plate, and the ending point is the thing that doesn’t have a projecting ball.
The execution check in this room is a bit different than other rooms, because you will have to press the activating button during the solving of the puzzle as part of the sequence, then again at the end of the sequence to check your solution.
If you mess up your pattern, start over from the first step. Regardless of if you’ve done wrong steps, as long as the steps directly preceding pressing the execution button are in the correct pattern, it will not kill you. (However, once you press the yellow button on the floor grate directly across from you, you can’t undo it; Katia can push it again to put it back but will not press it a third time to do the sequence again, and pressing the execution button with the bridge out before the rest of the sequence has been completed will trigger the execution.)
Open the left metal plate and Katia will cross over to the other side. Move the box left onto the “S” symbol (top left). Press the stone button on the far wall. Move the box south to the fleur-de-lis symbol (bottom left). Move the box right to the “harp” symbol (bottom right). Move the box left to the fleur-de-lis symbol (bottom left). Move the box up to the “S” symbol (top left). Press the yellow button on the floor grate across from you. Press the stone button on the far wall.
Scales Puzzle [Room of Justice]
Objective: Place weights on the left side of the large scale so that it is equal in weight to the right side.
Execution Trigger: Check Type, triggered by the button on the pillar next to the statue. If the weight is not equal, you will die.
Execution Method: Swallowed by a giant snake
You must solve five weight puzzles, indicated by the red lights above the exit door turning green. You can safely interact with any of the weights on the table and the scale.
This puzzle may seem a bit difficult, but it’s all about logic, so once you get started it’s just a matter of building new information on top of your foundation until you find the information you need. The biggest hurdle is remembering everything you’ve deduced and double checking your work (which I highly recommend, as it’s very easy to mess these up).
On the left side of the room will be two to four sets of scales with various types of pieces on them and in varying states of balance. You should find the one with the simplest set of pieces, and try to determine the weight of one piece in terms of another piece, e.g. “pink is as heavy as two greens.” You can do this by eliminating pieces of equal weight from either side until one side only has one type of piece. Once you’ve determined the weight of one piece, you can use that information to do the same for the other scales, until you’re able to determine the weight of the pieces on the statue’s scale, and find an appropriate combination of pieces to add to the other side that would be the same weight. Be careful and pay attention in the later puzzles when your hint scales are not equal.
The best hint I can give is that there are times when one piece will not be equal to a whole number of the piece you are using to quantify the total. So, if you find that a piece is lighter than two but heavier than one (or any other one-step combination of numbers) of another piece, figure out what the maximum and minimum possible value is, and determine what whole number falls between them.
For example, if the blue piece is heavier than one but lighter than two of the pink piece, and the scale calls for a weight equal to two blue pieces, the total weight cannot be two or less pink pieces, nor four or more, therefore it has to be equal to three, since you can’t divide the weights. This is a little difficult to explain, so if you want a more explicit hint, if a piece is equal to a fraction of another piece, that fraction will always be half.
First Scale: 2 Green (Rectangle)
Second Scale: 2 Tan (Square Barbell), 1 Orange (Hexagon)
Third Scale: 3 Green (Spike)
Fourth Scale: 2 Blue (Saturn), 1 Yellow (Hourglass), 1 Green (Coil)
Fifth Scale: 2 Pink (Doughnut)
Lights Out Puzzle [Room of The Hierophant]
Objective: Turn all the tiles on the board from red back to the painting.
Execution Trigger: Sudden Death Type, triggered if the timer runs out (indicated by the tube lights above the exit door).
Execution Method: Man-eating beetles
You can safely interact with the squares on the board when you first enter the room, if you want to try it out. After pressing the button below the puzzle grid, the puzzle will officially start. You will have to solve three puzzles.
Lights out puzzles are solvable using a certain method, which works for every lights out puzzle, in this game and elsewhere. Try to remove all the lights except the ones on the bottom row first, then work from there.
The timers for the first two puzzles are fairly lenient, but the last puzzle has very little margin for error. If you don’t know how to solve a lights out puzzle other than guessing, it’s unlikely you will pass the third puzzle, and I recommend that you check the solution below or look it up on your own.
