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Root Double -Before Crime * After Days- Xtend Edition VNDB Page Steam Page: HERE Flowchart Guides for the game available HERE Root Double is a 2012 visual novel developed and published by Regista, directed by Takumi Nakazawa (Infinity trilogy) and written by his team of writers from Rebellions: Secret Game 2nd Stage. Set in the fictional Rokumei City, the events of the game revolve around an incident that occurs on September 16, 2030, in which several fires break out within the nuclear facility LABO. In less than an hour, the facility goes into lockdown due to radiation leakage, trapping several survivors who hadn't managed to escape in time. The game's first scenario Route √After takes place in the hours immediately after the LABO incident. It follows Watase Kasasagi, a firefighter and leader of the elite rescue squad "Sirius", who suffers from a mysterious case of amnesia after being trapped within the confines of the facility. Two other squad members, Kazami and Jun, are trapped alongside him, and the remaining squad members, Dojima and Hiyama, have gone M.I.A. during the chaos. Things escalate as the rescue squad find 3 civilians trapped inside —Ukita, a low-ranking scientist handling evacuations; Ena, a high school teacher invited for an educational tour; and Yuuri, an 18-year-old girl brought in by her parent— and discover via security cameras that 3 high school students (Ena's students) had snuck into the facility and are now wandering around by themselves. To make matters worse, the lockdown is set to deactivate after 9 hours, but nuclear radiation is continually leaking from the damaged infrastructure and making the basement ever more dangerous. Will the rescue squad be able to locate the missing children and find an escape path on time? The game's second scenario Route √Before takes place in the 6 days before the LABO incident, starting on September 10th. It follows Natsuhiko Tenkawa, a high school student attending the prestigious Rokumei Academy whose mother is a renowned physicist at LABO. His every day life among his childhood friends, Mashiro and Yuuri, is suddenly upturned with the arrival of a mysterious half-French transfer student named Louis Yui Sannomiya and after cryptic message from his neighbor leads him to uncover an unimaginable conspiracy. Can Natsuhiko and his friends uncover the truth of Rokumei City? Is the mysterious Louis Yui trustworthy or dangerous? And why do they find themselves trapped inside of LABO on September 16th? Choice System The branching in this game is not dictated by a set of specific choices you must select. Instead, it is determined by a system called "Senses Sympathy System" or SSS. This system allows you to affect the feelings that the protagonist has towards each character (and themselves), which determines the course of action they will take. You may set a character's slider up high and another character's down low, and that will affect which character the protagonist has preference over. This affects your actions in the game, which may give you Points for each character; you can gain points (+1 / +2) or lose points (-1 / -2) for the characters Kazami (Ka), Jun (Ju), Ena (En), Yuuri (Yu), Mashiro (Ma), and Sannomiya (Sa). See the image below to see the parameters of the slider: Each SSS selection point is marked by a different color, there are Blue Choices, Yellow Choices, and Red Choices. Blue ones don't affect the story but do affect the points given. Yellow ones may affect points given, but primarily they dictate branching points and could be warning signs of incoming Bad Endings. Red ones typically appear if you fail the yellow warning sings and you're about to encounter a Bad Ending; these are usually repeat choices of the Yellow ones. For this guide, I will be structuring every choice as follows: SCENE: Title of the Scene Choice: Slider positions for the SSS [Character names - Low, Medium, or High] —> +1 or -1 Points Choice: Slider positions for the SSS [Character names - Low, Medium, or High] Do the opposite of the above, repeat for next Choice, and get a Bad Ending. Overall Ending/Route Guide The game has 2 scenarios (Routes) called √After and √Before, which can be played in any order. Together they have 3 non-bad endings, and it is recommended that you play Route √After first and get the Normal Ending before proceeding to the Good Ending and then playing Route √Before. Expand on these spoilers for more specifics, but please be aware that these specifics are filled with major spoilers for the game. Extra Content In addition to the various endings, there are different things to "collect" within the game. Specifically 6 Epilogues after the Grand Ending, 167 TIPS to unlock, hundreds of missable scenes and CGs, and even a post-game story mode called "Xtend Episode". This guide will provide information on how to obtain everything. The game doesn't have "routes" or "endings" for each of the game's heroines, but it does contain optional "character scenes" and what can be considered branching paths, and each of the heroines have a dedicated Epilogue during the events of the Grand Ending. All the Epilogues can be unlocked together, but to unlock each one individually, you must obtain 6 "character scenes" for each individual character. You obtain scenes