Kudaranu Mousou No (くだらぬ妄想の)/guide

Tailwind (追い風)
''Recieve a "tailwind" / 「追い風」をうける. ''

Head to the upper door from the Nexus to the Windmill World. Right after entering, a ghost-like NPC will approach you. Interact with it to get the effect.

Bucket / Barrel (おけ)
''Wear a "bucket" / 「おけ」をかぶる. ''

From the nexus, go to the door on the bottom-left to the Classroom World after getting the Tailwind Effect and enter it. Go to the right until you find a bed then go down and interact with the locker to get the effect.

Knife (ナイフ)
''Carry a "knife" / 「ナイフ」をもつ. ''

From the nexus, get to the upper right door to the Bloodstain World after getting the Barrel Effect. Go like 35 squares to left then up until you find a magical circle and interact with the shadowy figure to get the effect.

Kazehana (風花)
''Let's "snow" / 「ゆき」を降らせる. ''

From the nexus, enter to the door at the bottom to the Computer World after getting the Knife Effect. Head west until you find a robot-like creature and interact with it to get the effect.

Dress (ドレス)
''Wear a "dress" /「ドレス」をきる. ''

From the nexus, head to the door at the upper-right to the Monochrome World after getting the Kazehana Effect. From there, go like 20 squares to the left, then go up until you find a NPC with blonde hair and interact with it to get the effect.

Wind and Rain (風雨)
''Starts "raining" /「あめ」を降らせる. ''

From the nexus, go to the bottom-right door to the Water World after getting the Dress Effect. From there, head east until you find a pink fish then head south until you see Jose sharing an umbrella with a NPC. Interact with them to get the effect.

Bouquet (花束)
''Has a "bouquet" / 「花束」をもつ. ''

After you got the first normal ending, go to the Water World and interact with the white flower that appeared among the blue flowers to the Blue Flower Field. Go to the top and interact with the girl to get the effect.


 * Before Ver.0.03

After getting the last effect (Wind and Rain) head back to the dream room and interact with the NPC inside it to get the effect.

Kazaguruma's Orbs Guide
After the normal ending, some places in the dream world will have some changes and become accessible.

Green Orb
Go to the Windmill World and interact with the green windmill among the windmill-shape tiles to the Windmill Maze, avoid the chasers (Barrel Effect is recommended) and get the green orb.

Red Orb
Go to the Bloodstain World and interact with the red windmill on the southeast to the Blood World, avoid the chasers (Barrel Effect is recommended) and interact with the magical circle on the bottom side to the isolated area, go to the northeast to get the red orb.

Blue Orb
Go to the Water World and interact with the white flower among the blue flowers to the Blue Flower Field, find and get the blue orb.

Cyan Orb
Go to the Computer World and interact with the finger pointer NPC that goes straight up to the Computer Window Maze, choose the windmills in the order of: Green → Yellow → Red → Blue → Purple → Blue → Green to the end and interact with the Minimize button to reach the closet, interact to the closet to the Digital World, touch all of the digital NPCs will cause the hanging white man turn into a boy, step under him to the isolated window, go to the top and get the cyan orb.

Yellow Orb
Go to the Classroom World and go west to a wooden shelves to the Water Farm, go to the left to the Forest that has a boy sitting on a stone, get the yellow orb in front of him.

Maroon Orb
Go to the Monochrome World and enter the cave to the Monochrome Maze, avoid the chasers (Barrel Effect is recommended) and get the maroon orb.

Normal End 1
After collected all 6 effects, Kazaguruma's room will start to have someone knocking the door, Kazaguruma can't sleep and the only way is to pinch her cheek and wake-up to a Hospital Room with a girl, then interact with the door will lead you to the ending.

Normal End 2
After collected all 7 effects, interact with the door will lead you to the ending.

True End
After collected all 7 effects and 6 orbs, drop all 6 effects on the orbs, then interact with the door will lead you to the ending.

