If you could make your own Neptunia game...

Get your Neptune chat on here, doods!
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Alantor2013
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Re: If you could make your own Neptunia game...

Postby Alantor2013 » Tue Dec 30, 2014 11:32 am

KoopaTroopinski wrote:So, I was supposed to have posted my Neptunia/Sonic Unleashed crossover idea, but I never finished it.

Crap. :?


Ah well, you win some, you lose some.
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Asuna from Sword Art Online is actually hot! :P
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DragonKingKaiser
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Re: If you could make your own Neptunia game...

Postby DragonKingKaiser » Tue Dec 30, 2014 11:57 am

How to train your monster.

You play as Mister Badd during the process of training his daughters. No battles. Just training a cute pair of monsters.
This is what Ben Carson will do to political correctness. I approve.
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xnobody13
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Re: If you could make your own Neptunia game...

Postby xnobody13 » Sun Jan 04, 2015 4:35 pm

Well, we finally made it; the last game in the trilogy. Does anyone even care? Why do I bother doing this? I hate doing this, honestly. I only do it because if I don't, my head will explode; violently at that, if a bit cartoonish-like. I'm sorry if these game ideas are becoming dumb, overwhelming, tl;dr and stuff. If I'm lucky, this will be the last idea I come up with, though I said that last time and here comes that awful Neptunia Legacy idea, sequel and all. Seriously, that was terrible!
Anyways, I'm not sure how many more posts I will make on the forums, so if anything, it was a nice ride while it lasted, but this Nobody is ready to fade away.
Oh well, let's get this over with.


TITLE: A WEEK AT NEPPY'S III: FINAL REST

GENRE: SURVIVAL HORROR/STRATEGY
PLATFORM: PC, MAC, PS4, VITA, iOS, ANDROID, WINDOWS PHONE, EVEN THE OUYA
PLAYERS: 1


STORY:

Spoiler:
I wanted to make the story of this game, as well as the general atmosphere, to be more depressing than creepy. There is of course that horror edge to it, but in the end, how the story is presented will feel more like looking through the eyes of a person that has lost everything.
Taking place about half a year after the second one, “Neppy's Family Diner and Pizzeria” (or whatever it's called) is no more. The last night Win worked there saw the whole place collapse as it burned to ash. The company running the place quickly went rogue, and all Animatronics, no matter how damaged by the flames, were confiscated and brought to an undisclosed location. If they were smart, they would bring them to a factory, where they would be melted down, never to be used again.
But fate can be cruel.
After the events, Win became a recluse, hiding away from society as depression, paranoia, and anxiety flooded her daily life. She never received a thank you from Histoire for her deeds, and for that, she felt completely betrayed. Her life was ruined thanks to that horrible nightmare of a place, and she received absolutely nothing but fear in return.
Unfortunately, though she didn't work there anymore, she still felt as if, somehow, the animatronics were always around the corner, waiting to strike her down like they always attempted. Thus, whenever she fell asleep, she placed her neptune mask on, had the flashlight on aiming towards the doorway, and kept a music box close by, always looping its tune, just in case. It was all pointless, really, but even when she knew everything was secured, she still could've sworn that Neptune was right outside the door, playing her tune as she laughed; sometimes, she thought she saw Uzume as well, standing right over her with a frown. Nothing ever came of these encounters, but Win never let her guard down.
One fine rainy morning, Win received a phone call from an unidentified source, telling her to come to the Basilicom as fast as humanely possible. Thinking she would get her reward, Win immediately set out to claim it. Unfortunately, all she received was a handshake that Histoire merely forgot to give. This made Win angry, and she attacked the Oracle, causing her to be arrested.
She spent a few weeks in her cell before someone told her that they will reduce her time in prison, if she went to work at a brand new restaurant that just opened up. Win already knew where this was going, but she felt that whatever hell she was about to experience yet again was a lot more preferable than prison.
Thus, she found herself working in one of the biggest restaurants she had ever seen. Once a gigantic shopping mall, the place was remade specifically for kids entertainment. The sign above the door read “Kds R COOL!” It was a brand new company trying out a tried-and-true business, but Win wasn't fooled. She recognized the sign, to the point that she even saw the etchings of “Neppy's” behind the new text.
They offered her the day shift, but for whatever reason, she declined to take it, instead preferring the night watch. It was a hell she didn't want to live through again, but as she spent the last few months of her life a wreck, it was as if she realized that the only thing she was good at now was surviving night after night against killer animatronics, which naturally this place sported.
With that, she took to the office on that first night, bringing her damaged mask, a flashlight or two, and a stress toy just in case her heart was about to give out. In some regards, this move was done out of hopelessness, but at the same time, Win realized that should she get the opportunity, she could find out who these people are that are running these sick joints, and bring them down for good. At least then others won't have to experience the hell she went through.
Win sat in that chair, facing the hallway with no door, waiting for fate to come knocking...


GRAPHICS:


Spoiler:
I don't know how or why, but this game will run via the Unreal Engine, probably 4 (3 if need be). Hey, go big or go home, right?
Lighting and shadowing effects have been greatly improved, allowing the newer animatronics, as well as some of the older models, the chance to look even more threatening, because that's what companies should focus on!
All Animatronics at this point are 3D-rendered, and move like 3D objects as well. Each part of their bodies move exactly as how you would expect Animatronics to move, with of course some acceptable breaks from reality.
Fogging and mist are also common in the halls of the new building, making some chances to light up a room more difficult, and thus allowing some Animatronics to escape unnoticed.
Along with this, textures are better, and kill animations are also fully animated. That's right, you can now see the many deaths of you unfold before your very eyes. That's what's needed, right? Right?
Finally, thanks to the window above the office, the player could actually see the world brighten the closer it gets to 6 AM. It may makes things harder to see, however.



SOUND:


Spoiler:
For such a big building, the ambiance is actually quite minimal. You will occasionally hear the pipes settling, or some doors being lifted in the parts unknown, as well as some objects being messed with depending on where the Animatronic is and such.
Win does make some noise depending on certain actions (besides breathing within the mask, of course). For one, if Peashy makes it into the room, Win will make an audible gasp of fright. Also, she will of course make some horrific sounds depending on what Animatronic kills you (if this does not suit you, you can disable her voice).


GAMEPLAY:

Spoiler:
Gameplay is very similar to the last two, combining both sources as close as humanely possible. The player must remain in their office as they try their best to fend off the animatronics, holding out until 6 AM, the end of their shift. The player is given limited resources to utilize, so it all comes down to strategy for the player; waste resources, and their death is certainly going to occur.
The only things the player is given to fight is a damaged Neptune mask, a flashlight with limited light, a building with limited power, and minimal control of the building to keep things at bay. They are also provided with a stress ball, though this isn't really used to stop the Animatronics from coming.
The office in the game is given very little light, allowing the animatronics to easily sneak in if the player is not careful. Like in the last game, there are four entrances to the office, along with an additional opening from the ceiling. The entrances are:

1. The hallway before the player, where the flashlight should be used to deter them away. The flashlight doesn't reach far, leaving a lot of the area up to the player to decide..
2. The vent to the left of the player, which does not have a cover for protection. Unlike the last game, the player must use their own flashlight in order to see inside, as the makers of the building didn't provide a light. The mask should be used to deter anything from coming in.
3. The side door to the right of the player. Yes, there is a door here, and even a light to boot, just like in the first game. If an Animatronic appears here, closing the door would be preferred, though some Animatronics may be deterred by the mask as well.
4. The back door, which isn't used all too much, but can still be a dangerous opening. Like in the second game, the player can only view this door by “pivoting,” thus preventing them from seeing the other entrances, and vice versa. The flashlight doesn't work here, and the mask tends to be ineffective, so if the player catches one of them in the blindspot, they should simply close the door.
5. The hole in the ceiling above the player. Not many use this opening, but if they do, the player has little time to react. As the player cannot look up in this game, the only thing they can do is watch for a shadow to overtake the little light the Office has. If they see the light being obscured, the player should place the mask on, and hope for the being to walk away.

The building has very little power in general, so using the lights as well as the doors Is always a big risk. However, they don't take that much power compared to the other games, so it isn't exactly a death sentence if they are used too often.
The player must also be weary of their own mask, which has been damaged thanks to overuse. It is still effective against many of the animatronics, but thanks to one of its eye-holes being caved in, it is even harder to see. Coupled with the fact that you can't use the flashlight or the cameras when using it, the mask should only be worn when absolutely necessary.
The cameras are of course needed, which takes up power when being used (again, not when viewing Arfoire's room). Unlike the last two games, which had plenty of cameras at the players disposal, this game sports ver little cameras to look from. This leaves a lot of the building completely unviewable, forcing the player to question where some of the Animatronics are when they can't be spotted.
The cameras do have some more features, however, thus forcing the player to use them with a tad bit more efficiency. Many of the rooms the player can view have their own doors, which could impede the progress of a few animatronics. These can be very useful with stopping a lot of them, but one must realize that the doors in these rooms take more power than the ones in the office, so they should be used carefully.
Additionally, thanks to either incompetent staff or terrible building ethics, sometimes rooms will spring a few “leaks” or “spills” that could essentially effect the air and eventually kill you. These are usually reserved for areas like the kitchen, but don't be surprised if they could happen elsewhere. You'll know a problem is occurring if you start seeing the office becoming foggy, as well as Win's Sanity Bar slowly dwindling (more on that later). Your camera will show a “biohazard” sign next to whatever room is causing the trouble, and in order to fix it, you must view the room and do whatever it says. Most of the time the action will be similar to winding up Arfoire's music box, but other times will require the player to quick on some objects carefully, and in rare instances, require the player to glitch the camera. Should the player leave these things alone for too long, their toxic gas will eventually kill Win prematurely, or cause the Animatronics to freak out, making them harder to deal with.
Messed up rooms on the camera return in this installment. A maintenance hallway camera is out, which coincidentally is located right underneath the Office. Along with this, one of the camera's in the “CPU Exploration Park” is fizzy, making visibility scarce. Finally, One of the cameras on the roof (specifically the entrance way to the roof) is obscured by a random object that sometimes moves. The player shouldn't really rely on looking at these cameras unless absolutely necessary.
Along with the camera, Win herself has some new features of her own, though they aren't the best features for anyone to have. After two full weeks of dealing with things trying their best to kill her, her sanity has begun to fall apart. Never being able to seek medical help, Win is left to her own devices as once again, she must try and survive. The sanity bar, located on the bottom right corner of the screen, starts out full, and diminished naturally over time. Seeing Animatronics move on camera, having the mask on for too long, being poisoned by the toxic gas, or seeing some of the Animatronic effects will lower her bar, causing various things to happen. She'll begin to hallucinate more often, and perhaps out of suicidal tendencies, doing actions that could save her take longer to occur (as in, she puts the mask on about 3 seconds after you hover over the option). Her vision will also grow blurry.
In order to cure her sanity, there is a Stress Toy located on the desk before her. Once the bar reaches about more-than-halfway down, it should be used. It doesn't heal quick, but it still will help the player survive the night. The bar going empty won't kill the player, but reaction times will be at an all-time low, and who says that the hallucinations can't kill you? As each day passes, the bar drains quicker and quicker, forcing the player to alternate between keeping track of the animatronics, keeping Arfoire satisfied, and Win's own mental health. Luckily, you can use the mask and the flashlight while using the stress toy, so you aren't that restricted when using it.
Arfoire does have her own room this time, reverting back to how she acted in the first game. However, one thing the player must be alerted about is that her music box, while still useful, runs on limited energy. If for whatever reason you can't charge it, look for the battery in the room and wind that as well. The battery never changes speed, so it will always wind up quickly no matter what. It can still be a nuisance, as the Animatronics wandering about will have more time to get in the office and strike the player down.
The building has four floors to look out for. There's the first floor (the Office is located here), the second floor, the roof, and the Maintenance halls below. The animatronics will make free reign out of all of these paths, so the player should always be prepared for an ambush from any entrance. For those that need to know, anything in the Maintenance hall can only come into the office from the back door; keep that in mind.
The guidebook also returns in this game, serving the same purpose as the last game, meaning don't use it too much lest you want intentional distractions.
Other than the new additions, all other features not really discussed return in this game in some form or another.


ANIMATRONICS AND STRATEGY

Spoiler:
The animatronics naturally return, along with a feel new ones. However, none of them have a prescribed starting point (besides Rei and Arfoire), so their locations will not be listed, though I will mention where they will most likely enter.

Famitsu – Starts moving on Night 1. Famitsu was one of the major sponsors of this new building, not knowing of the company's past. She appears normal for the most part, but the closer she gets to the office, the more of her that falls off. Her left leg appears to buckle, making her rather slow. She tends to attack the player from the main hall, though she could enter the vent. The mask is useful against her as well as the light. She gets into fights, and tends to lose easy unless its against a Candidate. Her kill animation involves using her oversized hands to crush your head. She can transform.

Dengekiko – Starts moving on Night 1. Like Famitsu, Dengeki also was a major sponsor, once more not knowing of the company's past. Her animatronic appears to be more statuesque compared to the others, and she rarely moves when being looked at. Her head wasn't put on right, so it isn't rare to see her with her face backwards. She tends to wander on the top floor, though she will somehow always reach the main hall; she rarely attacks from here, however. Instead, she tends to go to the side door to get at the player. Also, though rare, she could get on the roof. She can easily defeat Famitsu and the CPU's, but will lose easily to the Candidates. Her kill animation involves using her Pen to stab the player through the neck, followed by using her spare arm (cracking it off her body) to rip your right arm off. She can transform.

IF – Starts moving on Night 1. Seems to look mostly the same, though the fire damage caused from the last location made her face look all ashy. She moves quickly this time, often looking at the camera while she limply runs from room to room. She'll probably be the first Animatronic the player would utilize the individual room doors for. She appears to be the one responsible for many of the problems in the rooms that Win has to clean up. She tends to win fights unless its with the CPU's. Obviously, she is far more deadlier in this game than the last one, and she appears to be able to enter the office from all paths. Her kill animation involves using her weaponized hands to slice through your throat, followed by crushing your head with her boot once you fall to the ground.

Compa – Starts moving on Night 1. One of her eyes fell out, though once more she tries not to look at the cameras. She can still be frozen if looked at, though looking at her for too long will cause the camera to glitch and for her to move. She doesn't have to heal anyone this time, but she does have one major thing that could kill the player fast, and that's if she's looking directly at the camera. If she is, Win's sanity will begin to slip as she looks at her. She rarely heads towards the office, but she seems to only attack from the main hall, though she will travel everywhere. She will lost to IF, Red, Neptune, and 5pb, but she tends to win otherwise. She doesn't seem to be fooled by the camera glitch. Her kill animation involves her injecting her oversized syringe into the player, causing their vision to turn purple as they fall over.

Vert – Can move as early as Night 1. She is one of the few animatronics that will only move if Win's sanity is lower than 75%, meaning if the player keeps her sanity up, then she will never move (though this is almost impossible to accomplish. She will also vanish if it gets up there even after she spawns. According to the guidebook, she is equipped with a sensor that, should she detect a depressed person, she will come to comfort them, making one wonder if she is truly trying to kill you. Besides that, she is still missing her face, showing the rusted endoskeleton underneath. She still has the same movements from the last two, making a noise as she shuffles around. She can appear in the main hall, but she appears from all entrances besides the roof. Should she get in, the mask is needed. She doesn't get into fights. Her kill animation involves her using her sharp claws to rip your head off. She will hold your head high up in the air as you get a game over.

Plutia – Can appear as early as Night 1. She will move if Win's sanity is below 30% on most days, while on Night 7 she will spawn when her sanity is at 80% or lower. She seems to be random, though she will most certainly be in the room if a sing on certain walls turn into her head zoomed up. She will appear slouched in the corner, her lower jaw finally ripped out after supposed years of neglect, her eye sockets still empty. The player must quickly place the mask on if she appears, or else she will kill. She should vanish if the player was fast enough. If not, her kill animation involves putting a Plutia mask on the player. This doesn't seem so bad, until the player realizes that all Animatronic devices are still in it. Plutia will stare at the player as the player dies. The game will then glitch out before the game crashes. On later nights, she will be Iris Heart, giving the player less time to react. Her kill animation is grabbing the player, throwing them to the ground, stepping on them with her heavy boot, and then launching her head at the screen, also crashing the game.

Lid – Starts moving on Night 2. Becomes an animatronic in this game. She usually starts in the back rooms as a box, though once she moves, she will start appearing in her full body, the box attached to her back. She will only ever strike the player from the back, meaning she only really travels in the Maintenance halls. However, she gives no warning when she gets in, the only indication being that she will be hiding in her box in the corner of the room, waiting for the player to put the mask on or use the camera. She gets into fights easily, with mixed results. The camera glitch will work on her, and for long durations, no less. Her kill animation involves suffocating the player, before using a laser from her eyes to apparently burn your eyes out. Whatever happens next is up to the player to decide.

Red – Starts moving on Night 2. Tends to run every two rooms she enters, looking very happy as she gets closer to the office. She only ever inhabits the second floor, and will jump down to the side door and backdoor whenever she feels like it. The mask is completely useless against her, as she will simply knock it down no matter what. She will probably need to be subdued via using the doors to the other rooms, for she can become a headache if left unattended. She seems to hurt Win's sanity when she is being viewed in the blindspots. Camera glitches work on her, and she seems to have mixed results in fights. Her kill animation involves wrapping a yo-yo around your neck, forcing you up to her mouth. She then proceeds to kiss you, but her endoskeleton, for whatever reason, has a drill for a tongue. You can already tell what will occur once her lips meet yours.