for Kazami, Jun, and Ena in Route √After and scenes for Yuuri, Mashiro, and Sannomiya in Route √Before; these scenes must be unlocked sequentially per character, and require different Points for each character. With 6 scenes per character, that's 18 character scenes per route, and 32 scenes in total; get all 6 per character and you will unlock their Epilogue, and get all 32 to unlock all 6 Epilogues at once. Last thing of note, make sure that the Tutorial is Turned On for both Route √After and Route √Before, as the Yu +1 Point you get from it carries over for the rest of the route. Route √After Flowchart image for Route √After: Full guide for Route √After: Route √Before Flowchart image for Route √Before: Full guide for Route √Before: Path to the Grand Ending To avoid spoilers, I will be vague about the next steps. First, once you've fully cleared Route √After and Route √Before, click on the first spoiler tab and follow this guide: Once you have completed the guide above, you can click either of the 2 spoiler tags below. Here is the flowchart for the rest of the game available: Here is the guide for the rest of the game: Xtend Episode Here is the flowchart for the Xtend Episode (although it's more of a checklist than anything): Xtend can be accessed from the title menu once the player has cleared the Grand Ending. Here is a guide for all the content: Attributions This guide is written entirely by me, based on my own flowchart created for this game. The flowchart used other existing guides as a basis but every choice and every required value for branching points was calculated by me via extensive testing.
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VNDB Page Fantranslation available HERE Flowchart Guides for the game available HERE Overview Released in 1992, Otogirisou is the first Sound Novel developed by Chunsoft (later known as Spike Chunsoft) for the Super Famicom system. Otogirisou was the next evolution of Japanese Adventure games, having stripped down the Command Menu, Text Parser, and Point-and-Click controls of previous Adventure games. It instead limited its gameplay to simply reading NVL text and making a selection of choices that affects the narrative. With different scenes triggered by your choices, a branching narrative that leads to unique "stories" (what would later be known as Routes), and conclusive Endings for each of these stories, Otogirisou was a pioneer of the genre. It, alongside its follow-up Kamaitachi no Yoru in 1994, would redefine Adventure games into what we would identify as "Visual Novels" here in the West. Needless to say, this game has very important historical significance. In Otogirisou, your character (canon name: Kouhei) is driving down a forest road in the middle of a stormy night with your girlfriend Nami, when suddenly a series of events causes your car to swerve off the road and be crushed by a falling tree. Seeking shelter, the two of you soon find a western-style mansion surrounded by a garden of hypericum flowers (otogirisou). However, not everything is as it seems within the mansion, as many dangers seem to lurk inside, and a mysterious past can be uncovered within its walls. Was it coincidence that you found yourself in this home, or has something brought both of you here...? Please note that the following guide is exclusively for the Super Famicom version of Otogirisou and it is not compatible with the Playstation remake, as that version adds brand new scenes, a new Bad Ending, POV swaps to Nami's perspective, and around 15 new Epilogues. Additionally, this guide is written based off the fantranslation by Translated Games; the text will likely not be a perfect 1:1 match for the other fantranslation by the user ButThouMust. Route/Ending List, and Unlock Conditions Otogirisou is a late-branching style of Visual Novel, in which 80% of your run consists of the game's "Common Route" and then splits into 6 different routes, with 10 endings total. Three of these routes are unlocked from the start, meaning you can immediately get 5 out of the 10 available endings. Each of these endings exist within their own independent canon; any backstories or supernatural events you encounter in one ending may not exist in another ending. They are basically parallel universes dictated by your choices, rather than timelines that split off a consistent universe. Here are the endings of the game (please note these names are not official, some have been taken from JP guides and some I've made up myself): As you navigate through the game's Common Route, you will encounter different choices that are either serious in tone or lean into a more comedic nature. The endings/routes for this game run down a scale of content, where the more serious a route is, the higher it is on the list displayed above this paragraph. Likewise the more comedic a route, the lower it is placed on that list. Common route scenes that are more serious or more comedic will take the player higher and lower on the scale, and will ultimately put you in the path to specific routes. So for example, the choices that play the Common Route as straight as possible will most likely lead you to the Burned Route, while the choices in the Common Route that have exaggerated jokes will most likely lead you to the Monster Family Route. You're free to get the endings in