1 2 3 4 5
6 7 8 9 10
11 12 13 14 15
16 17 18 19 20
21 22 23 24 25
The grid is numbered 1-25, starting from the top left and moving horizontally, starting each new row from the left.
First Puzzle:
Press the middle red square (8).
Second Puzzle:
Starting from the second row, click each square that has a red square above it, from left to right. Repeat this method until all squares are clear. (18, 22, 23, 24)
Third Puzzle:
Repeat the method for the second puzzle. Once you get to the bottom and there are two red squares left, one in each corner, press the two rightmost squares on the top row, then repeat the same chasing pattern to the bottom until none are left. (8, 12, 13, 14, 16, 18, 20, 21, 22, 24, 25, 4, 5, 12, 13, 15, 16, 18, 20, 21, 22)
Projector Diagram Puzzle [Room of The High Priestess]
Objective: Create a diagram using the overlapped projections.
Execution Trigger: Check Type, triggered by the stone button on the far wall. You will die if you have the wrong pattern.
Execution Method: Electrocution
You can safely interact with all three projectors.
The first projector puzzle was way too obvious, but this one is probably way too subtle; it’s really difficult to figure out what the finished picture is supposed to look like since there aren’t really any hints. I don’t know how to give you a subtler one, so I’ll just tell you what you’re trying to make: it’s a top-down map of the room you are currently in.
Flip the middle projector twice, the left one three times, and the right one once. The final diagram should have a square in each corner, three squares arranged in a triangle formation in the center, two thin rectangles on the top in the middle, and one thin rectangle at the bottom in the middle.
Burn the Rope Puzzle [Room of The Hanged Man]
Objective: Burn the ropes so that the circular electrode falls into the matching port towards the bottom.
Execution Trigger: Sudden Death Type, triggered if the electrode reaches the small cutout at the very bottom of each puzzle, or if any of the triangle electrodes go into the goal port.
Execution Method: Hanging
As long as the electrode touches the outer ring of the port, it counts. You will have to complete 8 puzzles, but if you die, you will begin again from the puzzle you failed on, not from the beginning. It is safe to have Katia pick up the torch and to burn any ropes.
This puzzle is all about physics, so it can be a little wonky at times. Carefully consider all of your moves before burning any ropes. Make sure you leave height/distance for the electrode to pick up momentum if you need to it swing any distance.
The green buttons on some puzzles will extend metal platforms if any electrode passes over them. The electrodes with the triangle in the center cannot be used in the port to solve the puzzle, but they can be used to bridge gaps in the track for the circle electrode.
If the rope has to loop over something, be extra careful in guiding it, as it’s possible for the rope to get stuck and not pull correctly and you’ll have to die and start over.
First Puzzle:
Burn the top left rope, then the top right rope.
Second Puzzle:
Burn the top left rope, then the bottom right, then the top right, then the bottom left (after the electrode catches on the track).
Third Puzzle:
Burn the top middle rope, then the top right rope, then the top left rope.
Fourth Puzzle:
Burn the bottom rope, then the top middle rope, then the top right rope, then the top left rope (after the electrode catches on the track).
Fifth Puzzle:
Burn the top left rope holding the triangle electrode, then the other rope holding it. It should bridge the gap on the bottom metal track. Burn the top rope holding the circle electrode, then the other.
Sixth Puzzle:
Burn the top left rope, then the left rope, then the top right (diagonal) rope, then the right (previously horizontal) rope.
Seventh Puzzle:
Starting with the triangle electrode, burn the top left rope, the right rope, then the bottom left rope. It should press the green button. For the circle electrode, burn the top right rope, then the middle right rope, then the left rope, then the bottom right rope.
Eighth Puzzle:
Starting with the upper left triangle electrode, burn the right rope holding it, then the right rope holding the circle electrode, then the other rope holding it.
Light Mirror Puzzle [Room of The Lovers]
Objective: Shine matching colored lights into each of the colored receptacles on the walls.
Execution Trigger: Sudden Death Type, triggered if light touches any of the cylindrical receptors that are attached to the yellow wiring.