Peashy – Starts moving on Night 2. She appears to get more active if your sanity is at the halfway point. Her body is beginning to fall apart, so she seems to be frowning now more than smiling eternally. She still serves the same purpose; be an annoying prick by disabling all of her power, allowing Animatronics to get you no matter what. She will only ever enter from the vent, calling out the player as she moves about. Once again, she can only ever be spotted from the vent camera, making her movements largely unknown. She doesn't get into fights often, though she tends to lose them; her recovery time is very fast, however. Use the mask to deter her away. If she is transformed, then once again all power will leave the building, killing the player via Uzume. She actually does have a kill animation, though it will only occur if Nisa is not in the hallway and she got into the room. Her animation involves using her gigantic claw hand to scratch at the players abdomen, causing you to fall down. She will then stab her claws into your face, laughing as you die.

Nisa – Starts moving on Night 2. Appears to be happier compared to the last game, having a slasher smile as she makes her way towards the office. She follows the same rules as the last game, where she will only strike from the main hall. The player is required to use the flashlight in order to “reset” her, causing her to delay her attack long enough until either she leaves, or the night ends. She can't get into fights, unfortunately, and other animatronics can be in the hall with her. Nothing will prevent her from moving, so it is best to just wait for her to get into the hall in order to flash the light on her eyes. Her kill animation involves jumping at the player, cutting out prematurely. It is believed she bit your head off while at the same time severing your upper body from your legs.

Rei Ryghts (Waste of Eden) – Starts moving on Night 2. She is on the second floor in the “Waste of Eden” section of the Entertainment center, once again behind the makeshift gates. She is now completely in disrepair, looking like she is about to rust and keel over any second. This, unfortunately, will not stop her from rushing you and eventually ending your life. Once again, the camera is needed to keep an eye on her current status, looking at her often, but not too much. Her phases are once again:

1. The gates are closed. She will start reading some strange book, as indicated by her lines.
2. The gates are partially opened, revealing her head. Her voice is sped up at this point.
3. The gates are fully opened, and she out looking at the camera. Her eyes are missing for an unknown reason here.
4. The gates are fully opened, and Rei is nowhere to be found. If this happens, the back door must be closed immediately. She will charge the player at random, as well as if the player views the back staircase.

Once again, if she knocks on the backdoor too much, power will begin to be drained. It is best to not let her spawn. Her kill animation involves slicing the player up in about 7 pieces. It isn't pretty.

Nepgear – Can start moving as early as Night 2. She will begin moving if Win's sanity is below 50%. She can vanish once her sanity gets over this amount. She has a weird movement pattern, in that she stays primarily on the roof and the Maintenance Hall, meaning she will only enter from the back and from above. She gives the player a very limited amount of time to defend themselves. She will always defeat Famitsu, but will lose embarrassingly against Neptune and Uni. She is not distracted by the camera glitches. Her kill animation either involves her charging and stabbing her sword through your abdomen, or by falling from the roof and crushing her body underneath her metallic weight. Either way, she'll always be smiling no matter what.

Uni – Can start moving as early as Night 2. She seems to move once Win's sanity falls below 70%, 90% Night 6 on. She is still in disrepair, and still causes static discharges whenever she moves about. Her arm is still her gun, though it appears to have been modified, which is disturbing considering it's, I don't know, an actual freaking gun! Anyways, she always starts on the second floor, though she will always head downwards once she spawns. She could appear in the Maintenance halls, but she can' t attack from behind. Instead. She will either strike from the main hall, or the side door. The mask is completely useless against her, so if she is in the hall, flash the light on her. She will give no indication that she entered the room, the only clue being that the room lights will flicker when she is near. She will win in fights with Estelle, Noire, Kei, and possibly Moruu. She can't be distracted. Her kill animation involves shoving the barrel of her gun into your mouth, and shooting. If she gets in from the main hall, then her animation would be shocking the player to death after stabbing you with her gun.

Histoire – Starts moving on Night 3. The strangest animatronic, based on the fact that she moves about on some sort of wire, allowing her to float. She has orbs floating about her, all made of steel. It seems that her body is her clothing; nothing is underneath it. She usually spawns somewhere on the roof, though she could appear immediately in the main hall. She will strike either from the roof or from the hallway. She tends to not fight, but she usually wins unless she's on the second floor. She can be distracted by the camera glitch, and the mask usually forces her away. Her kill animation involves spinning the orbs on the player, breaking the player up. As you are stunned, she appears to light you on fire.

Kei – Starts moving on Night 3. Even though she's new, her body is already falling apart, her arms not fit for her body (actually, her arms are Noire's). She starts on floor one, but she will only walk about in the Maintenance halls, only attacking from behind. She freezes whenever the player looks at her, though she has the ability to lower Win's sanity, making freezing her a challenge. She isn't that good at fights, and tends to lose them very quickly, while taking a long time to recover. This is good though, because she gives the player less than half a second to close the backdoor should she be in the blindspot. She also occasionally teleports, making tracking her that much more difficult. Freeze her with the camera glitch if needed. Her kill animation involves uppercutting the player, and once they land on the desk, she takes her mask off and places it on the you, still filled with plenty of metal parts, crushing your head.

Chika – Starts moving on Night 3. She starts on Floor one, but appears to only really move on the second floor. She is extremely quick, thus making the player decide whether closing the room doors would be beneficial. Unfortunately, she tends to stop at random, throwing the player off if they are not careful. If she gets to the office, she will either attack from behind, or enter the vents. She is similar to how Vert appears, forcing the player to place the mask on and hope she leaves. She will lose a fight against 5pb and Mina. Camera glitches don't effect her. Her kill animation involves her singing a strange song while punch the player repeatedly in the gut. Eventually, you will succumb to your injuries and fall over.

Mina – Starts moving on Night 3. She does not appear on the cameras, leaving her movements unknown. The only clue that indicates where she could possibly be is the random event that involves rooms suddenly lighting up in the distance. Most of these rooms that light up are down the main hall near the office. Though this indicates she is close, she actually doesn't really head towards you. When she does, you need to place the mask on once she appears in the office; unlike the others who do this, she actually walks in rather than just appearing. She does get into fights, but weirdly enough, the fights apparently don't result in anything. Camera glitches could beat her, but it's hard to tell. Her kill animation involves getting into a praying position, which somehow leads to the player being shot up to the room and smashing into it. When they fall, Mina impales them.

5pb (Lobby) – Can start moving as early as Night 3. She seems to appear if Win's sanity is lower than 50%. Seems to be like Vert, in that she has an emotion checker that, should someone feel sad or anxious, she will come to cheer them up, using her guitar to set the mood. She is difficult to deal with, thanks to her ability to teleport from room to room. She can easily win against Chika and Compa, but is very poor against the others, and if she fights MAGES, she will lose and be disabled for the rest of the night. She appears in the main hall and the vent, mostly the main hall. Use the mask to deter her, as the flashlight actually makes her come closer (she will not be in the hall if Nisa is there). She can't be fought off. Her kill animation involves her giving a horrifying smile, before playing her guitar, which electrocutes the player to death in quite the gruesome manner.

Marvelous – Can start moving as early as Night 3. She seems to appear if Win's sanity is 45% or lower. Marvelous still has no facial features, but appears to now move much more freely. Unlike the other animatronics, which look like they struggle whenever they move, Marvy can wander just like a human, even knowing how to mask her movements. She will only ever attack from the vent, but she will wander everywhere, appearing as if she could teleport. If she does get into the room, the player isn't exactly dead, for the player still has the opportunity to place the mask on. I know I haven't mentioned it much, but she can be fought back, though once again it is nearly impossible with her. It doesn't seem like she gets in fights, and when she does, usually she wins. Her kill animation is slashing the player extremely fast, leaving nearly 50 marks. As the player struggles for live, Marvy finishes you off with a beheading.

Moruu – Can start moving as early as Night 3.Seems to appear if Win charges her sanity too much. She usually will either attack from the roof, or from the side door. She moves very fast, making strange sounds that imitate a cat's meow. She actually doesn't head towards the office often, but if she is in the blindspot for the side door, get prepared to close the door, for the mask will not fool her here. She is okay at best during fights. Her kill animation from the side door is scratching the player in the face, before using her metallic tail to rip through the player's chest. Her kill animation from the roof involves her accidentally hitting the floor. At first, it appears she disabled herself, but she soon crawls up extremely fast and starts tearing the player apart.

Estelle – Starts moving on Night 4. She has certainly lost a bit of her luster since the last game, the fire nearly burning off the skin from her waist-down. She struggles to move, and thus actually isn't a threat to the player. At first, at least. You see, she tends to only move whenever another Animatronic is with her, but if that Animatronic leaves her behind too quickly, she'll freeze. If she gets to the office, though...well, there's no stopping her from killing you besides fighting her off with a lucky blow. Your only chance at stopping her progress is to strategically close the individual doors, thus hoping to forever impede her progress. She doesn't really get into fights, though she is often times successful whenever they do occur. Food for thought; if you're lucky, she can fight Arfoire and win, so try to use her to the best of your abilities. Her kill animation involves her stabbing you in the chest, twisting it about, before extending her jaw out nearly three times its original size, devouring you entirely.

Ai Masushima – Starts moving on Night 4. She was horrifically disfigured from the flames, completely burning her face off, as well as the top portion of her body. She tends to twitch a lot now, making many of the Animatronics speed up whenever near her. She still sings songs as she moves, though they are now fragmented and wonky-sounding. She tends to strike from the ceiling, Side door, and backdoor, the latter being the most common. Like last game, she appears to distort the screen whenever she is close, meaning that Win's sanity will go down whenever she is looked at, including the blindspot. The mask will work if she is on the roof, but elsewhere, only the lights will work to keep her away. Closing the door will keep her away, but like Rei Ryghts, she will knock on the closed door, draining the player's energy each time. She will lose against practically everyone, though she is only every pushed back a room or two. Should she get into the office, the lights will go out, and she will once again sit on the office desk, waiting for the player to put the mask on or use the cameras, giving a slasher smile with her endoskeleton teeth.

Her kill animation is by far one of the more gruesome ones. She starts to sing her song, causing the player to get a headache and place a hand on the desk for balance. This causes Masushima to slice off that hand. As the player flails about, she will then shove her microphone into your mouth, shocking you pretty bad. As you flinch, she will grab and pull off both of your arms, and as you stand in shock, she will rip your intestines out. Cute one, ain't she?

Blossa Aizen – Starts moving on Night 1. She only appears on Nights 1,4,6, and 7, most active on Night 4. Can't be traced on the cameras, and thus the player must listen closely. It seems that she will make sounds similar to an Opera singer the closer she gets, with the song growing in intensity as the night drags on. She will also say lines from a random Shakespeare play once she's about to enter the Office. She actually doesn't look animatronicish, instead looking like Blossa herself, though her eyes never seem to go past half-open. She walks calmly, ignoring the other animatronics and apparently the doors that can be shut. She will often walk down to the maintenance halls, though she will rarely attack from behind. Instead, she attacks mostly from the roof, giving the player about two seconds before she jumps in and attacks. She can't be fought off, though the camera glitches work on her like a charm. Her kill animation involves falling into the player's chest, crushing a lot of your bones as she looks at you all lovingly. Like Red, she goes for the kiss, though this time, she unhinges her jaw, and eats the lower part of your head. Must be a sign of love.

Blanc – Starts moving on Night 4. She is slow at moving, as her body is now almost completely stripped of its endoskeleton, her face the only recognizable thing left along with the basic spine, arms and legs. She only has one eye left, thus causing Win's sanity to fall if she is viewed in a room that's close to the office. Like the good old days, she heads towards the side door, so getting that closed when she is near would be for the best. However, it's rare for her to be seen in the blindspot, as she quickly runs into the room once the player uses the camera and she's either right next to the blindspot, or just before said spot next to the blindspot. If she gets in, the mask must be put on immediately. She tends to win, but will lose easily if an animatronic attacks her from behind. Her kill animation involves her trying to swing a nonexistent hammer. Once she realizes she doesn't have this, she then decides to rip her mask off, raise her neck, and spray hot gas upon your poor face. As your face corrodes (melting the screen in the process), she rips her own arm off and slices your legs clean from your body.

Noire – Can start moving as early as Night 4. Seems to start moving on Night 4 if you let your sanity fall below 75% too much. She received some fire damage, which removed half of her face, while her arms are still missing from her body. Her face is still neutral, and she loves to share it with the cameras, often zooming in to look right at the player. She seems to enjoy messing with Win, as she will often appear in the Office for no reason, only to not even attempt an attack. Still, the player must prepare to either flash the light on her, or put the mask on as fast as possible, never knowing exactly when she actually will attack. She can appear in the main hall, the roof, and the backdoor if the player is not careful. She can get into fights, and it seems that Uni will put up a good fight with her, along with the other Candidates. In the end, though, she doesn't really interact with the other Animatronics. Her kill animation differs depending on if the player used the mask or not. If the mask was used, she will kick it off, which causes your head to go with it. If you didn't use the mask and she either entered from the roof or the backdoor, she will break your arm, drag you out into the backdoor, and close the door upon your face. You can guess what happens.

Ram and Rom – Can start moving as early as Night 4. Seems to appear if Win checks the side door light and back door light too often. Apparently, they may vanish if somehow Win recharges her sanity back to 100. They usually begin in the maintenance hall, though most of the time, should you try and look at them, they will disable the camera. Thus, it is hard to keep track of their movements, especially if another animatronic is with them. Since Rom is disabled, Ram will have to move on her own, her sister sewed to her back. She is easily distracted by the glitches, and should a door be shut on them, they will not move until the door reopens. However, once they get to the office, They will somehow split up, with Rom losing her eyes somehow. Rom will flank from the vent, while Ram will attack from the side door. The mask is the only thing protecting you; try not to use your flashlight or the door light, as that could speed them into your room. If Rom kills you, she will get Ram into the room, grab their staffs, and freeze you to your seat. Rom will then make a quick slash, destroying your legs, while also splitting your head and upper body in half.

If Ram is the one that kills you, She will already be attached to Rom again when she appears. She will open her staff, revealing a sewing needle. You try to run, but she stabs you pretty hard, and as you struggle to escape, you get sewn together to the animatronic. Just to keep you secure, Ram stabs another needle into your heart, ending you.

MAGES. - Starts moving on Night 5. Starts very late on this night and night 6, beginning around 4 AM. She will trick the player often by making herself appear in one blindspot, while she is actually in a different one. The only way to tell which one of her is that if she is transparent, she is not the real one. She does not get deterred by the mask, so if she appears, the player must quickly shine the light on her, or use the doorlights to deter her. Should she be in the backdoor, the light should shine on her before the door is closed, in order to make sure she actually moves. Her body looks normal at most, but her staff is sewn to her left hand. She doesn't really get into fights, but she does tend to force 5pb back whenever she's near her. She can actually be fought off, and she has the slowest reaction time at that. Her kill animation involves her levitating the player somehow, and then beginning a chant. The player will begin shrieking, and once the chant is done, the player will explode violently.

Cave – Starts moving on Night 5. Cave can actually be seen for the majority of the game hanging in the food court section of the map, hanging upside down for whatever reason (would kids enjoy that?). Being that she was only made from the waist up, she can't walk, and instead is reduced to crawling about. Her voice box from the last establishment still exists, but thanks to fire damage, its reduced to making sounds that resemble a number station broadcast. She will only appear from the vent, and the only way to deter her is to place the mask on and wait for the number station radio signal to go away, indicating that she left. If you put up the camera while she is in the vent, once you put it back down, she will somehow be on the roof looking at you (she is the Magic of this game). She will eventually start her kill animation, though she could rarely never attack at all. Her kill animation involves her swooping down and taking a bit of your head, ripping your head clean off your body.

Win – Can start moving as early as Night 5. She seems to only move if Win's sanity is reduced to 10% or lower. Her head is even more bruised up, with fire damage clearly evident by the fact that her hair is still somehow sizzling. She is still attached to a bowling ball, and rolls about without a care, mostly on the second floor. Due to her speed, it is often hard to keep track of where she is. Instead, the player should instead focus on everyone else, for Win will only ever attack...Win via the roof. If her shadow appears, the player should put the mask on as fast as possible. It is not known if she could actually get into fights, and the camera glitches don't seem to work on her. Additionally, she appears to be extremely crafty, knowing when to leave a room with a locked door. Her kill animation involves falling directly on your head, breaking your skull. As you begin to keel over, she rolls off, looks at you directly in the eye, and launches her head at you. It is implied that as the screen turns black, she ripped your head off and became one with your body.

Uzume – Active on all Nights. Seems to only move if both your flashlight and the power in the building go out. If this happens, the mask will not deter her, so the only way to survive is to hope that you are close enough to 6 AM. She'll only appear in the main hall, where it seems that a light from an unknown source begins to trail her. The other animatronics can be spotted in the main hall watching as Uzume approaches. If she does reach the office, everything will become even darker, giving the player just a few more seconds as they wonder if they made it. If her kill animation occurs, all you will see is her face close up, followed by the game over screen. It is up to the players imagination to what occurs next.

Arfoire (ASIC Party Room)– Active on all Nights. She is located within her own box once again, trapped within as long as the music box is playing. Once it stops, though, well...I take it you already know your eventual fate. Anyways, She is always locked to one specific room, rather than randomly changing each night. However, as stated before, the player must now make sure that not only is her box wound up, but that the generator is powering the box to begin with. Due to the high influx of new Animatronics as well as the new things the player must endure in other rooms, the player will have some more time to stop Arfoire even when she's starting to get out of the box. Once she is out of the box, though, unless Estelle happens to get in the way, she will reach the office and end you. Her Kill animation involves her flying in, her soulless eyes watching you as she stops just a few inches from the player. She'll let out a disturbingly clear laugh as the player is soon grabbed by hands. The player screams as they are dragged into the abyss Arfoire just created.

