They're an item found in a dungeon. The dungeon is a cove on a beach. You should be able to gain access to it after some progress with Scar and his quest lines. Scar tells you to investigate this specific dungeon.
An Actual Banana
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Just finished reading it after your suggestion. It was pretty damn neat! I always love getting some more background info about characters like their past. I adore the characters in it and am fascinated by how many lessons you managed to fit into what seems like a short amount of pages so fluently. Denying fear and being truthful regardless of the possible prejudice, how acceptance can sometimes only be brought about by the a different viewpoint, how the truth can be stifled or denied out of sheer influence (the jury, I highly doubt Matt's dad had nothing to do with it), acknowledging the good deeds of others even when they had wronged you, and to accept the good and bad of the past, valuing it all. Tbh I probably missed something, but I personally think you did an excellent job writing The Golden Week. I'll definitely be reading your other works as well when I'm not so tired.
Edit: Oh dear, it seems I accidentally skipped all the way to part 7.... alrighty, the other 6 parts are first on the list, lol.
I really like this game so far. I love the mechanic of intuitive and reason considering the slight focus of psychology. The back and forth between the two internal dialogues are always fun to read as well. The characters are all really enjoyable too. I had low expectations for Cal as he seems to have little presence, but just one conversation with him during class and I began to like his him more properly. I also adore the ending with how ominous it seemed, despite what happened and how Rob felt between holding on or leaning in. What Matt says is "happening again" is so casually put in but explains that ominous feeling without being in your face. I'm not sure how to feel about it being revealed so quickly due to it being either: what it is, which more ignorant readers may not be able to quite piece together, or just a bizarre and rushed love story (although that rather obviously isn't the case). With the fact that I'm liking it though, I'll just assume it was a good choice.
I also love the class segments, getting to know little/big/important but irrelevant things amongst the plot has always been one of my favorite details in any given visual novel.
Looking forward to the future of this game and hope for the best for those on the team and involved.
Benson's password requires going through multiple passwords. While entering a password will get you a different outcome and a different bad ending, it'll reveal a new password, making the situation change slightly. So basically:
1st password: Different situation, kinda same outcome, new password.
I think it happens once more after that, so just keep on trying.
Does anybody know how to trigger the nightmare in the ruins? I have two sets of save files (one for Logan and the other for Rhot) and, while it works just fine on my Logan route files, it doesn't seem to work on my Rhot route files. Is it because I'm sleeping in bed with Rhot and the nightmare is only available for as long as you're sleeping alone? Or is the event restricted in a Rhot route due to some dialogue that's supposed to be implimented into the next update?
Yeah, I do. I'ma make a list of the choices I pick to make things a bit easier:
1. That is emberassing
2. Salad
3. Decline payment
4. Text back
5. Try and chear him up
6. Humor him (although from what I've seen both choices are just as good)
7. Don't open the box
8. Go to Bublix, meet up with Gil (Although from what I remember, the other options are also just as good)
9. 1 tsp oil and then cook until thickened and bubbly
10. Act determined
11. Go to Playground and stick around
12. Say that you like him and admit
At the end of day 5, I remember a perfect score would lead to him and Walter getting more touchy with eachother at the end on the couch, but since I'm having such difficulty getting that again, I thought maybe it was taken out for plot reasons such as taking things slow like with Mark and the end of his day 5. I haven't read anything about it in the patch notes/ devlogs i've read though.
So, I'm having IMMENSE difficulty finding the right options for coach gil's route. On day 5 I always end with 49 at most. I got it up to 52 I believe back when the update was first posted, but I've been trying different options for about 3 hours now and I haven't made any progress. Could someone help me out? x_x
Those were the ones I had in mind too actually. I think it might have to do with how the other characters actively interact with eachother rather than just talking to the protagonist. Allows a lot more options and opportunities to show different sides of characters. Even after Tennis Ace's prologue/Yuuchi route, the dialogue between just Yuuichi and whoever you pick is still pretty good (although I still struggle to play any route other than Shuichi's. Guilt intensifies every time he comes on screen.)
I very much look forward to Password's development. Murder mysteries are my favorite genre and I went three days doing nothing but just playing Password.
I think Repeat also does fairly well, although it IS a bit of a mess. It's not so much consistent as much as it's funny and interesting to me. I love the concept of the wishes and what type of tragic back stories the characters have.