whichever order you like, as long as they've been unlocked for you. My recommended route order is almost the same as the "standard" game order, and my recommended order will be the one in which the rest of this guide will be organized into: Remember, if you're trying to get an ending higher on this list, try to aim for serious choices, and if you are trying to get an ending lower on the list, choose the funnier options available. In addition to these 10 endings, the game also contains 9 Epilogues that can be obtained after clearing specific endings twice or more. I will cover these Epilogues in greater detail later on. Lastly, this guide will be separated into 3 types of guides: Flowchart guides which will showcase every choice in the game and where they lead, allowing for maximum freedom, Freeform guides that will mark the choices that specifically lead to routes/endings while still allowing players to freely explore the game, and Individual Ending walkthroughs that will showcase a set of specific choices that lead directly to each ending, restricting freedom for more linear and consistent experiences. For the individual walkthroughs, the choices I will list out will allow the player to obtain every single scene in the game in just 10 playthroughs of the game, one for each ending. Each walkthrough will also be optimized so that each of the scenes you'll encounter in the Common Route will correspond to the appropriate ending you are navigating towards. For example, if a specific ending does not contain any supernatural elements whatsoever, then the walkthrough to that ending will avoid any scenes in the Common Route that contain supernatural encounters to remain canonically consistent with that specific ending. Flowchart guides Flowcharts Here are flowchart images containing every choice and ending in the game. There are 4 different charts, each one representing a different "phase" of the game in which more content is unlocked. The first image is the beginning of the game where everything is locked, while the last image is once you've obtained the "Pink Bookmark" and unlocked everything available to you. Route Guide (Freeform) If the flowcharts appear confusing or daunting for you, but you still want to explore the game with full freedom, the route guides will help you with what you need. Burned Route The Burned Route is unique to the other routes in this game as it splits off the Common Route much earlier than the others. This guide will tell you what choices lead to the Burned Route, and which choices can lock you out of the route: Rest of the Routes The rest of the routes are reached at the end of Common Route, once you reach a scene where you either find a photograph or a pair of diaries. The following are the choices immediately after these scenes that lead directly to the routes in question: In order to reach the Firefly Ending, please follow the walkthrough for that specific ending down below in the Freeform guides section, as the path laid out over there follows a continuous storyline for that ending, and will make the ending make more sense for the player (or at least as much sense as it can). Navigating the Monster Family Route Once you obtain the Pink Bookmark (gained by clearing the first 9 endings), new choices are unlocked throughout the game, and especially within the Monster Family Route, allowing access to the Fireflies Ending. As such, navigating the Monster Family Route can cause trouble and lead you to the wrong ending. I will list out the best way to keep track of how to avoid getting forced into a specific ending. For the Epilogues, please refer to the "Obtaining the Epilogues" section at the very bottom of this page. Individual Ending walkthroughs Start(s) of the Game Before starting the game, it is important to understand that the opening scene of the game is randomized every time you start a new run. You can tell which version of the opening you're reading based on what activity you and Nami were doing before the scene starts: you were either playing tennis, you were fishing at a river, or you were playing in the river itself (this last one is only available on a 2nd run onward). Your first choice dictates which of the following 5 scenes you will trigger, based on what Nami tells you: For most of the ending walkthroughs, I will dictate whether to start with any of these 5 scenes or with any of the 3 starters. That way, you can follow the string of choices necessary for each ending without issue, as well as remain canonically consistent with each ending. (Note: if you don't get the appropriate choices needed to trigger the scenes as listed, restart your run again, and let the RNG trigger the opening scene you want). Burning Coffin Ending Burning Basement Ending Delusional Ending Mother & Father Ending Twins' Curse Ending Fish Monster Ending Shadow Ending Monster Curse Ending Monster Bloodlines Ending Lovers' Path (Fireflies Ending) Obtaining the Epilogues Attributions This guide is written entirely by me, based on my own flowchart created for this game. The flowchart uses Japanese guides as a basis but every choice was tested 100% by me. Names of routes/endings are inspired by some names used in JP discussions for this game, but some are made up by me, and the "Chapters" in the flowchart are made up solely for the flowchart's structure.