Part 2: Chapter 1, Part 2
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...Ungh...
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*crunch*
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Background Sound: Opressive Hum
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Suddenly, the lights flicker on.
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We take a few steps around, to get a bearing on our surroundings.
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There's no way across to the other side of the room, so we head outside to look for another entrance.
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We head into the dark hallway and proceed north.
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*crack*
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Continuing north, we find another doorway, and a paper in the corner.
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One by one, the young students of Heavenly Host __________ School seem to be disappearing, as now a third student has joined the ranks of the missing. Classmates testify that fifth-grader __________ was on her way home from school, but got separated from her friends in the hall and hasn't been seen since. Police are investigating the possibility of a serial kidnapping and have assigned countless investigators to the case in the hopes of a speedy resolution. However, ten days have already passed since the first disappearance, giving parents and classmates ample cause for concern.
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After reading the paper, we head back into the classroom.
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Seiko blinks and sits up.
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Background Sound: None
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The screen cuts to black and we hear strained grunting from Seiko.
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Naomi takes a few steps closer to Seiko.
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Music: Terror
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Music: None
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Jumping to the conclusion of "It's impossible to leave this building" from "The windows in this room don't open" is a little bit too far, I think. There are windows in my house that don't open, but my door works just fine.
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Music: Chapter 1's Theme
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At this point, the game dumps us into this weird character introduction screen. We control the floating eyeball and by talking to the characters, we get background information on them.
It's weird and clunky and RPG Maker as fuck. Kind of like the rest of the game, I suppose. I've transcribed all the character bios into the second post of the thread, for you to read at your leisure.
Directing the eye to the door in the corner of the room brings us back to the game.
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At last, we're back in control. We start by exploring this side of the room.
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In each instance, the victim was taken quickly and unexpectedly, so please remain alert and aware at all times.
-Principal Takamine Yanagihori
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And we're done here, so we head out.
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The screen continues to shake for a short while, and then comes to a stop.
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I've about had it with all these ellipses.
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We can't go north, so we turn around and head to the south.
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The south end of the hall has collapsed as well, so we go back into the classroom.
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Yes
Sound Effect: Item
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We've obtained our first item!
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Most everything on the menu screen is self-explanatory, aside from Name Tags, which I'll detail a little bit later when it's more relevant.
You probably notice the HP stat over on the right. Corpse Party doesn't have any battles, but there are a couple of environmental hazards that can drain your HP. It honestly feels out of place to have HP at all in a game like this though; it's probably a carry over from the RPG Maker original.
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We can go into our inventory and get descriptions of our items. Items are used from the map screen simply by checking whatever the item can be used on, so you don't ever have to go into your inventory unless you need a refresher on what you're carrying.
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Now that we've got this board, we head back out of the classroom and go south.
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Try it
The loose board has been set in place.
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And with that, we're able to continue to the south.
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We enter a door immediately after crossing our makeshift bridge...
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...And arrive in a stairwell.
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Candles serve as save points (the save option in the menu is just a suspension so you can turn the game off). There are only five save slots, and that really sucks because it's not nearly enough to easily find every ending.
They improved on the save system in Book of Shadows by allowing you to save anywhere and by giving you 64 save slots. Which creates new problems for weirdos like me, since I compulsively save every five minutes and will never overwrite an old save unless there are no new slots to fill. 64 saves is a lot to sort through...
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Now that we're done getting our save on, we continue down the stairs.
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The hallway immediately turns to the right after the staircase.
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And then a pit prevents us from going any way but south.
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Continuing forward, we reach a huge door.
[Entranceway]
The heavy door is firmly shut, and seems unlikely (or unwilling) to open through any normal means.
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That's all we can reach on the first floor, so we'll go look around upstairs some more next time.