Execution Method: Explosion
It is safe to interact with any glass or mirror that is not currently reflecting light. Be careful when moving any that are reflecting light. It is also safe to press the large red button on the right wall, which will rotate the rectangular glass that is suspended from the ceiling. The round glasses will both allow the light straight through and reflect it appropriately.
Don’t touch the glass that is directly under the light beam coming down from the ceiling. Don’t touch the first mirror the light beam hits until you’ve made a safe path through with the other glasses and mirrors on the right side of the room.
You don’t need to worry about the rectangle glass prism until you’ve gotten a light to shine through it and it starts to reflect colored light.
Turn the furthest left glass twice. Turn the mirror directly in front of the exit door once. Turn the glass in front of that mirror (the one towards you) once. Turn the mirror in front of that glass (the one towards you) once. Turn the furthest right mirror once. Turn the glass in the furthest right corner once. Turn the furthest left mirror three times. Press the large red button on the right wall twice.
Tricolor Train Puzzle [Room of The Chariot]
Objective: Get each train to the station with the same color and symbol on the opposite side of the room, while making sure that the two flags on either side of the track are up when the final train arrives at its station.
Execution Trigger: Check Type, triggered by the grey box on the far side of the room, behind the middle train station.
Execution Method: Stabbing in the throat with a dagger
You can safely interact with the red switches on the walls on either side of the room, as well as the four levers in the middle. The red switches change the symbols on each of the tunnels and how they connect (you can check how they connect by looking at the overhead tracks), and the levers flip the set of tracks directly in front of them.
Additionally, you’ll notice that there’s green paint on the interchanging parts of the track. When the train is entering the circle, there is only one way it can go, but when encountering an exit from the circle, it is technically possible for it to continue through the circle or exit. Therefore, the green paint indicates which direction the train will go, that is, any train that is on green painted track will follow the green paint through the circle until it runs out.
This puzzle seems complicated at first, since there are a lot of combinations. However, two things make it easier: first, all the flippable sections of the tracks are exactly the same. One side will connect the left and middle trains’ paths, but leave the right track straight, and the other side will connect the middle and right trains’ paths, but leave the left track straight. Additionally, though there are four possible positions for the red switches, there are only two real results; either a tunnel will connect to the tunnel directly across the room from it, or to the tunnel on the same side of the room as it. They will never connect diagonally.
The trickiest part of this puzzle is the flags on either side. These are on a toggle, so it is possible to both raise and lower them. Therefore, the trains should pass through the left flag an odd number of times, and through the right flag an even number of times.
Flip the left wall switch down. Flip the two levers furthest from you, as well as the lever closest to you, to the right. Press the grey button behind the middle train station on the far side of the room to execute your solution.
Chimera Puzzle [Room of The Hermit]
Objective: Place several discs onto the exit door in a specific pattern.
Execution Trigger: Check Type, triggered by the stone button on the far wall. You will die if you are missing any discs or if they are in the wrong pattern.
Execution Method: Lava
It is safe to interact with the safe, statue, desk, vase, paintings, clock, floor, and any objects Katia brings you.
This room can be a little bit frustrating, as Katia won’t do certain actions until you point to them several times. If you feel like you’re missing something, try interacting with all the room elements a couple more times. The most number of times you should have to select on one object for interaction until something happens is 4. Remember to look up!
Once you see the map, look around the room for something that resembles it. Examine the diagrams of the discs, paying attention to the pattern on the top of the paper, to figure out where to put them.
Open the right drawer in the desk. Take the key Katia finds and use it on the safe. She will bring you the first disc. Interact with the cliff painting to your right twice and Katia will pull it down. Interact with the flower vase painting to your left twice and it will fall, revealing another key. Interact with the flower vase painting a third time and Katia will flip it over. Use the new key to open the left desk drawer. Katia will bring you the second disc. Point to the left desk drawer four more times, and Katia will become exasperated and close it a little harder, knocking over the vase. She will bring you the third disc.
Using the code on the back of the flower painting, the chart to your left, and the compass on the ceiling, you can figure out the correct combination to put into the machine on your right. (Note that you cannot input the code until you reveal the back of the flower vase painting, even if you know it already!) The code should be West, North, West, South, East (left lever, right, left, left, left). This will reveal a map in front of you. The map’s continents match the shapes of the burns on the ground, so point to the location of the red x on the ground. (You can only do this after revealing the map.) Katia will push a button in the floor, and bring you the fourth disc.