Neptune – Active only on Night 8. Unlike the last two, where she was just an animatronic like the others, Neptune has become more like an actual boss, watching the players movements closely as they play their week. She is extremely deadly, one of the hardest animatronics in the whole game. She can't be stopped by camera glitches, the doors to the office don't work (she'll just break them down), the flashlight can't stop her, and the mask certainly won't help. She can be stopped if you put the other doors down, but she can always find a way around. The best course of action is to keep an eye on her with the camera, but don't do it too long, or else she will run faster. I'll discuss the boss day in a little bit, but essentially she can enter the office from every possible entrance. Due to this, she has a total of 6 animations:

1. If she enters from the main hall with the power on, she will simply walk in and punch the player with her overly powerful fist. She then snaps the player's neck, and drags you out of the office, presumably to be stuffed into a Neptune suit.
2. If she enters from the vent, let's just say that she will have some fun with Win. She'll begin by tossing you around, smashing you against the table before throwing you against the wall a few times. She will then cut off your fingers as your vision fades. Just as it seems that she will give you mercy and actually kill you, she will instead snap you neck and then drag you out of the office, same destination as before.
3. If she gets in via the side door, she will laugh at the player as she hangs right in front of the player, before picking her up. She then bearhugs the player to death, snapping your back multiple times before you finally go limp. She then carries you out, once again towards the empty Neptune suit.
4. If she gets in via the back door, Neptune will clothesline the player down, before repeatedly stepping on your face. She will then pick up the desk, and then smash it on you. She will then once again drag you towards the empty suit.
5. If she enters the office from the roof, she will somehow descend downwards with an angelic choir accompanying her. When she lands, she bows down to you, and then grabs you. This is the tamest death, as it appears that you are caught in confusion so much so, that she is able to drag you away without resistance.
6. This occurs if the power happens to run out, and she hasn't already reached the office via any other means. She will revert to the classic setup from the first game, in that she plays her tune while having her face glow, before doing the jump scare. However, another scene is added as you are subjected to being placed in the suit, living the nightmare mentioned in the first game.


HALLUCINATIONS


Spoiler:
These don't always happen. They are actually kind of rare:

1. Neptune hanging – Neptune hanging from a thread in the office will occur if Win's sanity is between 30% and 25%. Like the last game, Neptune will be shown smiling on the right side of the Office, hanging from a thread-like noose. If she happens to appear, the player should look to the right, at the backdoor, or use the cameras. Otherwise, Neptune will once again crash the game.
2. Remnants of Magic – Magic's remains lying on the ground in the warehouse will occur if Win's sanity is between 50% and 40%, Magic was destroyed in the fire, hence why she isn't in the game (and Cave took her role). However, if the Warehouse is empty and the player looks at it, they may happen upon Magic completely dismantled. She will still make the same radio sound. It doesn't have any effect on the game.
3. Young Falcom – Young Falcom on the roof will occur between 3 AM and 4 AM, more common if Win's sanity is below 50%. Young Falcom appears to be human, though she isn't exactly normal, as she makes the camera suddenly start steaming. If the player looks at her too long, she may inadvertently call over a few animatronics to her. You don't want this.
4. IT'S ME – The “It's Me” messages from the first game return, and occur randomly, happening more often when your sanity is far down. Like in the first game, flashing images of Neptune and Noire's head will appear on the screen, with the words “IT'S ME” appearing every so often. Estelle, Moruu, and Arfoire's face now join the mix. They don't serve any purpose other than to disorient the player.
5. Win's Family? - A picture of Win with two unidentified females will occur if the player's sanity is below 40%. Like the “IT'S ME” thing, this strange occurrence serves no purpose other than disorientation. When it happens, a picture will quickly flash on the screen, depicting a really small Win in the arms of a woman with a blurry, censored face. There's another woman with her, slightly younger, also with a blurred face. They both seem to be happy, though it is hard to tell.
6. Old Man in Reclining Chair – A strange old man sitting in a Reclining Chair will occur if the player has their sanity between 90% and 70%. Occasionally, if the player turns on the flashlight and looks down the hall, they will see a man looking back, sitting in a chair with his legs popped up. He has a sinister-looking face, a cigar in his mouth. After a while, he will vanish, but the night will restart, so try not to stare at him for too long. He can't be in the hall with anyone else.
7. Shadow Neptune and Shadow Noire – Two different illusions, but both serving the same purpose, occurring when the player looks at the “Sporting Goods” room with Win's sanity below 20%. Only one of them will appear at the time, though both could occur on the same night. They appear to be abandoned suits, completely black in color besides their eyes, which are bright and white. They also appear to be smiling. Shadow Neptune appears to not do anything, but if Shadow Noire is viewed, Noire will spawn in the office, even if she isn't normally active.
8. CFW Brave – CFW Brave appearing in the stairwell just outside the backdoor will occur if Win's sanity is between 65% and 50%. CFW Brave, one of the chief Antagonists (but with good intentions) from the second game, somehow appears within the mall-turned-entertainment center. Yet...for whatever reason, he just looks like a man but with Brave's head; the man's body appears to be animatronic as well. When being viewed, he starts saying some of his lines backwards, and slowly moves towards the screen. If he gets too close, the cameras will glitch for a few seconds, making the player blind for a little bit.
9. I<3NEP – Older Neptune from VII will occur if Win views the hallway, seeing nothing down it, while at the same time having her sanity below 50%. Named for the text that occasionally flies around whenever she's near, if the player looks down the hall, and nobody is down it, the player should get prepared for a jump scare. Once they turn the light off, the Older Neptune will suddenly perform a jumpscare very similar to Nisa's. However, right as she reaches the player, the office lights will dim, and when they turn on, she will be gone. She does not make a sound when she jumps, and it seems that she will actually prevent other Animatronics from showing up.
10. A thousand dead, A thousand laughs – This hallucination will occur if Win's sanity reaches 0%. Should they look at the “Clothing Prizes” on the second floor during this point, they'll will come across what appears to be the entire map of Gamindustri up in flames, with Two shadowy figures looking at the camera laughing to their hearts content. The name comes from the phrase written above the burning map, drawn with ash, apparently. If the player looks at this scene for too long, the screen will glitch, turning the screen black. Soon, another picture appears, depicting Planeptune's Basilicom burning down, words saying “Game Over” flashing on and off. Before the game crashes, for a split second, a newspaper will appear. If the player is quick enough, they will see a headline reading “5 children missing; foulplay suspected.” A mugshot of Win is shown below.
11. Bare Endoskeleton with Iris Heart's head – This hallucination will occur if the Office is becoming filled with deadly gas. This is one of the rarer hallucinations, as it often appears just before the player succumbs to death. If the player looks at the vent camera, they might see what appears to be an Endoskeleton, with Iris Heart's head attached. She doesn't move from this position, and if the player manages to switch from the camera and then look back, they will see that she left to an unknown location. She doesn't seem to have any effect.

There are a few others, but I'll leave them up to the player's imagination.


END OF PART ONE
Spoiler:
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xnobody13
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Re: If you could make your own Neptunia game...

Postby xnobody13 » Sun Jan 04, 2015 4:44 pm

PART TWO!!!!!

WEEK PROGRESSION, CUTSCENES, PHONECALLS, STRATEGIES, AND ENDINGS

Spoiler:
I won't go in depth with the phonecalls like I did with the last game, instead giving a basic description of what is said. The calls are made by Histoire, who is keeping monitor of Win's situation.

NIGHT 1:

Cutscene – A man is shown sitting at a desk, talking on a phone. You can't hear his conversation. He is in an elaborate office with plenty of pictures and statues. To the very right is a Neptune Animatronic, which appears to be still in development. Soon, the man stands up, with his shadow making out the shape of Arfoire. A door opens behind the camera, which causes the scene to end.

Phonecall – Histoire will make sure that Win won't try anything suspicious during the job, saying that people are too afraid to watch her at night. She tells Win the essentials to survive, telling her about using the mask and such, though she doesn't stay on this subject for long. She warns Win that though these may be needed, the company is still brand new, and thus she shouldn't have to worry about anything. With that, the call ends

Strategy – This night, like other first nights, is relatively simple. It plays the most like the second one, in that the sanity bar doesn't really come into play yet, and events in other rooms are kept at a minimum. The player should focus primarily on Famitsu first, followed by IF once she's spotted. Compa should not be looked at if possible. Individual doors can be utilized, though they shouldn't be constantly used on this night. Arfoire's music box is extremely slow on this night, so it may only have to be fully charged about 3 times. By 6 AM, barring no interference from Compa, Win's sanity will only reach about 65%, meaning Vert could show up, but Plutia isn't a worry. The event that occurs is in the “Boiler room”, where the player must readjust four valves, otherwise a gas will leak and kill Win. All transformations occur at 5 AM.

NIGHT 2:

Cutscene: The same room is shown, though the man is missing. Instead, the mother with the baby is shown, looking out of a brand new window where the man would've faced. The sky keeps lighting up, and the baby cries even louder with each bang. The Neptune animatronic is now finished, surrounded by a makeshift fence. The mother starts to sing the lullaby, but then the power goes out. Neptune's face lights up, and her jingle begins playing. The scene then ends.

Phonecall:
Histoire hears of some “noises” last night, and tells Win that whatever she's seeing and hearing was all in her head. The Animatronics were gone, and they were never coming back. She then warns Win that, should any more complaints be heard, she will personally send her back to prison (No idea why Histoire is acting so mean).

Strategy: Like other second nights, the difficulty is brought up to a considerable degree. More events occur, all entrances are essentially used, the music box winds down faster, and thanks to the increase in pressure, Win's sanity will go down just a tad quicker. The stress toy will need to be utilized just to keep things as simple as possible. Nisa and Rei begin to spawn, so the player must now dedicate their resources to keep both of them away. Peashy also becomes a problem, so the vent must be checked often. Due to the already impressive load of Animatronics, the player should now start to try and either use the camera glitches, or get them to fight one another. The guidebook is still useful at this point, so utilize it whenever you can. Due to their increased AI, the player should keep their sanity as high as possible, as Uni and Nepgear will become a problem early on. The events are the “Boiler Room” one once more, as well as the “Ball pit,” where the player must place the pipes back together (they appear to be falling off). All transformations occur at 5 AM.

NIGHT 3

Cutscene: The fancy office is shown once again, this time showing all four CPU's standing and looking out the window. A baby is heard crying, and it appears that Neptune is holding her close. As this surprisingly poignant scene continues, the music box tune begins to play, and Arfoire's shadow appears from the unseen doorway behind. The animatronics quickly turn their heads to look, and the scene ends.

Phonecall: Histoire once more calls Win, hearing about the problems, getting her provoked. In the end, though, she decides not to further punish the soccer player. However, she begins to grow fearful, hearing that Win was leaving the establishment just looking bored; if her life was on the line, why was she looking bored for freaking being alive? This furthers raises the speculation that Win was merely making up all of these problems. The company was still terrible, but perhaps they weren't as bad as Win was implying. She tells her to just get through the rest of the week without incident.

Strategy
: Once more, the difficulty becomes even harder, with more and more animatronics showing up by default, and many more preparing to operate should your sanity go down a certain degree. Thus, that needs to be checked on as much as possible. As if to make fun of the dilemma between Histoire and Win, the Oracles somehow become active, never being made into Animatronics to begin with. Histoire and Mina are the ones the player should be weary about, for they will not hold back when coming towards the office. IF, Dengeki, and Famitsu are also at full force tonight, ready to flank the player at every possible moment. If your sanity falls too much, then Marvelous and Moruu will certainly become your worst nightmare. Try your best to not let them spawn.

Rei and Nisa are more aggressive, and Arfoire's music box drains quicker. All entrances are used, including The two events this night are, once again, the “boiler room” game, as well as a new one within the “Arcade Room 2A,” where the player must turn off the arcade machines, which are apparently overheating and causing smoke. All Transformations occur at 4 AM.

NIGHT 4:


Cutscene: The office is shown again, now showing all four Cpu's looking at the screen, an obvious continuation of the last scene. The baby is shown in Neptune's arms. To the right, where Neptune once stood being made, Nepgear and Uni are now standing there, almost completed. The four CPU's begin to have their eyes glow. The screen turns dark, and soon the four CPU's are closer to the screen, their faces looking angry. The shadow of Arfoire apparently vanishes, though Gamindustri's overworld music plays, which in the game means she's heading towards the office. The screen turns dark once more, and when the scene returns, the Animatronics are at each others throats. The baby is crying, but can't be found.
Before the scene ends, a brief shot of a newspaper appears, with the headline reading “Mother found dead at Neppy's; child seriously injured.”

Phonecall: Histoire is completely annoyed at Win now, demanding that she leave the premises right now; apparently, Win took the master key, and locked herself within the restaurant for whatever reason. The Oracle warns her that if she does anything to the facility, she will have to perform extreme measures in order to contain the supposed deranged soccer girl. During the phonecall, Histoire suddenly begins talking to someone in the background, possibly the daytime security guard for this Entertainment center. She mentions that there is a secret gun compartment underneath the desk, and yells at the Security guard for not moving the gun prior to this night, knowing full well how twisted Win was becoming. The call abruptly ends.

Strategy: Win's sanity from this point is in jeopardy, as it drains at an insane speed. Using the stress toy is almost as necessary as charging the music box. Estelle and Ai begin moving, and Blossa is at her most dangerous, enjoying walking up to the roof in order to end the player's life. Estelle isn't that bad to deal with, as she can be utilized to actually help the player out, meaning that if the player could manipulate her in such a way that she's near Arfoire's room, if Arfoire happens to escape, she can be stopped. Ai, however, is extremely dangerous, having the ability to not only drain your sanity, but your power as well, since she can only be diverted by using the lights in the office as well as your flashlight (though the mask works if she is on the roof). Since you can't really track her, keeping tabs on listening to movements all around the player is necessary. All animatronics are still active, and if the player allows their sanity to stay too low, then Noire and Blanc will spawn, and let's just say they are not fun to deal with. Same goes for Ram and Rom.

Arfoire's music drains at its fastest level now, and the generator needs to be utilized more and more. Nisa's difficulty is surprisingly lowered this night, and Famitsu and Dengeki don't move as often as they used to. Rei is still difficult, however. Three events occur, which are the “Ball Pit”, “Arcade Room 2A”, and “Maintenance Storage,” where the player must disable three canisters, holding something that won't benefit the player should it get out. Animatronics transform at 3 AM.

ENDING OPPORTUNITY: This game has multiple endings. Tonight is the first one the player could have:
If the player completes the night with their sanity at 0%, when 6 AM arrives, the player will watch as the screen glitches and eventually dies. Soon, Neptune's jingle plays as a newspaper appears on the screen. The headline is “10 Dead at Kds R Cool: Security Guard and Animatronic Missing.” A blurb below an image of the restaurant reads:

“Gunshots were heard last earlier this morning as authorities report that 10 individuals, including 6 kids, 3 adults, and one Police Officer. There is nothing official yet, but many are stating that the night watchmen at this facility, named Win, brought a gun into the establishment and fired at the people as they walked into the building. One body was found half-stuffed into one of the Animatronic suits, one made to look like Nepgear. Authorties managed to get the body out, but when they went back to retrieve the suit, it was missing. Histoire is asking for everyone to search for Win, demanding that she is found alive.”

NIGHT 5:

Cutscene: The fancy office is shown, though it seems that time has progressed, as everything looks old and rotting. The old man is there again, a hand covering his eyes as sounds of crying is heard. Words appear on the screen, saying “Business is down” and “Police are coming.” On the left wall is a new picture, showing a middle aged woman smiling, with text below her face saying “I'm sorry.” The woman's face appears to match the body of the woman holding Win in one of the hallucinations (though thanks to the censorship, it's hard to tell). All animatronics are missing in this scene.
The scene then cuts to a security camera overlooking an audience watching the CPU's fighting on a stage from the first establishment. Everything seems normal at first (there is a rather big number of security officers standing around, however), but eventually one of the Animatronics strikes Vert's face way too hard, knocking off her face plate. Children begin screaming. In the corner of the room, emerging from a hallway, Plutia suddenly appears, standing upright. Only one security guard notices her, and he looks horrified. The scene ends.

Phonecall: Histoire chastises Win for not going back to jail, though for whatever reason, she chooses not to try and get her out of the Restaurant. However, she tells Win that she is starting to believe Win about the Animatronics, for it seems that an incident occurred during the day, which cost an employee his arms and legs. Histoire questions why this place is still open at this point, and says that by the end of the week, the place will be shut down. Maybe Win was right; maybe this really was the same company as the one that made Neppy's. If this is the case, Histoire tells Win that she apologizes, though she still holds a grudge. The call then abruptly ends, with the lullaby playing for two seconds.