I feel like that might be because the routes only have about 5-7 days in them (depending on patreon or not). This is technically Walter's first time meeting all of them, where as most visual novels have their characters as already established friends, or just have a lot of time skipped (Adastra), so they have a lot more groundwork to do for themselves. The only one that isn't a complete stranger is Gil, who Walter had actively avoided for the most part in highschool anyways. What character developement there is are more like hints, not life changing revelations. It's waaay too soon for that anyways. Gotta get invested in the characters before they start talking about their childhood traumas.
I feel like it also might be dependant on just how into the story you can get. Which depends on personal opinion.
I'm curious as to whether or not you have a specific visual novel in mind when you talk about good dialogue. What would you say is a good example of a game who does dialogue well?
I'm actually having a ton of difficulty understanding this. Could you give a few examples? I just can't remember a time when I thought the same thing. There's been plenty of times where i've thought the opposite instead, never once thinking that a character was some sort of cliche in the way that there's your typical tsundere in anime or your every day Mary Sue in books. There's a certain scenario that I thought of as cliche, but even then, I figured that it was only cliche because there was no other way that scenario could've, or should've, gone. The scenario that I'm think about is from Gil's route, where Walter gets frusterated from practicing at the park. I'll have to play through the routes again to get a better analysis, but I'd love to hear further explanation.
Well, the characters aren't necesarilly dating you. They're dating Chase. A character that has there own opinions and problems, and that the other characters have history with, and an already established opinion of. This seems more like a story that we play no real part in, which, depending on the person, would probably be bad, but there are others (me) who don't mind it too much.
I was bummed about what happened to Leo honestly, but when I think about it, I'm kind of glad it wasn't an option. Realistically, a relationship like that just isn't healthy, and even worse is that it, while unlikely, is possible. A relationship like that being a "happy ending" could possibly be promoting such a relationship. Leo's unwavering obsession of Chase that was apparently happening even before the hysteria was a flaw that was truthfully there, but just hidden till it was exposed in the horror part of the game. Of course, it would have been fantastic for Chase and Leo to get back together after Leo lets go of his obsession and loves Chase less intensely but still just as passionately.
However, a lack of happy endings just seems like a theme of this game. Of course I'm sad about what happens to Leo in the end, what happens to all the characters (except Carl), but not everyone gets a happy ending irl either. It's the realism that's displayed in such a non realistic way that I kind of like about this game.
Oh, also, the romance portion is probably mainly just there to gain investment in a particular character and eventually all of them as you play their routes. I'll be honest, until I played each route, I didn't care about what happened to them, despite everything that they were going through.
In short, I guess, just try not being so attached to the characters. Just play and read the story and try making as much sense of it as you can. It's honestly a lot more fun that way.
Found what I was looking for. In Flynn and "Sydney"'s talk, "Sydney" takes his fire poker and stabs it into the table, saying "There were six and now there's five.". Shortly before this he says, "A simulation. In here I become 'we' with you". Once Flynn asks if he's refering to him, "Sydney" responds with, "Podpalacz, no.". I looked up what Podpalacz was, and it kept popping up as "arsonist" or "Incediary". Considering the person he's talking about is likely the player, he's likely refering to us as an arsonist. If I'm right in assuming that each fire poker represents a cast member that isn't Chase, or more specifically their routes, then that would add up with the "there were 6, now there's 5". There were once 6 characters, but Sydney died, so now there's only 5, just like the fire pokers. Later in this scene, Flynn asks if everything he's seeing with Syd is real, and they respond with, "It could be. Somewhere in here.", while refering to the firepoker. If the firepoker he has is representative of Syd's route, then Syd would have probably have had to not have died. But yes it could be refering to Blackgate on top, which would make sense considering they're both horror themed.
Blackgate is the one with Jack right? I don't remember anything about fire pokers from that. I just know that dead friend from Flynn's route said something about fire pokers and that Chase found some in the office building and there were the same number of pokers as cast members. I made that connection a while back tho, so I don't remember how accurate this statement is.
I've gotta say, I like the cast quite a bit, and I'm somewhat sad about the whole "no happily ever after" endings, but I actually kind of like it too. I've become so interested in this story that I've even replayed routes multiple times, trying to connect dots, such as the thing about the fire pokers, and the poem, although I'm not too sure if there's a deeper meaning than what I think. I VERY much look forward to the rest of this story. Tragic endings and all.