Werewolf
''Become a "werewolf" / 「人狼」になる. ''

Enter the sliding wooden door. Go northwest and interact with the hanging NPC.

White Rabbit
''Become a "white rabbit" / 「白兎」になる. ''

Enter the beige door. Go north until you reach a dirt road. Find a rabbit running along it. Eventually, somewhere along the trail behind a tree, Jose to fall into another area. Interact with the white rabbit.

Plant
''Become a "plant" /「植物」になる. ''

Enter the light green door. Go south through the arc, then head west. Pass through a trio of arching vines. Go northwest and interact with the pulsating red flower. Continue straight north. Interact with the small plant at the base of the tree.

Blindness
''Become "blind" / 「盲目」になる. ''

Enter the dark green door. Go left to a waiting room, then enter the first door in the next corridor. Interact with the monitor with the eye on the screen.

Teacups
''Ride in a "teacup" / 「ティーカップ」に乗る. ''

(The White Rabbit or Invisible Effect is recommended. Otherwise, use the Golf club Effect.)

Enter the flashing blue door. Go south down the flights of stairs to a red building. Inside, navigate the small maze and interact with the twisted shape. In the next area, immediately equip and activate the White Rabbit or Invisible Effect. Avoid the teacups with liquid inside and head northwest. Find and interact with the empty teacup.

Noise
''Become "noise" / 「ノイゼ」になる. ''

(The White Rabbit or Invisible Effect, as well as the Running Lantern Effect is recommended.)

Enter the dark bluish-gray door. Equip and activate the Running Lantern Effect go right and straight up; then right again upon hitting a cell, then up to the door. In the next area, continue north at each fork. Then equip and activate either the White Rabbit or Invisible Effect to avoid the chaser and proceed right, down, right again to the door at the end. Equip the Lantern Effect again if you wish and carry on north at each fork. Open the lone cell and interact with the static figure.

Golf club
''Carry a "golf club" /「ゴルフクラブ」を持つ. ''

Enter the red door. Go southeast and interact with the shift gray blob. In the next area, choose the following paths at the forks: left, up, up again, right, and left to another gray blob. Then go east and slightly down to open and reveal a bloodied cupboard; interacting with it a second time will warp you to the interior of a house. Carry on down and right and enter the room at the end of the hallway. Interact with bag of golf clubs.

Red Blanket
''Wrap up in a "red blanket" / 「赤げっと」に包まる. ''

Enter the dark green door. Go left and enter the elevator. Ride the elevator as many times as necessary until you arrive on the 4th floor. Go right and enter the first door. Continue to the opposite end of the room, and interact with the bloody spot on one of the shrouds. Interact with the folded red blanket on the table.

Gargoyle
''Become a "gargoyle" / 「ガーゴイル」になる. ''

(The Golf club Effect is required. The White Rabbit or Invisible Effect is also recommended.)

Enter the light green door. Go south through the arc, then head west. Pass through a trio of arching vines. Go northwest between a pair of free form shapes. Continue northeast to a partially submerged blue head. Equip the Golf club Effect and strike it, then enter the mouth. In the next area, activate the White Rabbit or Invisible Effect to avoid the chaser. Head northeast to the potato-shaped figures and interact with the one with three black slits. Continue along the path and interact with the white shape at the end. Head south and interact with gargoyle statue.

Running Lamp
''Become a "running lamp" / 「走馬灯」になる. ''

Enter the sliding wooden door. Go south past one building to the next, and enter through the slightly ajar door. Make your way to a wall with two doors equally spaced apart, and enter the left door. In the next area, cross the beams to a shadow hand puppet. Interact with it.

Invisible
''Become an "invisible person" / 「透明人間」になる. ''

Enter the purple door. Go northeast up a staircase. Enter the glass doors straight ahead. Go northwest and find a rotating eye. Proceed up through the hallway and enter the second classroom. Interact with the outline of a person.