Strategy: This night starts making everything extremely painful for the player to deal with. Should they want to survive, they will need lightning quick reflexes, powerful intuition, and of course a dash of luck. The last of the new Animatronics begin to move on this night, while it seems that all Animatronics that started on Night 1 are deactivated (minus IF). Sanity falls at its fastest speed, and no matter what the player does, it will probably always linger at the halfway point, activating many of the animatronics in the process. All of the creatures are horrifying to fight, as they now tag team with one another, with fights becoming extremely rare. Nisa's difficulty spikes up again on this night, reaching almost nightmarish levels, while Rei begins to leave her room even faster than before.
As for the sanity animatronics, Win and Plutia are the player's biggest threat, as they are highly unpredictable, and in the case of Plutia, she does not give the player any chance to react. Cave can also prove to be a terrible opponent, for she can often stay in the vent for a long period, forcing the mask to remain on while Arfoire slowly begins to emerge. All transformations occur at 2 AM. Only two events occur on this night, which are the “Maintenance Storage” and “Entryway” Events. For entryway, the player must reset the magnetic sensors on the front door in order to keep it shut. Apparently, some animatronics will begin to run towards it, and if they get out, the game is over.

NIGHT 6:

Cutscene: This cutscene is unique in the fact that you play as Neptune, and not only that, but you can move as well. You are able to move about the old restaurant, which appears to be on fire, though no flames are present. As you wander the halls, you start seeing a lot of the other Animatronics preparing to fight you, but eventually they simply start to follow you. As you get closer and closer to the office, Arfoire and Plutia will randomly show up, vanishing after only appearing for a split millisecond. The lullaby begins to play as Neptune rounds up near the office, and once you reach the doorway, you will see that no one is in the office. Neptune is immediately pushed all the way back to the showstage, where the other animatronics look just as confused.
Plutia appears, looking disabled as she watches from the audience area. All animatronics stare at her as bodybags appear around her. Arfoire's shadow appears out of nowhere, overtaking Plutia. Once it vanishes, Win is now standing there. The screen glitches.
Once it returns, you can control Neptune once again, this time in the parking lot. The other animatronics appear to be surrounding the entrance. When Neptune reaches the location, she will find the Mother again, holding a baby that's crying. The baby now looks fake, as does the mother, who both look animatronic. The front door opened, revealing the old man, looking much older than before. He looks at the mother and screams. The whole world appears to be on fire as the scene ends.

Phonecall: Histoire sounds frantic, as all the Animatronics were reported to be looking very glitchy during the morning hours, with one police officer being badly injured. The whole facility is closed down, but she didn't realize that Win snuck in. She doesn't know Win's true intentions, and warns the soccer player that whatever is happening, it needs to be stopped. She apologizes to Win over her past behavior, and prays for her safety through the night.

Strategy: A night that will give plenty of players anxiety; not for it being extremely difficult, but rather for its easiness. All animatronics are active on this night, but they rarely attack the player. Don't get me wrong, they will still charge towards you, but they don't seem to bother as much. The only Animatronics trying to kill you are the ones that are active only via your sanity, and of course Arfoire. Thus, the player must keep track of their own sanity as well as Arfoire, while at the same time keeping track of the events that are happening. For the events, all of them are occurring tonight, and will repeat multiple times. All transformations occur from the beginning.

ENDING OPPORTUNITY: Actually, two endings can be achieved on this night. At about 4 AM, the phone will ring, freezing the game's time. If the player clicks ignore, then the night will continue on like normal. However, if the player answers the phone, a message will play from Histoire, telling Win that she was sorry. Apparently, she found something out about the Soccer player, and the police are now surrounding the building. Win is required to leave the building when it is safe to do so. At this point, the player can do two things; either let themselves die, or complete the night like normal.

1. If the player chooses death, they will be given yet another newspaper, with the headline reading “Strange Occurrence”. The text reads “Earlier this morning, screams were heard as police were alerted of a possible fire at the Kds R Cool facilty. When authorties arrived, they reported that late night security guard, Win, was found stuffed into a suit. However, this was the last message received from the force, as all personnel at the scene mysteriously vanished. CPU Neptune has yet to comment, though the facility is closed down for now until all proceedings are addressed.”

2. if the player allows themselves to finish the night, A cutscene will play from Win's perspective. She will exit the building with her arms up high. However, no one greets her outside, and before she could do anything, the door behind her locks, the key still inside. After wondering what to do, Win walks off down the road, looking back constantly, fearing an animatronic was tailing her. As she reaches the edge of the road, Histoire can be seen from afar. Believing that it would be impossible for the Histoire animatronic to be moving outside in broad daylight, Win runs towards her. The scene ends.

NIGHT 7

Cutscene
: The scene begins with the animatronics all surrounding the desk within the fancy office, which appears to be cleared out, as if someone was moving the furniture out. The man is sitting on a chair, crying his eyes out. A picture of Win is on the desk, though it occasionally transforms into Plutia here and there. The other animatronics are trying to comfort him, but he shrugs them off. Text constantly flashing on the screen saying “More...More.” Everytime it happens, another animatronic appears. The Makers and Oracles soon join the scene.
Suddenly, the scene changes to the showstage, with the Plutia animatronic dragging the bodybags towards Neptune and the others. Her face, while usually empty, appears to be hiding something underneath. Though it can't be determined, one could make the argument that it is Win looking from behind. Arfoire's laugh rings, and suddenly the scene is brought back to the room.
The man is still crying, but soon the lights run out. The door opens, and the woman with the now young child holding her hand appear. The man appears to now be happy, and moves towards the door, arms extended. Once he reaches them, the screen goes dark, and soon Arfoire replaces them. The other animatronics stand in fright As Arfoire begins to glitch out. Neptune blanks out, and when she can see again, she notices that all the Candidates and other CPU's were disabled. The makers were active, but looking down. Soon, Arfoire looks right into Neptune's eyes, sometimes changing into Win for a short period of time. The screen then glitches, with the screen going black, with the exception of one phrase:
“Do it.”

Phonecall: Apparently, Win didn't leave the restaurant, and since no one else walked in, she was never found. Histoire only called in the hopes that she actually survived the night; after the previous events, she couldn't get anybody to investigate the establishment. She warns Win that there was no help coming from the outside. Whatever was going on, Win was left alone to deal with them. Though this was the last day she technically had to work there, Histoire told Win that no matter what, if she had to, she had all the right to bring the place down. If the Animatronics become too deadly, Win can shoot them with the gun in the compartment underneath the desk. Anything that could keep her alive and destroy this company for good, she was allowed to do.

[b]Strategy[/b]: Obviously one of the harder nights, and much harder than Night 6. At this point, the player can't waste any time, for one wrong millisecond will cause death faster than starting the night. Hell, Nisa could already be down the hall when the night begins. Win's sanity is essentially a lost cause, so it should only be charged every once in a while, just to keep it from 0%. Every animatronic is very active, and they do not fight each other anymore. Arfoire will also be a huge problem, so the player should try and manipulate Estelle, just to have a safety net in the long run. All events occur, and they occur a lot on this night. Each. The Entryway one should prioritized out of all of them. In the end, it will probably take the player quite the number of tries in order to win. Everyone is already transformed.

ENDING POSSIBILITY: Once again, two endings are possible to be unlocked on this night. At 2 AM, Arfoire will randomly appear in the Office, not hostile. Time stops, and the player is allowed to click her. If they do, the CPU's and Candidates become extremely aggressive. Should the player win this one, then the ending would be that Win began to shoot the Animatronics one by one while they were deactivated. However, as the newspaper announced, Win was never found.

Another ending will occur if the player clicks Arfoire, but doesn't survive the night. The cutscene involves police entering the facility, finding Win dead in the office, though many of the animatronics are also found shot down. Histoire is saddened by this, and requests them to carry Win out. However, just as they do this, The police hear Neptune laugh behind them...

NIGHT 8

This night is unlocked once the player completes the first 7 Nights. The other endings aren't necessary to unlock this. This Night must be completed in order to unlock the Custom Night, Gallery, New Game+, and other features.

Cutscene: The Mother is shown again, holding Win close as she looks towards the sky. The father figure and other female figure found in that Hallucination picture are also present. The father takes the picture that the player most likely sees, and as he does, the scenery changes. The Neptune animatronic is shown standing on the same hill, looking quite sad. Win is shown in the distance, looking at her. Neptune lets out a laugh, and Win runs. As the sun sets in the background, Neptune begins to shake her head as flashes of Win and the bodybags appear on the screen. Arfoire's face, complete with her soulless eyes, soon takes over the screen.
Text appears on the screen.
“IT'S ME.”

Phonecall: Histoire calls incredibly flustered, fearing for Win's life. Apparently, the Entertainment center burnt down, yet Win is still in it, fully intact. The Oracle has no idea where Win is, or if she is even alive, but if she is, she tells her to get out of there as soon as possible. Apparently, all the Animatronics were destroyed, but the Neptune one was still unaccounted for. The call abruptly ends, however, as the lullaby plays again.

Strategy: The night begins at 11 PM rather than 12 AM, making the player have to survive even longer. They are given more power on this night than before, though it is still very easy for the player to run out, especially their flashlight.
For the first hour, the player must survive against all the Animatronics all at once, including the ones only activated via Sanity. They are essentially at 20 difficulty, so the player must strategize effectively to survive the first full minute, 26 seconds. Arfoire, Nisa, Rei, Uni, and Win are the deadliest, so the player should focus on them primarily.
Once hour one ends, however, things start to change. The time freezes as the lights begin to flicker. The spare monitors in the corner of the room begin to turn on, and Neptune's face appears on all of them, her face looking so lovely and happy. She lets out a laugh. Then, the power turns off for only a split second. When it returns, the hardest night the player could experience begins.

BOSS: NEPTUNE

That's right, the Neptune animatronic has been significantly upgraded, becoming more like a boss rather than an enemy. The night shall be elaborated on via hours, rather than a general statement. Ready? Here we go:

12 AM: Neptune is the only one active at this point; the others are temporarily disabled with the exception of Arfoire. Neptune starts randomly all the way on the other side of the building, though she will only attack from the main hall during this hour. She moves extremely fast, and nothing the player could do will stop her from entering the office once she reaches it. Closing the individual room doors can help, but she will find a way out. If the player does nothing once this hour begins, then in less than 10 seconds, Neptune will already be killing you. In order to stop her, you must do the old tactic in watching her. However, don't linger on her for too long, for she will speed up eventually.
This seems rather easy, until you realize that Arfoire is still extremely active, your sanity is going down with little time to recover it, and each event is constantly occurring, giving the player little breathing time. The player must spread out fixing and checking everything at constant intervals. If even one hiccup occurs, the player will be screwed. Power is also a problem, as though it takes longer to run, you don't want to waste it.

1 AM: Once the hour changes, the lights will flicker, indicating that Neptune moved back to one of the backrooms. Now, Nisa and Rei are active once more, at full difficulty, no less. Neptune will now advance on the second floor, heading towards the vent. The events slow down just a tad bit to compensate for the additional animatronics, though they still become a hassle. The player now must adapt to somehow looking at Neptune and Rei Ryghts, while also keeping track of Arfoire. Not one beat can be missed in order to survive.

2 AM: Once again, Neptune leaves to the backrooms. Nisa and Rei take a seat as Peashy, Cave, Marvelous, and Win take the mantle. The player must keep looking at Neptune once again, for she will start heading for the Roof, which has less rooms for Neptune to navigate before reaching you. As you look at Arfoire and fix the events, you must also keep your ears ready, as any sound by Peashy and Cave indicates that the mask must be put on immediately. Marvelous and Win do attack, but they often try for the door, which can make that event the hardest one to survive. Things get worse during this hour. Also, Plutia will keep spawning at this point, so once the camera is put down, the player should don the mask on immediately.

3 AM: Neptune will go back to the backrooms as the CPU's and Candidates arrived, all transformed. Neptune will begin heading for the side door, while at the same time enjoying flanking about on all floors just to mess with the player. Uni should be watched as well, with the player listening out for Nepgear. At this point, every-time the camera is put down, the player should prepare to put the mask on, as most of the time one of the CPU's will more than likely be right there to kill you.

4 AM: Neptune heads back to one of the backrooms as the Goddesses become disabled. The Makers now take over the hour, attacking with a deadly force. Neptune will begin heading for the backdoor, so the player should continue this strategy of theirs. At this point, power will probably be a massive issue, and for most, this is where they end. However, just keeping track of everything at even intervals should allow the player to make it at least to 5 AM. Perhaps to compensate for the lower power, Arfoire takes longer to spawn, so there's that.

5 AM: Affectionately known as “the worst hour of your life,” Neptune restarts from the back rooms, but will enter from any direction she damn well pleases, often switching paths to confuse and disorient the player. That's not all, though, for every animatronic is activated as well.
Once it reaches 5 AM, a cutscene plays where the stress toy is flung from the table, bringing Win's sanity to below 0%. At this point, the hud vanishes (the player hopefully remembers where the buttons are to use the cameras or mask), the screen gets a purple hue, and the lullaby is constantly playing. Should the player want to survive this hour, they will need to keep themselves collected and smart, else they want to be stuffed into a Neptune suit, or worse.

If the player happens to lose during any of these hours, the player can restart at 12 AM, skipping over the first hour part (which could be helpful, allowing the player more energy to use). However, if the player dies again after using this feature, they must complete the 11 PM hour again.

ENDING POSSIBILITY:

When the night ends, a cutscene will play where Win will be walking towards the door. Before she leaves, she witnesses one of the cutscenes from before. It shows the showstage from her vantage point many years ago, when she was still a young child. A person similar to Arfoire was holding her hand while the CPU's fought. Arfoire occasionally turns into the mother as they both rode an elevator up to the fancy office. When they arrive, the old man is looking at them with happiness in his eyes. The other girl is there too, a smile as bright as the sun in the sky.
All four embrace before the screen begins to glitch, and when it arrives, only Win was standing, the office completely dilapidated. She quickly runs back into the elevator, down to the showstage, where she sees the CPU's with the bodybags. Instead of seeing Plutia, she only sees herself standing there. Afterwards, she remembers waking up in a hospital, badly injured, apparently forgetting who she was.
Once the flashback ends, the Neptune animatronic appears behind Win, pointing towards an abandoned suit. Words saying “Accept” flash on the screen as she walks into the darkness, disabling herself. Win looks at the suit, looks at the door, and looks back at her office. Win has a choice to make:

1. Win leaves the Entertainment Center. When she steps outside, she sees the entire Planeptune Force, including Neptune and Histoire, waiting for her. Histoire immediately hugs Win, apologizing to her for having to go through all that once again. She promises the Soccer player that no matter what, they will help her sort any trauma she most likely received. Win looks back at the building, finding it completely destroyed. The Neptune Animatronic is found amongst the rubble after long last, her circuits finally destroyed. The police don't report what was found in the suits, though Win could probably figure. As she leaves via police vehicle, she looks back at the building, where the old man, the young girl, and the mother hug one another, waving to Win as if to say good-bye.

2. Win “Accepts.” After seeing the flashback, Win experiences repeated images of her dragging the bodies toward the Animatronics, though whether she actually did this, she cannot say. Shaking her head, instead of walking towards the door, she accepts her fate. Neptune walks up to her enabled once more, and Win allows herself to be grabbed. Neptune stares at her long enough, before finally Win is shoved into the suit. Later on, the police investigate the rubble, finding all the destroyed Animatronics, including the Neptune one. The Animatronic Win was stuffed into was never found, though as Histoire was being escorted away, she looks back and sees Win standing there, waving goodbye, a few children, for whatever reason, waving with her.

3. Win goes back to the office. As she looks at the door, Win realizes that she can't leave, feeling as if that her mind was not ready to go out. Instead, she walks back to the office and sits down, looking down the hallway as the whole place begins to fall around her. Eventually, the scenery changes, and Win is shown to be inside a small room, her body wrapped up in a straitjacket. All that can be heard is the voice of Arfoire laughing in the distance. As the laughing gets louder, Win closes her eyes.

In order to obtain the other endings, the player must replay the stage, unfortunately.


OTHER MODES:

Spoiler:
Once all Nights are finished, the player is given a few new extra modes to mess around with.

NEW GAME+

There are few new game modes once the week is finished:

1. Hardcore Mode: Same difficulty as before, but with only one life. Once the player loses, it's back to square one.
2. Resource Master: The whole week must be played with 1000% power. The flashlight also has 15 bars of power. These do not charge as the week progresses.
3. Darkened Hell: Play through the whole week with building appearing to be in a blackout state.
4. Screwjob: All Animatronics cycle through their AI, meaning they will constantly be different (meaning Famitsu will act like Blanc on one Night, then act like IF on the next).
5. Freeze Frame: The player will have the chance to automatically freeze up to two animatronics on that night. Those that are frozen will be fully active the next, being more aggressive.
6. Building Inspection: All events are constantly occurring, and Neptune will move about. However, besides the animatronics activating, they never increase in difficulty.
7. Me Sanity's Slipping: Win's sanity continuously decreases, and should it reach 0%, the player dies.