Place the disc with the teardrop pattern (the third disc, if you’ve been following this guide) into the chimera statue’s pillar. Katia will bring you the fifth disc. Using the diagrams around the room, place the discs into the door in the correct pattern: the four-spoked disc goes on the top right, the six-spoked disc goes directly below it, the disc with three rectangles goes to the left of the six-spoked disc, and the swirl-pattern disc goes at the very bottom left. Press the stone button to open the door.
Doubutsu Shogi/Catch the Lion (All Versions)
Objective: Win the game.
Execution Trigger: Sudden Death, triggered by losing the game 3 times (injection ver) or a random number of times (Russian roulette ver).
Execution Method: Poison injection or bullet
Doubutsu Shogi (Animal Shogi) is a simplified children’s variant of Shogi, which is a traditional Japanese board game similar to Chess. You’ll be playing against an AI, so this will be a little bit different than all the other rooms.
Your opponent will spin the spinner to decide who goes first, and you will alternate starting for each new round. You begin the game with four pieces; a Chick, a Giraffe, an Elephant, and a Lion. Each piece has red dots around its border to indicate which directions it can move; the Chick can only move forward, the Giraffe can move in any straight direction, the Elephant can move in any diagonal direction, and the Lion can move in all straight and diagonal directions. All pieces can only move one space at a time. If the Chick makes it to the furthest side of the board, it will turn into a Chicken, which can move in all directions aside from diagonally backwards. Additionally, Shogi differs from Chess in one significant way, which is that any piece you capture can be put back on the board under your control. (If a Hen is captured, it can only be returned to the board as a Chick. Dropping it on your opponent’s home row will not turn it into a Hen and it can do nothing until it is captured and redeployed.)
The goal of Doubutsu Shogi is to capture your opponent’s Lion. If you do this, you win. You can also win by getting your Lion to the furthest side of the board, as long as doing so does not put it immediately in check.
It also seems to be possible to win either by perpetual check (holding your opponent in check while being unable to pull off a checkmate/other win and being unable to stop checking them without losing your winning position) or threefold repetition (repeating the same position three times), but I couldn’t find a reliable way to replicate this to check. It would be difficult to pull off anyway so I recommend against using this as a strategy; I mention it more as something to keep in mind in case you find yourself cornered. However, if you want to see the game where I found this out:
Image:
The game ended on his turn, before he moved anything. Capturing my Elephant would allow me to capture his Lion, as would moving his Lion forward. Moving it to the left would ensure I could capture it on the next turn, so his only option was to move the Lion diagonally to get out of check. I could then move my Elephant backwards, which put him in check again, with his only option being to return to the previous position. This repeated several times until he abruptly stopped and gave me the win. Whether this particular scenario counted as perpetual check or threefold repetition, the official rules of Doubutsu Shogi would declare it a draw; however that doesn’t seem to be an option in this game, so since I had the upper hand, I was declared the winner.
Try to get your opponent’s Giraffe first. This will give you a significant advantage. Be careful about putting captured pieces back on the board; it gives you more leverage, but also gives your opponent more opportunities to gain back lost pieces. In most cases, it is much faster to win by getting your Lion to the opposing side of the board than it is to win by capturing your opponent’s Lion.
If you need to cancel a move after selecting a piece, you can point your laser at the table.
Each game of Doubutsu Shogi has slightly different consequences.
For Injection Doubutsu Shogi, you will get a poison injection every time you lose, and Katia will get it every time you win. Whoever gets three shots first will die, which means a maximum of five rounds. You can get four different endings depending on how many shots you each get.
For Russian Roulette Doubutsu Shogi, whoever loses will play Russian Roulette. The chamber is not spun between rounds. The game will continue until one of you dies.
Obviously, since you’re playing against an AI, there’s no solution to this particular puzzle. If you find yourself struggling or want to quickly get through the game to get certain endings, check out the “Catch the Lion Achievement & Game Guide” for a surefire way to win.
[link]