CUSTOM NIGHT:

Once again, Custom Night returns, with the player being able to alter many things in the game, this time allowing the player to even change the color of the building, and add their own pictures to the walls (to make let's plays that much more interesting). Everything can be edited, from the animatronic difficulty to the events that occur, even to the lighting in the building. You can literally do anything you want.
Of course, like the other three, you can also complete a few challenges along the way. All dolls unlocked in this mode can be used as stress toys in the main game:

1. Snoozefest (Everything at 0) – Unlocks Uni doll for desk
2. Running Trouble (Cave, Nisa, and Rei at 15, Arfoire at 20, rest at 0) – Unlocks Rei doll for desk
3. Planeptune's friends (Neptune, Nepgear, Histoire, Compa, and IF at 20, rest at 0) – Unlocks Nepgear doll for desk.
4. Lastation's friends (Noire, Uni, Kei, and Nisa at 20, rest at 0) – Unlocks Nisa doll for desk
5. Leanbox's friends (Vert, Chika, 5pb, MAGES., and Cave at 20, rest at 0) – Unlocks 5pb doll for desk
6. Lowee's friends (Blanc, Ram and Rom, Mina, and Marvelous at 20, rest at 0) – Unlocks Ram and Rom doll for desk
7. Noire's Children Again (Noire, Ai, Blossa, Estelle, Moruu, Lid, and Win at 15, Arfoire at 10, rest at 0) – Unlocks Noire doll for desk
8. CPU's night out (All CPU's at 20, Arfoire at 15, rest at 0) – Unlocks Vert doll for desk
9. Candidate's Can Have Fun (All Candidates at 20, Arfoire at 15, Peashy at 20, rest at 0) – Unlocks Peashy doll for desk
10. The Oracles are back (All Oracles at 20, Arfoire at 15) – Unlocks Histoire doll for desk
11. Makers know how to party (All Makers at 20, Arfoire at 15, rest at 0) – Unlocks Compa and IF doll for desk
12. Neptune's Fun-o-rama (Neptune at 20, Arfoire at 20, rest at 0. All events at max difficulty, Win's sanity defaulted at 0%) - Unlocks Arfoire doll for desk
13. Insanity Win (All Animatronics at 3. Win's sanity at 0%) - Unlocks Win doll for desk
14. Uzume's challenge (Arfoire at 20, rest at 0. All events are at max difficulty, building in total darkness, Rooms set aflame, power usage rate at max) – Unlocks Uzume doll for desk.
15. Up on the rooftop (Every Animatronic that can attack from the roof at 15, rest at 0) – Unlocks Blossa doll for desk
16. Defeat is inevitable (Neptune, Uni, Ai, and Arfoire at 20, sound warnings are disabled, building in total darkness) – Unlocks Ai Masushima doll for desk
17. IF's harem (IF, Compa, Red, 5pb, Neptune, and Vert at 18, Arfoire at 20, Famitsu and Dengeki at 10, rest at 0) – Unlocks Red doll for desk
18. Annoying Room Dwellers (Peashy, Plutia, Ai, Cave, and Marvelous at 20, rest at 0) – Unlocks Cave and Marvelous doll for desk
19. Room-sanity (All Animatronics at 5, events at max difficulty, power usage rate at max, building in darkness) – Unlocks Blanc, Mina, and Estelle Doll for desk
20. IT'S ME (Plutia, Neptune, and Arfoire at 20, Win's sanity at 0%) - Unlocks Moruu doll for desk
21. Classic Hard (All animatronics from the first game at 20, rest at 0) – Unlocks Kei and Chika doll for desk
22. Less Classic Hard (All animatronics from the second game at 20, rest at 0) – Unlocks MAGES. Doll for desk
23. SAVE US (All animatronics at 5) – Unlocks a Neptune head for desk
24. SAVE THEM (All animatronics at 10) – Unlocks A map of Gamindustri for Office
25. SAVE YOU (All Animatronics at 15) – Unlocks a big tree that can replace the abandoned monitors in the office
26. FAREWELL (All animatronics at 20) – Unlocks a star on the main menu)
27. I feel so bad for you (All animatronics at 20, power usage at max, events at highest difficulty, rooms sent aflame, building in darkness, Win's sanity at 0%) - Unlocks Plutia doll for desk
28. One More go (Neptune, Arfoire, Famitsu, and Dengeki at 20, rest at 0, building in darkness) – Unlocks Neptune doll for desk

GALLERY:

New to this game is the gallery, where the player can view plenty of things from the game. Categories are endings (self-explanatory), Level Cutscenes (must be viewed once in order to unlock). kill animations (must see the kill animation during gameplay to unlock), Model Viewer (must reach the night the animatronic is activated), Trivia/Facts (Complete nights and challenges to unlock), Concept Art (Complete nights and challenges to unlock), and even a few themes/desktop backgrounds (complete the game to unlock).


TROPHIES

Spoiler:
These are technically the same achievements for the steam version.

Always ready for Neppy (Platinum) – Towards the light we lead. Towards the light we fall.
LOOK UP (Bronze) – Night 1 Complete
FAR GONE (Bronze) – Night 2 Complete
NEVERMORE (Bronze) – Night 3 Complete
DARKNESS (Bronze) – Night 4 Complete
FOLLOW ME (Bronze) – Night 5 Complete
FORGIVE ME (Silver) – Night 6 Complete
END ME (Gold) – Night 7 Complete
IT'S ME (Gold) – Night 8 Complete
Forever Crazy (Bronze) – Achieve Ending H
Death to the Soul (Bronze) – Achieve Ending G
Wandering Soul (Bronze) – Achieve Ending F
Fight to the End (Bronze) – Achieve Ending E
Lost and Forgotten (Bronze) – Achieve Ending D
Accept (Silver) – Achieve Ending C
Life is Over (Silver) – Achieve Ending B
Reboot (Silver) – Achieve Ending A
One last edit (Bronze) – Complete Custom Night
Hardcore Mode (Gold) – Complete Hardcore mode
Resource Master (Silver) – Complete Resource Master
Darkened Hell (Silver) – Complete Darkened Hell
Screw Job (Silver) – Complete Screw Job
Freeze Frame (Silver) – Complete Freeze Frame
Building Inspection (Silver) – Complete Building Inspection
Me Sanity's Slipping (Silver) – Complete Me Sanity's Slipping
Snoozefest (Bronze) – Complete Snoozefest
Running Trouble (Bronze) – Complete Running Trouble
Planeptune's friends (Bronze) – Complete Planeptune's friends
Lastation's friends (Bronze) – Complete Lastation's friends
Leanbox's friends (Bronze) – Complete Leanbox's friends
Lowee's friends (Bronze) – Complete Lowee's friends
Noire's Children Again (Bronze) – Complete Noire's Children Again
CPU's night out (Bronze) – Complete CPU's night out
Candidate's Can Have Fun (Bronze) – Complete Candidate's Can Have Fun
The Oracles are back (Bronze) – Complete The Oracles are back
Makers know how to party (Bronze) – Complete Makers know how to party
Neptune's Fun-o-rama (Bronze) – Complete Neptune's Fun-o-rama
Insanity Win (Bronze) – Complete Insanity Win
Uzume's challenge (Bronze) – Complete Uzume's challenge
Up on the rooftop (Bronze) – Complete Up on the rooftop
Defeat is inevitable (Bronze) – Defeat is inevitable
IF's harem (Bronze) – Complete IF's harem
Annoying Room Dwellers (Bronze) – Complete Annoying Room Dwellers
Room-sanity (Bronze) – Complete Room-sanity
IT'S ME (Challenge) (Bronze) – Complete IT'S Me
Classic Hard (Bronze) – Complete Classic Hard
Less Classic Hard (Bronze) – Complete Less Classic Hard
SAVE US (Bronze) – Complete SAVE US
SAVE THEM (Bronze) – Complete SAVE THEM
SAVE YOU (Silver) – Complete SAVE YOU
FAREWELL (Gold) – Complete FAREWELL
I feel so bad for you (Gold) – Complete I feel so bad for you
One More go (Gold) – Complete One More go
Praying Real Hard (Bronze) – Complete a night with the power out
Well that was violent (Bronze) – Killed by one of the Animatronics
Can I move on now? (Silver) – Killed by all the Animatronics
So much death, so much to learn (Gold) – Killed in every conceivable way in the game
Full Confidence in my mind (Bronze) – Survive Nights 1 and 2 while never charging your Sanity
I am a risky man (Silver) – Survive a night (not Night 1) while only ever looking at Arfoire's room and the event room (the default starting point does not count as looking at a different room).
Losing your identity (Bronze) – Use the mask a grand total of 200 times
They lurk in the shadows (Bronze) – Use the doorlights a grand total of 200 times
Can't Waste power, but must get trophy (Bronze) – Close and open the doors a grand total of 200 times
Who goes there? (Bronze) – Use the flashlight a grand total of 200 times
Fully Logged (Gold) – Unlock everything in the gallery
Spoiler:
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Alantor2013
Netherworld Duke
Netherworld Duke
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Re: If you could make your own Neptunia game...

Postby Alantor2013 » Mon Jan 05, 2015 9:36 am

Here's an idea for an RPG comedy true to Neptunia heart.

The Misadventures of Neptune and Friends

Story

Spoiler:
Everything is peaceful in Gamidustri, the birds are singing and all that jazz. Neptune and her fellow CPUs and little sisters are enjoying the peace and tranquilty, until suddenly, a rock burst out of the window with a note saying that some evil dude has kidnapped Peashy and Historie and demand that Neptune and her friends give her 1 gazillion credits and complete control of Gamindustri or they'll never see Peashy and Histy ever again. With their loved ones on the line, Neptune and pals embark on a hilarious quest to defeat the bad guy and save Peashy and Histy


Gameplay

Spoiler:
Using the Tales series battle system, you can execute all kinds of combos without doing the traditional end your turn after using up a move gimmick. There are weapons referencing various games and anime to add in the extra humor. Traditional level up system from the Neptunia series returns with a skill point system to learn moves with humorous names. Funny dialog choices at subevents which you can do over and over again without starting a New Game Plus. Lots of costumes and cameo costumes. 3 endings, normal ending, true ending and Funny Ending depending on how well you did and events you did.


Characters

Spoiler:
All your favorite Neptunia heroines from all three Neptunia games including the new ones from Noire's game are playable and can be recruited anytime without triggering a missable flag. You can change your 8 woman party at Neptune's Baslicom after recruiting them. Plus, all 9 CPUs and Candidates are unlocked at the start of the game. And a new mystery villain who may be full of herself in this adventure.


Monsters

Spoiler:
All your favorite Neptunia monsters are back including new ones, and cameo ones from Disega and Disega characters as secret bosses.


Trophies

Spoiler:
Super Neptune Heroine Hyper Force Go!: You start the game, now let's rescue Histy and P-ko!- Bronze
Chapter 1 clear: Cleared Chapter 1 compelted.- Bronze
Chapter 2 clear: Cleared Chapter 2. The clues to Histy and P-ko's whereabouts are closed!- Bronze
Chapter 3 clear: Cleared Chapter 3. Aha, so we found Histy's whereabouts! -Bronze
Chapter 4 clear: We saved Histy, now let's rescue P-ko! -Bronze
Chapter 5 clear: We saved P-ko! Now let's take the fight to Arforie's twin sister! -Silver
Chapter 6 clear: Twinfoire has escape to the Gamindustri Graveyard! Go after her! -Silver
Chapter 7 clear: We did it! We saved Gamindustri! -Gold
Normal Ending- Twinfoire may return, but we'll be ready for her next time! -Bronze
True Ending: Twinfoire is gone forever, peace has returned to Gamindustri! -Gold
Funny Ending: Aw Neptune, you're so cute at making funny endings. -Silver
Coliseum cleared: You cleared all matches in the Coliseum, you're tough with a capital T! -Bronze
Subevent Collector: You seen every subevent this game has to offer! Way to go! -Silver
Quest Ranker: You achieve Quest Rank S. Nice going! -Bronze
Level 99 Achiever: You got a heroine to level 99. Is it Neptune? -Bronze
3 Level 99 Achievers: Three characters have reached level 99. You must be working hard! -Silver
Level 99 Allstars: All characters are level 99! Way to go, joe! -Gold
Laharl defeated!: "What?! I'm the Supreme Overlord! How the hell did I lose to some girls?!" -Laharl-Silver
Adell defeated: "I can't believe I lost to some goddesses... Now Rozaline will nag me to hell..." -Adell -Silver
Mao defeated!: "B-But I am the smartest evil genius in all of Netherworld!" -Mao -Gold
All Lily Ranks maxed!: Looks like everyone likes each other! ^^ -Gold
My dearest Neptune- You got all trophies! You are the ultimate master of humor in Neptunia! -Platinum


So what do you think?
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xnobody13
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Re: If you could make your own Neptunia game...

Postby xnobody13 » Sun Feb 01, 2015 4:22 am

TITLE: A WEEK AT NEPPY'S 4
GENRE: SURVIVAL/HORROR, STRATEGY
PLATFORM: Everything right now, honestly
PLAYERS: 1
RELEASE DATE: ALONG WITH REST OF SERIES, Q4 2015?


BONUS:

Spoiler:
Should the player have a save from AWAN3, then they could carry over their endings as well as the dolls they obtained from custom mode. If the player received multiple endings, then the player can either go with whatever was the last ending they got, or choose it themselves. Once an ending is selected, the file will keep this until it is deleted. The plot of the game will differ depending on the ending.
If the player does not connect the last game, then the game will use Ending A from the third one (where Win leaves with her life, and the animatronics, along with the business behind it, gone). If the ending they do choose involves Win's death (or presumed death), then Moruu will be the character in the game. All cutscenes will reflect on the character and background.


STORY:

Spoiler:
(This applies to following Ending A). Win did receive the help she needed in order to finally relinquish her horrific memories of that awful establishment. Soon, she was able to sleep normally at night, finally tossing that Neptune mask into the trash (there was no point in calling it a souvenir, anyways). Histoire paid her medical bills, and soon enough, Win was back doing what she was meant to do: playing the fields with a soccer ball underneath her shoe.
Not once did she experience another nightmare. The company fizzled out, and whatever remained of it was immediately destroyed in a hellfire. Win was never known to be mean to others, even when they threaten her life, but for once, she merely cheered at its destruction.
However, tragedy struck one day as Win made a fatal maneuver, causing her leg to break. She was unfortunately pulled from the sport for an indefinite amount of time, and I guess since this is Gamindustri, money isn't exactly given to you. If you don't work or you don't play, then there will be no pay; catch my drift?
Well, Histoire heard about this, and in an act of good will, she decided a perfect job for her. It would require no movement, and it was most certainly a field that she had experience in.
That's right. Win was going to be a Nightguard for Planeptune's Basilicom.
All she would have to do is use the cameras, and if someone was in the building that wasn't supposed to be there, then the usage of “security systems” can be utilized in order to take them out or scare them off, hence why she wouldn't have to move around. Win was hesitant to take it, slowly remembering all the horrible things that had occurred to her, but the Oracle reassured her that there should be no problems. None. At all.
Knowing that this place didn't even have animatronics to begin with, Win believed her, and took the job in a heartbeat. Until she got better, this job will be the only thing providing her money for food. She would just have to deal with the territory for just a little longer.
Unfortunately for her, it seems that there are some things within the shadows that aren't too pleased to see her again...
(This applies to following any ending where Win is not available) Thanks to the apparent disappearance or death of Win, Moruu felt completely terrible, knowing it was her that made Win take the job in the first place. Feeling terrible, she was barely herself throughout the months following the last game. She wondered that if this was it for her, at least in the social life. Her guilt was simply eating her up.
One day, a newspaper flew into her face, conveniently on the job section. It was here she saw the opening as the nightguard for Planeptune's own Basilicom, the very place where the CPU resides. Seeing this, the guilt nearly broke her apart, but for some reason, something snapped within her head. With that said, she decided to take up the offer. Honestly, she never had a job like this before in her entire life, so hopefully this will all work out for her.
Histoire had to admit that she was impressed with her sudden willingness to work, and decided to hire her. All she had to do was sit down, look at cameras, and deal with anybody that wasn't supposed to be there to begin with. Simple stuff, really, to the point that it might get boring. She would begin that night, and hopefully have a good time.
Moruu was ready to do this; both to get herself back together, and also, though she highly doubted it, find out anything about Win.


GAMEPLAY


Spoiler:
The game once again pits the player against the forces of darkness within a building that should be occupied only by you. Like previous entries, you really can't move at all, though there is some additional moves that Win can do.
The office of the Basilicom is extremely well-made, at least in comparison to the other ones. Win's new home only has three openings, which are the side doors and the backdoor. The other end of the room, between both side doors, is a long window, allowing the player to view the area immediately outside. This only applies, however, to the west door, as the east door follows a different hall.
ALL DOORWAYS, GET THIS, ACTUALLY HAVE DOORS! There are no more open vents or cheap decisions here; if Win is threatened, then she has a decent line of defense. However, the side doors follow the door AI from the previous games, meaning they are mechanical, while the backdoor follows the traditional, old-fashioned wooden door. Win must use these to her advantage in order to survive.
One major difference in this game is that there is NO POWER BAR ANYMORE. The player can thus in effect keep all doors shut and use the cameras whenever they want. So, where's the challenge?
Well, the doors have a time limit this time, with the backdoor having a health bar of its own. Both side doors have a total activation time of 10 seconds, 15 to 20 if the player utilizes a few features I will describe pretty soon. Also, once the doors deactivate, they can't be used for about a few seconds, meaning the player is exposed to whatever may come. I should also tell you that once you use the door, you can't put them back up manually.
Like I just said, the backdoor is also a threat, as it will lose health over time. Eventually, it will break, preventing the player from ever using it. It loses health, it seems, from the Animatronics banging on it, as well as overuse (the hinges aren't in the best of shape).
So, how does one prevent the animatronic beings from entering the Office if there is no way to keep the doors active forever? Well, like in the last game, you have a lot of tools to help you survive, even if you don't think they have any use. New to this game is a big monitor to the side of the desk, having plenty of options for the player to select. These options are:

1. Disable Camera
2. Disable Lights (1F)
3. Disable Lights (2F)
4. Disable Lights (3F)
5. Disable Lights (OUTSIDE)
6. Disable Lights (Office) (all of those are obvious)
7. Regulate Heat (0*C – 100*C) (begins heating the whole building. Takes time for change to take effect).
8. Sound Check (1F,2F,3F) (causes a loud beeping sound to play through all rooms on the selected floor. Has a cooldown period)
9. Robot Cleaner (1F,2F,3F) (Robot cleaners will begin to clean everything, creating a lot of dust and fog)
10. EMERGENCY MODE: USE WITH CAUTION (places metal doors everywhere, along with blaring alarms. This lasts for a little under a minute. Once disabled, it can't be activated again during that night, and the side doors have to charge for a minute before being able to be used)
11. Disable Power (Use with extreme caution. Will stop all animatronics, but can cause a certain one to kill you immediately. Power will restore in 15 seconds)

All of these options can help the player in distracting and downright deterring the advancing animatronics from reaching the office. Along with these tools, the player can also close doors in other rooms as well via using the camera; however, these doors follow the same rules as the side doors). Glitching the cameras can also be used, though they are limited. Essentially, the player has a lot of things they can use to keep the monsters away from them.
If all else fails, Win can hide underneath her desk, hopefully in time before the beings discover her. This method will not work with all of them, sadly, so the player should always try and keep an incident like this from happening. Also, the more the player does this, the longer it takes for Win to get back sitting in the chair (due to her broken leg). Unlike the past few games, Win can't fight the beings off, so hiding and distracting is her only ticket to survival. I just want to add, though, that hiding underneath the desk in ineffective with things coming from the backdoor.
I will also like to say that the window right in front of the player will allow the Animatronics to look in as well. If the player is not careful, they could actually smash the window down, which will lead to an unavoidable death. Again, distraction is key.
Camera controls are essentially the same as the last game, with the player controlling them freely and being able to zoom in on the action. Additionally, a few cameras are actually equipped with night-vision, at least on the second floor. These can be helpful in a few situations, as the lights on the second floor aren't the best by any means. However, the sound caused by the night-vision could be a problem, as unlike other noises, it will actually make the beasts go closer to the office even quicker than before. Thus, use it with caution.
This all applies to Win, as you probably figured out. Moruu has similar gameplay, but with a few differences here and there. For one, Moruu does not slow down whenever she hides under the desk, and she can fight off some of the Animatronics (it works the same as last game). However, thanks to her inexperience in dealing with monsters like this, she will get shaky once they become aggressive, and thus her controls start to lag a little bit. She gets better after awhile, but it could cost the player if they are not aware.
Thus, the sanity bar kind of returns, though there is no bar this time; only the actions of both Win and Moruu will indicate what is going on. Hallucinations, laggy controls, and graphical glitches will begin to occur when it gets too low and the only way to recover it is to either not look at the cameras, or by using a squeak toy on the desk. To reiterate, Win is not as affected as Moruu.
The manual that tells you about the Animatronics and their behavior has been drastically modified. Since nobody experienced this prior to Win and Moruu, they are the ones that are writing it this time. Thus, info is a little bit harder to follow, and the text is a tad bit messy. Additionally, you can use it anytime you want, but eventually the book will fall apart (reasons unknown), meaning the player will not have access to it for the rest of the game.
Any other gameplay things, like monster infighting, do return, and the events also make an appearance, though they are considerably rarer. Also, NO ARFOIRE this time around. Additionally, there are no phonecalls in this game. Instead, the player has a radio they can turn on (which occasionally dabbles on talking about the world outside), and a personal TV, which often display shows that could allude to an Animatronic that is too close. I believe that's it, hopefully.


GRAPHICS
Spoiler:
Like the last game, though thanks to the darker atmosphere, lighting and shadowing has been greatly improved. Frame rate will hopefully remain a stable 60 frames. Animations for the Animatronic Beings will be far more fluent in design, with their own detail being far better than before. Some animatronics actually move about freely no matter what, rarely freezing when being looked at.


ANIMATRONIC BEINGS AND STRATEGIES

Spoiler:
Nepga (Library Room, 1F) – Begins to move Night 1. Appear to look like Nepgear, though she looks more like a rotting corpse than machine. She is always smiling, and appears to be levitating off the ground. She tends to smash open any door that isn't automatic, and will often make a metal scraping sound even though she isn't touching the floor. She will only appear in the office from the left side, meaning she can be seen through the window. She doesn't stick around for long, but she doesn't give the player much time to close the door. Once she's in, she will remain right in front of the door, so once the player looks at it or tries to hide under the table, they will be killed.

Iffu (Lobby, 1F) – Begins to move Night 1. Looks like IF, and though her head looks normal, her body is completely scorched and ruined, peeling off as she struggles to walk about. Like Nepga, she looks like a monstrous being, though a metallic structure is holding her up. She is easily distracted, especially when the cameras are on her, and can be dissuaded by the smoke and fog created by the robot cleaners. Also like Nepga, she doesn't stick around for long in the blindspot, but doesn't give the player a lot of time to react. If she gets in, the player should hide underneath the desk quickly in order to make her leave. She has a unique animation, however, and though it occurs rarely, it could end the player quickly. You see, if the player looks at her on the cameras occasionally, she will zoom right up to it and take her mask off, revealing the endoskeleton underneath. The screen will glitch, and if the player doesn't respond quickly, the game will crash.

Robber (Anywhere on the first and second floor that has either a door or a window leading outside) – Can appear as early as Night 1. Unlike the others, Robbers are actually human, taking the big risk in trying to steal from the Basilicom. Idiots. They are rare, though they are more common as the week progresses (if you're lucky, they may not appear at all). If a robber arrives, whenever they enter a room, an Animatronic beast can't enter the same room. They are easy to fight off (just use any trick really), but they are surprisingly quiet. They are aware of Win/Moruu's presence, and thus they begin to move towards the office. They will give no warning to the player, instead simply choosing to run into the room. The last thing the player will see is either a gun barrel or crowbar about to end you.

FaLcOm (Neptune's Room, 2F) – Starts moving on Night 2. Scary as all hell. Unlike the others, she appears to be...even wronger, if that's even a word. You see, she moves in 20 frames, making her already rotting-looking body look even more messed up. She didn't have an animatronic in the last game, so she confuses Win greatly. She usually enters from the west side door, though she will rarely appear in the back door. If she appears, she will not enter the room automatically. Instead, she will make a horrifying scream as she bangs on the window. If the player doesn't do something, she will break it and, well, end you. She seems to fear total darkness, meaning disabling the lights will work. Probably should do it for the first two floors in order to be safe. Otherwise, either she will bash the glass eventually, or she will give up and eventually run into the room via the door. I based her off of my nightmares, you're welcome.

Veri (Observatory Room, 3F) – Starts moving on Night 2. Looks like Vert, even having a face this time! Oddly enough, she looks pretty normal; however, her body appears to have a deep shadowing effect, regardless of the lighting. She will only attack from the back door, and kill the player in two ways: If the player looks at her in the blind spot for too long, and if she gets into the office, the player doesn't get under the desk in time. Either way, she can move through every door besides the office doors, meaning the only way to stop her is to either use the robot cleaners, or chalk the heat up considerably (this should be done on the second or third floor). Either way, she can also lock the cameras, meaning the player will be stunned occasionally when looking at her.

Lindo (Outside garden, exclusive to Win) – Starts moving on Night 2. Only appears during Win's plot. She appears to resemble Underling, but her face is completely obscured by a mask of Neptune, very similar to the one Win wore. Though it would be an injustice to call her this game's Rei, she does have similar gameplay. She will slowly enter the building the more the player looks at her (and if they are trying to stop some of the monsters, you will trigger her of ten), and eventually she will begin to run towards the right door of the office. If the player witnesses the run, then they have just a few seconds to disable power in the office. Lindo apparently can't see well in the dark, and will only strike if she can fully see you. She will NOT leave the office, however, if the left door is currently shut, as she must leave through this way.

Judg (Nepgear's Room, 2F, exclusive to Moruu) – Starts moving on Night 2. Only appears during Moruu's plot. Appears to be Judge that rusted over by a lot, to the point that as the week progresses, his body actually falls apart in real time. He tends to climb up to the third floor and strike at a window, which will eventually break. When this happens, he will then progress towards the office from either the back door or left door, and he is hell to fight. The player may need to both heat up the building and use the emergency button, as he is virtually unstoppable in reaching you. Once he gets to the office (and he will), the player must survive reaction command hell, as he will strike at you three times before disappearing. He rarely appears after this event.

The Freak (Unknown, possibly 3F) – Starts moving on Night 3. This abomination looks like Noire, Blanc, Ram, Rom, and Uni fused together, creating a disturbing reanimated corpse who's eyes bulge out (and look too human for their own good). She appears to be a menacing beast in comparison to the others, as she can actively fight them all off with relative ease. She is known for her distinctive walking sound, which sounds like a cannonball being shot every time, even when she's far away. She can appear from any entrance, and gives the player little time to react to her. All things that can distract can and should be used against her, though they aren't extremely effective. The best strategy against her, unfortunately, is to time your closing of the office doors; not the other doors, as she can easily find her way around. Once she makes it into the office, there is nothing you can do but pray for the end of your shift.

Blouza Aiken (Command Room, 2F, exclusive to Win) – Starts moving on Night 3. Might be the actual animatronic from the restaurant, as her fate was unknown. Her eyes fell out at one point, and it seems that her body was left lying in the dirt for a rather long time, making her look abused and neglected. One thing that is new, though, is that her left hand has been replaced with a rather long drill, which makes sound as she gets closer to the office. She will usually attack from behind, though the window is also a possible location for her to arrive. The player can hide to in order to make her run, though she has a very likely chance of returning very often, and if she comes from behind, the desk will do you no good. She tends to destroy the back door easily, so the player should try to distract her with the robots on the second floor. Using the cameras can also freeze her, especially if Night vision is used.

Lee-Fail (Chapel Stands, 1F, exclusive to Moruu) – Starts moving on Night 3. Moruu only makes the reference thanks to her somewhat similar appearance, and by that she means that her legs look similar. The rest, unfortunately,is an animatronic endoskeleton with a suit that barely fits anymore. Disturbingly enough, she can actually look like Lee-Fi depending on her location, specifically if she is on the third floor or outside, but other than that, she just looks horrifying. Like Judge, she tends to fight Moruu more than the others, though she is easier to deal with. It's recommended that if she is getting close, using a sound check will cause her to freak, and she may enter into a fight with the other monsters. If she manages to get to the blindspot, and the player just doesn't want to fight her, then the player could disable the office lights (and the first floor lights, if available) in order to disorient her. However, hiding under the desk after doing this will help considerably. She will walk in from either side door.

Histo (Histoire's Quarters, 3F) – Starts moving on Night 4. She is an odd one, for it seems that she is actually Histoire herself, just possessed by something. Her eyes are simply a white void, and she is constantly smiling. If one looks closely, it seems that strings are holding her up, as if she was a puppet. She will enter from the backdoor most likely, though she may try and destroy the window before the player. Hiding from her won't help, and closing the doors is useless as she appears to teleport through them. The player should regulate the heat to be very low, as if this is Histoire, well, you don't want her pages to be burned, right? Disabling all power in the building will also throw her back to her starting point, granted you survive to begin with. She appears to be in cahoots with the Freak, as she often appears in the same room as her. Truly a scary monster to deal with.

Magic (Outside Garden) – Appears Night 4 on. It's very hard to see her when she activates, as she stands idle in the farthest corner, never to move. It's unknown if she is the animatronic, or the actual spirit of Magic herself. She will, however, still make that horrible radio static noise, and even though she's far from you, the sound will be loud and clear whenever she makes it. If the player hears it, then that means that the Animatronic beasts will begin to move quickly towards the office now. Doing a sound check will wipe away the sound temporarily, so it would be wise to get use to this feature from this night on. While she doesn't normally move, if the player disables the lights on any floor after she makes her noise for the first time, she will instantly move in any of the rooms. Should the player disable the office lights immediately...

Ain Masishuman (Game Room, 1F, exclusive to Win) – Starts moving on Night 4. She has seen better days, I can easily tell you that. You can tell its her, but her whole frame is just...wrong. It's as if someone took the burnt animatronic skin and threw it into a boiling vat of the worst chemicals imaginable. Due to her age, her voice now comes out like a croak, and though she tries to smile, her fake mouth just won't raise. Either way, she has very similar gameplay as the last one, where she will distort the camera and move closer to the office when being looked at. All tricks are pretty useless against her, so the doors are pretty much your only salvation. She enters from the right. If she gets in, she'll once again sit on your desk, and once you look at the backdoor or the cameras, it's over for you. A little hint? If she goes up on the second floor, using night vision on her may stop her for some time. Also, the tv may display a concert starring her if she is too close.

Trickkkkkk (Neptune's Room, 2F, exclusive to Moruu) – Starts moving on Night 4. He is rather large, and thus he will often break logic and appear to be going through the ceiling in most rooms. When he reaches the halls, he tends to crawl about like a fool, moving like Falcom as he trudges towards you. He tends to only enter from the backdoor, and if the door is closed, he will smash it open immediately. The only safe way to deal with him is to use the robot cleaners and constantly shift the heat from extremely cold to extremely hot (and making sure you don't die from it yourself), which will often force him back. One thing to note is that he is extremely slow, and if you don't want to use the cameras, the TV tends to allude to his presence.

Neppy (Unknown) – Starts moving on Night 5. She is not the Neptune Animatronic from last time. Instead, she appears to be based off of the older Neptune from VII, and unlike everyone else, she looks completely normal and clean. She seems to have the same A.I as the previous Neptune, as she tends to move whenever not being looked at. However, she is much more finnicky, as she does not freeze at all after the cameras are off. Thus, though the player will try, confrontation is inevitable. Hiding under the desk is the only chance to survive, though the player has little time to react. She can appear from any direction, and if she comes from the back, disable all power immediately, for she will bust the door down in one hit, and the desk will offer no protection. She can also destroy the window in one hit to, killing the player instantly; once again, if she is just staring through the window, disable all power immediately. The only way to know she's truly coming is to listen for her laugh.

Redy (Storage 2F, Exclusive to Win) – Starts moving on Night 5. Appears to look like Red, though like everyone else, she isn't doing well. To begin with, her pretty face has been removed, replaced now by her own dilapidated pet dragon. She seems to be trying to speak whenever she moves, but her words come out as mumbles. She will only appear from the backdoor or the right, never the left. Using the doors is good, though she can be easily stopped by a sound check, thus making her a rather easy Animatronic to deal with.

Compla (Entryway 1F, Exclusive to Moruu) – Starts moving on Night 5. Moruu gets the difficult animatronic it seems, as Compla (who of course looks like Compa) is one of the hardest Animatronics to deal with. She doesn't move that much, but when she does, she isn't fun. She will randomly appear in the Entryway and begin to move slowly into the office, approaching usually from the left, though the right is a possibility. If she manages to enter a room with another being, then she will “enhance them,” causing their difficulty to spike. That being will then run towards the office, and if they are unsuccessful in killing you, they will reset with their original A.I. Compla can do this to everyone besides Robbers, so the player should try and stop her by using Night-vision, using the robot cleaners, or turning the lights off on whatever floor she is on, which seems to stop her.

Moru (Main Hall, 1F, exclusive to Win) – Appears only on Night 8. She appears normal, though her whole back has been ripped to pieces, showing the endoskeleton underneath. Moruu is a scary monster to deal with, as she can enter from all doors, as well as break the window down. She also appears to be able to teleport, as one minute she can be in one room, then suddenly be halfway across the whole building. She can even teleport into the office if the camera is being used. The side doors are extremely useful, though that would probably just lead her to destroy the window if from the left side (the backdoor stands no chance against her). If the player wants to stop her, using the smoke will be beneficial, and Win can hide underneath the desk to keep her away, though with this, the player must hide once they see Moruu in the blindspot, not when she's already inside.

Wyn (Main Hall, 1F, exclusive to Moruu) – Appears only on Night 8. She has a body, though her face is ruined; her eyes are sewn shut, and her mouth looks like someone drew it with a pencil. Much like Moruu, she can appear from all sides and break the window. However, she is by far more blunt, running quickly from room to room, appearing to have the ability to disable any door in her way. She can't disable the doors to the office, but she won't have to, considering the fact that she can break in relatively easy. If she gets in from the sides or even the window, Moruu will have to fight her off, both by reaction commands and disabling power in the office. If she is in the backdoor, the player will have no choice but to go into emergency mode, as the sound scares her. If she is still there, than use the sound test, as you must keep her at bay for as long as the fates allow.

Uzum (Left Blindspot) - Appears on all nights. She will only appear if the player's sanity is very low, and if they chose to disable all power in the Basilicom. She appears to have similar A.I. To Neptune in the first Neppy's, with her face lighting up as she looks at the player. A lot of her will then appear in the window and start screaming. Eventually, the room will darken even more, and then her jumpscare will play. She's rare, but as the nights progress, she gives the player less time to survive.


WEEK PROGRESSION, CUTSCENES, ENDINGS, STRATEGIEs

Spoiler:
NIGHT 1: 12 AM TO 6 AM

Cutscene (Win): After the introductory scene of Win choosing to work again, we are greeted to a horrifying scene. It depicts a building on fire, slowly falling apart as a large group of people stand to watch. As the scene unfolds, planes rush by in the air, and soon the world is covered in explosions. The scene burns away, the words “We're coming” is shown, and for a split second, The Freak's face is shown. The scene ends.

Cutscene (Moruu): After the introductory scene of Moruu accepting the job, we are greeted to a scene of a view looking at a Mountain range, probably on a mountain itself. It's cloudy, and rain is falling down, making a rather loud noise. Words like “They are lying to us” and “They always lie” flash randomly on the screen. Soon, lightning strikes, and the words “We're on to them” appear. The Freak appears for a split second, and then the scene ends. The sound during this whole video is distorted.

Radio: It's the same for both characters. A strange occurrence is going down in Leanbox, where people are simply passing out for no good reason. Officials are on alert for any wrongdoing. People are advised to remain indoors for the time being. For Planeptune, the night weather looks fine, though once again, the strange events appear to be starting there as well.

Strategy: As there are no exclusive animatronics, the strategy is roughly the same. This night naturally is easy, as the player merely has to acquaint themselves with the building and the camera positions. The big monitor with commands should also be tested, as well as seeing what harms the player and whatnot. Thanks to her increased reflexes, Moruu has an easier job than Win, though her sanity will come into play as soon as Iffu and Nepga begin to move. Pretty much a night to learn the controls and flow of the game. The only event here is to play a lullaby machine to keep Neptune, who is still sleeping there, well, asleep.

NIGHT 2: 11 PM to 6 AM

At this point, one wonders why Win and Moruu are still here. Win didn't want to make everyone think she was insane, thus keeping her mouth shut, and Moruu didn't want to quit until she learned what these things were, and what truly occurred to her friend.

Cutscene (Win): A view from the coastline is shown, presumably from Leanbox, where a gigantic ship is currently moving quickly towards the land. Leanbox citizens are looking at it intently as it moves closer and closer. Once a loud noise from its steamhorn is heard, a rocket is launched towards the people. The Words “You caused this to me” appear as it strikes down all who stand there. Screams are heard as the Animatronics of the game begin to haphazardly walk about.

Cutscene (Moruu): It is nighttime now as the person you are controlling is holding a handheld camera, riding upon a gondola of some sorts descending from a mountain. Chatter is heard, but it seems you are the only one there. A loud sound is heard, and suddenly the first cutscene from “Neptunia Re;birth” begins to play, though only the audio is heard. A person asks you a question, and then suddenly a bright light fills the screen. Once the light dissipates, you see a mushroom cloud in the far off distance. The words “No more. We want you” appear as Neptune's face appears. The scene ends.

Radio (Win): The radio broadcast tells of a man that apparently went insane down in Leanbox, writing that the end times had finally arrived. He was detained after assaulting a few kids while at school. All nations are taking precautions, for whatever reason. Before it strangely cuts out, Histoire is heard yelling something, though its too distorted to be made out.

Radio (Moruu): The radio speaks of a group that was about to overthrow Blanc, though they were captured just in time. Blanc let out a statement saying that she was thankful for the help, but she felt that she could have just dealt with it herself. She mentioned waking up not too long ago, however, and seeing a strange monster before her bed, but she assumed that was just a bad dream.

Strategy: This night is naturally longer than the first night. For Win, watching specifically for FaLcOm and Lindo is essential, as FaLcOm appears to be much more active for her than Moruu, and Lindo is far too difficult to predict on what she will do. Verti is also a headache to deal with, and the others have an increase in difficulty, making the whole night a sudden difficulty spike. For Moruu, FaLcOm apparently has an easier difficulty level, and Iffu appears less this night. However, this is acceptable, as Judg proves to be a horrifying monster to deal with. The player should simply prepare for him whenever he's about to appear. Two events occur on this night, and that is the lullaby box, and tending a fire that Histoire forgot to put out.

NIGHT 3: 12 AM to 5 AM

Cutscene (Win): A rather grainy and messed up scene of Histoire talking with Neptune is played. The camera is right outside of their door looking in, and for some reason, the footage is shot in black and white. It is nearly impossible to understand what the hell they are saying, though Win's name is heard. Soon, another figure walks in, possibly Nepgear. They talk for some time, but eventually Nepgear says something that causes the other two to jump. The scene ends.

Cutscene (Moruu): I don't know how I'll pull this off, but a live-action scene is shown. Two people, covered in masks, will appear before the camera, making strange cackling sounds as they lift up a third party. This person is wearing a Neptune mask, bruised up like the one Win wore. They say something backwards, and then push the person in the mask back down. The scene then constantly switches from this to the building on fire. A laugh similar to Neptune's is heard, and then the word “Hello” appears. The scene ends.

Radio (Win): A group known as FLO apparently destroyed three buildings in Planeptune. The buildings were known for having the largest number of people passed out, and authorities are wondering if they have a connection to this. Histoire said that they were entering into a state of emergency.

Radio (Moruu): A group known as FLO has appeared, and they apparently broke into Lastation's Basilicom, endangering Uni's life, though she managed to escape unharmed. No one was captured nor identified. All they said was that they wanted “The Truth,” while also writing on the walls “It's over.” No further comment came from the CPU of Lastation.

Strategy: Though a short night, this is where the game begins to hate you. The Freak begins to move, and she is everything her name and appearance says: she is a freak! She will cut corners, fight through every trick and trap you lay, and will arrive at your office quicker than anybody else. The worse part, at least for Win, is that everyone is still fully activated, and Blouza also appears just to cause havoc. All doors need to be monitored equally, especially the back, which has limited health. For Moruu, The Freak is extremely tough, but luckily Nepga and Iffu appear to be rare this night. Everyone else, though, is up and about, and with Lee-Fail and Judg wanting a fight, Moruu has to keep on her toes. The monitor should be used often, with every command probably being utilized equally. The fire event is still here, while a new one, which involves flipping three switches to prevent a gas leak from growing, is added. Neptune isn't there this night, so no worries about that.

NIGHT 4 : 11 PM to 7 AM

Cutscene (Win): Like Moruu's last cutscene, a live action scene will play, this time showing only one person looking at the screen, his face obscured. He begins to read a message, writing that he knows what the CPU's did, and that if they all don't surrender to FLO and accept their death with honor, then all within Gamindustri will perish. Behind him in the dark is none other than the Freak herself, though she appears to be disabled. A pained whimper is heard, and the man smashes his fist down, quieting the person. The words “Nice to meet you” appear, and the scene ends.

Cutscene (Moruu): A scene appears that seems to follow the cutscene from Night 2. Screams are heard as the trees on the mountains are set aflame. The mushroom cloud is still in the distance, and ash begins to fall from the sky. A lot of people are on the ground, with cries being heard. In the distance, emerging from the flames, are two people in masks, live-action against the animated world. A loud obnoxious wheezing sound is heard, and the scene ends.

Radio (Win): Tragedy struck as Vert, Blanc, and Noire all passed out, entering a coma-like state that they can't be awaken from. Doctors are alerting everyone to report any cases of this occurring, as a cure or a reasonable explanation as to why this was happening was trying to be found. Histoire soon makes a statement that no one was allowed in or out of Planeptune for the time being.

Radio (Moruu): Neptune was assaulted earlier in the day as FLO strikes continued to be on the rise. More and more continue to pass out as Histoire declared that Planeptune will be under lockdown for the time being, with no date of reopening announced. Neptune was relocated to an undisclosed location. Apparently, a lot of people are talking about a strange creature that looks like an animatronic walking around at night.

Strategy: Histo and Magic now appear to screw with you in multiple ways; Magic is more of a threat with Moruu, while Histo appears to be more active with Win. The player should, at all costs, dedicate some of their time to block Histo from ever reaching the Freak, though this will probably happen no matter what you do. The Sound Check option will now start to be extremely useful, and the emergency button may be needed from here on out. All options will be used, and the ones that can be used multiple times will be, probably 5 times each at worst. In the end, management of everything needs to be perfect, else the player will be finished. Three events occur, and they happen at a very fast rate; You must tend the fire, Stop the gas leak from happening, and oddly enough, keep the lullaby box playing, even though no one is there. Spooky.

ENDING F (Win): Around 4 AM, Neptune will appear and sit on top of the desk underneath the window. She will only be there for a short time, and if the player puts the camera up, then she will vanish. If the player either stares at her for a while, or if they click her, the screen will begin to fizzle out. The screen will be dark for some time before it came back, now showing Win being wheeled away on a stretcher. Histoire is floating nearby, her eyes looking as if she was still possessed. Win can't make out what anyone's saying as she is thrown into a tiny room, a “cell” of some sorts. Win tries to beg to be freed, but it's to no avail. However, she doesn't stay for long, as the cell lights on fire. She looks behind her, and sees a live-action man walking towards her, a wall of flame following behind her. Her fate is unknown the next day, as Histoire apparently has no idea where she is, nor has any recollection of the events you just saw.

ENDING F (Moruu): It can be done at anytime. It involves Judg entering the office at least three times, the emergency button being used, and after the third judg encounter, turning all the power off in the building. It's implied that Moruu went a tad bit crazy after seeing all of this unfold over the past 4 days, and thus she finds herself inexplicably falling down a tunner. Pictures from the game she came from flash on and off as she reaches the bottom. She lands with a thud, and as she looks up, she notices that she's looking at Planeptune's Basilicom from the air. She sees the tower collapse, and the scene ends. Eventually, a news report details that a Nightguard from Planeptune's Basilicom went crazy and ran off into the night. She was never found.

NIGHT 5: 12 AM to 6 AM

Cutscene (Win): Two men (animated) are standing in front of a board, a map of Gamindustri resting upon it. Their faces are obscured, but they are laughing with the laugh of a little girl. Three others are watching, all live action. The map quickly begins to burn, and soon the whole room is set aflame, everyone vanishing without a trace. Soon, as the smoke begins to fill the room, the animatronics of this game start to appear, all smiling towards the camera. Slowly, the screen breaks, and a man in a mask appears, looking directly at you. “Don't do unto others what you don't want others to do unto you” is all that it says before the scene ends.

Cutscene (Moruu): A forest (probably the one seen from the last cutscene) is on fire, and monsters from the actual games are running for their lives. People run amongst them as vehicles of an unknown class drive on by, spreading the flames with their diabolical weapons. The scene then cuts to Planeptune's Basilicom, the sky a deep red, with clouds being the only thing to break the abnormality. The tower begins to slowly collapse as four colored orbs appear in the sky. They seem to be trying to get to the tower, but another light comes and pushes them to the ground. The words “I want you” flash on the screen, before the face of Neppy appears. The scene ends.

Radio: It's the same for both characters. The broadcaster mentions how the climate in Planeptune has changed drastically, and that many of the monsters have begun to run for a better life. The cases of people passing out are still widespread, and it seems to be getting worse. FLO members appear to be growing as well, though they have gone quiet over the past few hours. A warning is given that, for safety reasons, no matter what the situation is, people should always be around another wherever they are.

Strategy for beginning (Win): Win's beginning has her running down a gigantic, endless hallway, one that appears to be from the old Neppy's location. The player is instructed to hold the “W” key (or whatever button constitutes as up) in order for her to run. Pressing whatever is left and right will cause her to do the obvious. Anyways, as she runs, The animatronics will be chasing her. Dodging the strange live-action people is required, or else it will be the end of you. After running for a minute, the game resumes as normal.

Strategy for beginning (Moruu): Unlike Win's, Moruu is falling down a large hallway. The controls are roughly the same, though pressing the up button will make her fall faster (she moves by default). Flames will begin to move towards you, requiring you to dodge out of the way. It is implied that the animatronics are falling behind you, so doing whatever it takes to not get impeded is obviously the goal. After falling for a minute, the game resumes as normal.

Strategy: The Freak, Neppy, Histo, and FaLcOm are the worst enemies for this night. Compla, for Moruu is also going to be a headache, thanks to her ability to just make everything worse. Redy can be bad, but she at least plays fair. Once again, all the commands will probably be used every once in a while, though the player may begin to stop using the cameras on a regular basis, instead now relying on sound and gut instincts to survive. For Win, the camera still needs usage for the likes of Lindo, but other than that, the commands will now be more useful than anything else. Only players that are good at multitasking and keeping calm under pressure will survive past this point. Four events occur: Tame the fire, prevent the gas leak, play the lullaby box, and close the three windows on the third floor. These constantly occur.

ENDING E (Win): This is a relatively easy ending to get. After you complete the night, you will be asked whether or not you want to continue. Should you choose no, Win walks out on the job. Histoire constantly tries to call her, but she can't get any response from the Soccer Player. Eventually, months pass, and Win is unfortunately forgotten about. Histoire gave up her searching, and began to ask for anyone else to take the job permanently. The news is hard to understand, though it seems that whoever took the job next soon began to experience “abnormalities” at night...

ENDING E (Moruu): Same story as Win. If she selects no on the offer to continue, Moruu will also walk out, believing that it just isn't worth it anymore. She tells Histoire this, and returns home. She still feels guilty, but in the end, she rather have that than those things every bloody night. One night, she fell asleep like normal, and it is implied that she fell into a coma like the others in the city, though it isn't downright specified.


NIGHT 6: 11 PM to 7 AM

Cutscene (Win): Crying is heard as smoke takes over the sky, a burning city lying in a smoldering ruin beneath it. The screen frequently glitches as the camera gets pushed back, entering a tunnel as cars drive by, all stopping to a halt as they exit. Somber music plays as the tunnel is exited, and what appears to be the four Goddesses stand on top of it. They are all looking at the sky as flames come rushing down. Eventually, the one that looks like Neptune falls to the ground, the other three moving to console her. A loud explosion is heard, and the screen is overtaken by light. Soon, the sound dies out, and the words “It's all your fault” appear before the player. The scene ends.

Cutscene (Moruu): Four people, all live-action, overlook a monitor on the ground. A flag with a hastily written “FLO” is waving in the background. They begin to speak, but everything they say is backmasked. The Freak and Neppy walk up to them, their eyes glowing. The three men look back and jump at the site, and one of the them is thrown to the ground. Neppy lets out a laugh, and picks up the monitor on the ground. She lets out yet another laugh, and throws it towards the player. The game will “Glitch,” going back and forth from the game to the desktop. Once it recovers, The screen shows Win, beaten up, with one of the men placing one of their masks on her. They then proclaim “Tell the truth. They've been lying for so long. Tell the truth.” The scene ends.

Radio (Win): Something is very wrong with this message. A voice of a man appears, talking to Win personally. He sounds like the phone guy from the first and second game. He warns her that there is no time left, and that she should just run and hope for the best. There's no stopping FLO, a group even he doesn't understand. He mentions a strange experiment that gone wrong, but before he could fully elaborate, the radio dies out.

Radio (Moruu): Oddly enough, it seems that Win is talking to Moruu here. She seems to be in pain, probably in reference to the cutscene seen before this. She begs for Moruu or somebody to save her, but a voice cuts her off. “Go with the FLO, and the FLO will go through you.” Those are the last words said before the radio suddenly cuts out.

Strategy: Strangely, this is the easiest night in the game, even with everything activated by this point. The only real threat is Neppy, who will appear often, but not as often as any other night. However, that doesn't mean that there isn't a challenge to be had. Hallucinations are extremely common on this night, and it seems that somebody is with you the whole time. Thus, the player should merely keep cautious as they watch the night unfold. All four events from the previous night are active and will occur extremely fast. A new event, dubbed the “Smoke event,” will begin to occur, which will flood the office with smoke. The only way to stop it is to use the robot cleaners.

ENDING D (Win): This ending can be obtained if the player finishes the night with either the smoke event almost killing the player, or having Win be very “insane” (the screen will be wobbly and turn red). If this happens, the ending will trigger before it even says “7 AM.” Win will stand up from her seat and began to head towards the western door. She'll walk through the Basilicom and head straight into Neptune's room. Though it was stated that she was relocated, she is still found sleeping in her bed. Win wakes her up with a fright. Neptune looks at her, and Win says, “Tell the truth.” The shadows in the room intensify, and the scene ends.

ENDING D (Moruu): This ending is activated similar to Win's, but once again requires Judg to visit three times. If Moruu has her sanity down low enough by the time Judg appears for a third time, then the night will end abruptly. Moruu will begin to run out of the office from the eastern door, running against a few of the Animatronic beasts as she breaks through a side door. She falls to her knees once she's outside and lets out a scream. She then slams her fist into the ground. Eventually, she will look up and see Win in her vision, looking calm and peaceful. The scene abruptly ends.

NIGHT 7: 12 AM to 7 AM

Cutscene (Win): A violin plays a sad tune in the background as hundreds of live-action people stand in the air. A loud cry of anguish is heard. The scene will then cut abruptly to the Office, where Win is shown about to sit down (limping all the way). Before she does, though, she hears Histoire coming towards her. The Oracle mouths out the words “I'm sorry” before flying away. Win is confused, and before she could do anything, she found herself falling deep into a chasm of flame...

Cutscene (Moruu): The members of FLO are now looking into the office, with the window being cracked by their repeated attacks. The Freak and Neppy enter the room, smiling at the camera where Moruu would normally be sitting. The camera will then shift to the back door, where another man can be seen standing, fire raging behind him. “Gamindustri...tell us the truth. Tell us. Ride the FLO.” The scene then ends.

Radio (Win): After the sequence the player endures, the radio will turn on by itself. A voice, coming out of the speaker as if the radio came from the 30's, told Win a strange little story. “12 years ago, a mother was found guilty of robbing Planeptune's fine Basilicom. Normally this would result in just an arrest, but it is believed that Neptune herself cut the poor woman down. It sent her father into a frenzy, and his line of business went into ruin. For so long, the public has merely believed that she died via an accident, but we all know that isn't the case. One day, they will tell the trut-the souls of those locked away will be released from their slumber upon our arrival. With the truth announced does Gamindustri meet her final doom.”

Radio (Moruu): After the sequence the player endures, the radio will turn on by itself. A voice will come on, though every word it says will be played backwards. Played correctly, he says: “We uphold our right to stand up for ourselves. What must occur is exactly that: a must. The end has already been signaled, though they are merely delaying the inevitable at this point. We will end the oppression they locked us in; we will end this era of sadness. The skies will turn red, the air will implode with a stench of death, and the CPU's will be defenseless against its raging might. True Goddess help us win, and forgive us for our sins. They will learn to go with the FLO.”

Strategy for beginning (Win): Win will now be the one falling to her doom. However, her falling involves a looping puzzle that will continue endlessly until it is won or if Win is caught. She will have to fall strategically into the masks of the strange men; if one is missed, she must start over. Each mask she hits causes another Animatronic to appear, and should she fall to slowly or get stopped, she will be caught. The player should simply fall in a calculated manner, making slow movements while falling quickly.

Strategy for beginning (Moruu): Moruu will be balancing on top of a bottle, with flames circling her. She will have to time her jumps to the next bottle in order to survive, as missing will send her careening down a chasm with no end. With each jump, another whimper from what is believed to be Win is heard, though as the event progresses, her voice becomes deeper and deeper. Moruu has to head towards the light, taking any path possible in order to reach it. Hitting the fire is an instant game over, so be warned.

Strategy: This is one of the hardest nights in the game. Unlike the previous night, every single being is fully activated, all enraged and ready to end you. All events I mentioned are now in full swing, and will activate very often throughout the night. Robbers may also appear very frequently, though again you may survive and never encounter them at all. Worst of all, though, is that the window in your office is covered in graffiti, with the word “FLO” everywhere in different colors. Every window in the building, actually, has this word, and of course, all the cameras do to, making visibility almost impossible (you can see through the second floor cameras via night-vision, though. The words vanish during this). Thus, the player may have to do without the camera unless needed, as the commands and doors may be the only hope for the player to survive.

ENDING C (Both): This ending is considered the cop-out ending. There is no true scene following it, no resolution to the plot, nothing. All that happens is that once the night ends, you have the choice to either take the check for good work, or deny it and head home. If you take the check, you will receive a simple ending with the words “Congratulations on your first week! Please remember to keep up the good work for next time! We'll see you soon!” The check is shown underneath it, and the background consists of two FLO members, the Freak, and Neppy waving goodbye. The music playing is a sad rendition of “Love and Peace” done on the piano. The mystery remains unsolved, and the player is booted back to the main menu. If they want to continue, they have to beat Night 7 again.

NIGHT 8: 6 PM TO 6 AM

This night unlocks if you don't choose the check after beating Night 7.

Trapped now, Moruu and Win both wake up inside the office.

Cutscene (Win): The screen is filled with the same member of FLO. Four people are lying on the ground, all wearing a mask of one of the CPU's. With a laugh, they start beating on the poor Live-action goddesses, Words like “Liar,” “Help,” “Forgive us,” “Worthless,” and “Forgotten.” After the kicking is done, all of members will look at the camera. “Is it worth it? To keep lying?” appears before the player. The screen then shifts to the hallway leading to the backdoor of the office. You can actually see Win sitting there, all confused.
“It's Me.”

Cutscene (Moruu): A picture of every character from Noire's game appears before the player, slowly burning as it sits above a roaring fire. All the girls burn off, with the exception of the last two: Moruu, and Win. A hand picks the remnants of the picture up and holds it up to the lamp. “Children. All of them,” appears on the screen. “With one swipe of this hand, another life is gone” appears soon after, making the screen of the camera fall apart. If the computer the player is using has a camera plugged in, then the screen will display the player, with the words “Always beside you. Another life gone” flashing around. A mask will appear behind you, and the scene will cut. If no camera is plugged in, then a static image of Win looking into a mirror will appear, a hand grabbing her. “Hello” is the last word that appears before the scene ends.

Radio: “It's Me” is repeated for as long as the radio remains on.

Strategy: This is going to get hectic, so bear with me. The majority of the animatronics are deactivated, with the only ones still operating being the Freak, Neppy, Uzum, and the newcomers, Wyn and Moru depending on who you are. Along with them is a member of FLO, who will strike at the player from all openings, having a trail of fire following him, usually saying things like “Liar” and “Accept us.” The only way to stop him is to simply close the doors on him when he is close. As for the rest...heh, good luck. FLO is still written on every camera, and as the night progresses, cameras will actually begin to disable, never to turn on again. Later on, even some of the commands will go down, leaving the player with very little to rely on. However, there is one saving grace. Using Wyn or Moru to your advantage can actually keep the Freak away, giving the player some time to think. In the end, Neppy will actually be the one who will kill you most of the time, as she will usually be neglected by the player as they try and keep the others at bay. All events are on rapid-fire on this night, so be wary of that. You do get a checkpoint at midnight, so if you die, you can start here. Die after restarting from the checkpoint, you will restart the whole night, so be careful.

ENDING B (Win): When Win survives the night, Histoire and Neptune will immediately head towards you, begging if you are all right. You will have the choice of either breaking down and telling them what occurred over the week, or...you can “go with the FLO” as the text tells you. Choosing the latter will cause Win to limp her way towards the two. The screen goes black, and you hear them scream. Later, Win is shown leaving the Basilicom, looking to the ground as she walks down the road. The sky above turns red, and in the distance, a distinct mushroom cloud appears. The Words “Accepted” appear, and the game ends.

ENDING A (Win): Same start as the last one, but this one involves Win breaking down. She will limp towards them and fall to her knees, tears appearing on the ground below her. The screen will fade to black. When the scene returns, we see Win lying in a hospital bed, her leg getting some sort of operation, as well as her body getting treatment for apparent “burns.” On the TV, a man is shown proclaiming the end over and over again. Eventually, the screen of the television distorts, and Neppy's face appears. Win tries to call for help, but she just can't get the words out. Outside, the sky turns red...

ENDING B (Moruu): after the night is completed, the Freak will appear right in front of Moruu disabled. A wheezing sound is heard within it, and Moruu decides to investigate. If the player chooses, however, to leave it be, then Moruu will merely sigh, and leave the office, feeling a tad bit guilty for not checking. As she leaves, She keeps seeing FLO members watching her from afar. She leaves the Basilicom without ever looking back. Above her, the sky turns red...

ENDING A (Moruu): Same start, but involves Moruu actually checking the animatronic. With a deep breath, she slowly lifts the head off, only to then find herself in the middle of the road, looking up at the red sky. She looks around confused, seeing a lot of people looking up. As she tries to recollect herself, she hears Win cry for help. She looks around until her eyes rest upon the words “FLO” written over a local hospital's wall. The scene ends.


The rest will follow in the next post.
Spoiler:
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xnobody13
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Re: If you could make your own Neptunia game...

Postby xnobody13 » Fri Feb 06, 2015 4:28 am

FINAL NIGHT

Spoiler:
This night is unlocked once both Win and Moruu have finished their 8 Nights, and selected Ending A for both (you can play as the other character after beating the other's story, and can level select to Night 8 if necessary). I know I have said this countless amounts of times, but I feel it needs to be said; this night is most certainly the worst in terms of difficulty. You will cry, give up, destroy your monitor/tv, curse the heathens, and maybe kill a man or two.

Cutscene: Moruu runs up to the Hospital, heading to the room where the writing is found. Passing by a few nurses, she reaches the room, where Win is shocked to see her old friend again. How the two meet up when both did the same week is not known. Before they could talk, the red sky begins to glow. Suddenly, the TV in the room turns to a scene with a man in a mask, the word “FLO” dancing about him. He speaks backwards unintelligibly, before eventually the whole screen is his mask.

The lights in the Hospital go out, and outside, the sky turns black; everything goes silent. The two girls are trying to think about what to do. Eventually, Moruu looks outside, and sees the Basilicom on fire. Frightened, Moruu grabs hold of a wheelchair and gets Win on it. They have no idea what the hell is going on, but whatever is happening, something had to be done to stop it.

The player is then offered a choice to either play as Win or Moruu. Whoever you choose affects the ending of the game.

Radio (Both): Static for about five seconds, before a sentence is read in Latin: “Join us. Accept Us. Live Us. End Us. Tell the Truth. Go with the FLO.”

Strategy for beginning (Win):
She'll be separated from Moruu as soon as they enter the Basilicom, so Win has to get to the office in a wheelchair. Thus, the player must navigate the burning halls as shadowy figures chase you down. The player must rapidly press the keys presented. If the player misses only a few, they will go too slow and perish. When a turn comes up, flicking the mouse is the only way to survive.

Strategy for beginning (Moruu): Same opening as Win, but has the advantage that she can actually run. However, she has far more obstacles to cross in order to survive the sequence. Holding the up button is the only way to survive naturally, while flicking the mouse left and right will dodge the obstacles presented. Unfortunately, making even one mistake will cost you your life.


NIGHT 9: UNKNOWN TO UNKNOWN

Spoiler:
Both will reach the office, but the fumes from the smoke will make things hard to see (along with the words “FLO” still on every window and glass). The reason why this isn't part of the strategy section is because both Characters haven't begun the hell.

Strategy: This is the longest night out of all games, taking essentially the same amount of time it takes to beat 3 nights (about 24 minutes). There are a lot of checkpoints, but once the game is turned off, the level resets, so be careful.
The whole night has the player constantly switching between all four locations throughout the series, as well as the house seen at the end of the second game. Along with the locations, the player will also have to deal with all the animatronics from those locations whenever they are there, along with all game mechanics the game had (meaning in the first location, the player can use the mask and only worry about two doors, though they have no tricks like glitching the camera). The switches are random, though they usually last an hour in-game before the level suddenly changes; the changes don't follow any order, so get prepared for whatever may occur.
The night will begin always in the standard area from this game. All the Animatronics are activated, even Moru and Wyn (though I said they were Night 8 only, it was to keep this secret). Neppy and the Freak are naturally your worst nightmare, so just get prepared to deal with everything the game can throw at you. You know, the basic stuff you've been dealing with for the past eight nights.
After the first hour, the screen will flash, and the player will be teleported to any of the four other places I mentioned. If you are in the first restaurant, then the player must watch out for Rei, Neptune, Peashy, Ram, and Uni, though the others are of course violent as well, including Arfoire who makes her return naturally. Again, any game mechanics from the first game only apply here, meaning that you can't fight animatronics off, you can't glitch the cameras, or use camera features for that matter, and so forth. Win is somewhat slower due to her injuries, meaning Moru's night is a little easier, though the animatronics are extremely aggressive for her compared to Win. The power also returns, and it charges somewhat with every change.
If in the second restaurant, the player has to then deal with four entrances, and of course must now worry about their flashlight. Arfoire, Rei, Nisa, Neptune, Ai, and Nepgear must be extensively monitored, as their difficulties are through the roof in comparison to the rest. The room is in the style of the last night in the game, where the power is low, and the building is on fire, making visibility bad. Hey, at least you have some powers again.
If in the third restaurant, the player will have to monitor their sanity as the hour is modeled after the last night, where the player must hold off Neptune for as long as possible. Nisa, Peashy, Rei, Brossa, Win, IF, and Cave are the most threatening, and of course Arfoire doesn't help matters. All events are also constantly playing, so the player must take care of that as well. They will always have 20% battery at this part, and once it runs out, the player immediately dies by Uzume.
Finally, if in the weird house, the player's only hope is the flashlight and mask, as there are barely any cameras to view. Neptune, Plutia, Arfoire, Nisa, and Uzume are your only threats, though there is barely any protection from them. The player thus should use quick reflexes to survive.
After going through all locations, the player will be brought to a room full of fire. A member of FLO will start making his way towards the player. Thus:

BOSS: FLO

You are allowed to move in a full circle, which is a good thing, as he will flank you from multiple directions. As he saying cryptic messages, the player should use their flashlight and hold it on him for as long as possible, slowing him down and making it easier to hit him. If he gets to the player and looks fidgety, the player should don the mask as soon as possible. If he reaches the player looking normal (meaning the light was on him for a long time), then the player should “punch” him off. Once he's hit, he'll make a horrifying scream, and the player will be brought to any of the five locations. The loop begins again, and a checkpoint is earned. “Tell the truth” is all he says.
You have to hit him three times to win the night. Every hit leads to yet another loop, with the difficulty increasing each time. During the second iteration, Plutia starts to spawn in all locations at random. Be warned, for if she does kill you, the game will crash, and thus you lose your checkpoint. The order may be different, so the player should be on their guard for whatever may come.
The second fire room has the FLO member occasionally moving backwards to throw the player off. He will also occasionally spawn either the Freak or Neppy, where they will charge the player. For Neppy, using the mask will keep you alive, while the Freak should be stopped by the flashlight. As for him, the same strategy applies. I should mention that if the player fails to hit him in a certain amount of time, the loop will reset, making the night longer than it should be. Once he gets hit again, another scream is heard, followed by him saying “Don't deny our life.” Another checkpoint is awarded.
The third loop increases the difficulty of all animatronics regardless of location. Hallucinations are extremely common, and some functions of the camera will actually not work during this iteration. Neptune (or Neppy) are extremely frightening on this phase, as they now can teleport wherever they please, making things so much more difficult. Plutia also appears very frequently, so be weary of that.
The final hit is going to be annoying. Along with spawning the Animatronics, he will also occasionally spawn a brick wall, preventing the player from reaching him. Thus, if he does this, the player can now use the commands given in the fourth game. By using either Sound check or using the robots, the player can draw the man out. Once more, the player must wait for him to reach you, and when he does, time the button press and hit him. If you were successful, then congratulations, you beat the game.

ENDING S (Win): If the player chose Win, then after the final hit, the man lets out another terrible scream, and vanished. Win's vision fades, and she soon passes out. During her slumber, we see her sitting underneath a tree, with the old man seen in the last game having a picnic with two other girls; one that could be a mother, and another that looked young. In the distance was the “First Neppy's in the world,” with the Neptune Animatronic waving outside; though she was active, she did not appear hostile. The old man realizes that Win is sitting alone, and he calls her over. Making a happy sound, Win heads over, only for the scene to end.
When she comes to, she is in the office on the ground, Moruu right next to her. Both awake at the same time. For some reason, Win can move her leg as if it was never broken, allowing her thus to walk and run. The Basilicom is still on fire, so the two (now holding hands) quickly make for the door. They hear sirens and whistles, indicating that firemen were busy putting out the flames. They were going to make it. They hoped that whatever they saw was completely finished.
Eventually, they reach the front entrance, but it seems the door is mysteriously closing. The two friends run as fast as they could, but as they do, Win looks behind and sees the man from FLO charging. Moruu sees him as well, and tells Win to run faster. However, though this would seem to be the ideal thing to do, Win feels that the man was not coming after them. No, he was running for the entrance. She had no idea why, but after all the hell that she just endured, she couldn't allow him to escape.
They reached the door, and knowing that someone had to stay back and hold him off, she grabbed Moruu tightly around her shoulders. “Take care, Moruu. Thank you for everything” are her last words before she throws the cat-like girl out. Once her friend escapes the building, Win charges the FLO member, who is caught off guard by this sudden action. This attack prevents both of them from reaching the door in time, which now shuts forever. The FLO member runs to it and tries to pry it open, but it simply won't budge.
Naturally, he gets angry, and he looks at Win. “Why can't you just accept the truth? You have brought the ruination!” He then pulls out a gun and shoots Win in the chest, making her collapse. With a laugh, he walks up to her and aims the gun at her head. “End us,” he chuckled.
However, before the bullet was shot, a loud sound is heard. The man looks around, and begins to back up towards the door. Win is confused and looks around, shocked to see a familiar sight. The classic Animatronics, those of the CPU's from the first Restaurant, begin to walk towards the man. He shoots all of them, but they are barely phased by this. In a last ditch effort, he runs up to the Neptune Animatronic and tries to strangle her. Before the screen fades, the Animatronics are replaced by people, though it's too dark to tell who they are.
The death scream is heard, and the man lets out a scream of his own.
Soon, the screen becomes filled with light, and Win is seen (instead of first person). She sees three people walk up to her, who are the old man, the older woman, and the young girl. They smile at her, and she smiles back. Taking one another's hands, they proceeded to walk deep into the light. A violin plays as all four of them fade away. Win's fate is not known.
A newspaper is soon shown, writing that the tragedy in the Basilicom was caused by an unknown source; the only reported casualty is probably Win, who was never found. Though that is all that is reported, Histoire feels as if there was more to it, and naturally Moru knew better. However, believing that whatever occurred was finally over, they decided to hold telling anybody for a little while.
Every Neppy location was gone, and it was said that those who were in a coma had finally awoken, leaving no reason as to why they fell in their slumber in the first place. Eventually, all of the landmasses lift their lockdowns, and life returns to normal.
Later on, both Moruu and Histoire walk to a cemetary, where a grave for Win is laid out; no body of course, but they felt it was necessary. She was placed in a rather elegant area, surrounded by three other graves. Moruu questions the Oracle who these people were, to which she replies “Old friends of mine.” She places a flower down on Win's grave, gave her respects, and soon the two walked off. Many years down the line, the world merely forgot about Neppy's, and Win became merely a rumor to all besides Moruu and Histoire.
But for whatever occurred, it was thanks to her that the FLO had been stopped...

ENDING S (Moruu): Same beginning, but the scene changes once we reach the scene where Win throws her out. Moruu protested this, but the soccer girl surprisingly overpowered her, sending her outside the Basilicom. Histoire and Neptune are the first to find her, quickly holding her up as they help her out of the courtyard. The firemen quickly dose the fire while the cat-like girl screams for someone to help Win out.
Once the flames went down, everyone searched and searched, but Win was never found, nor was the man or any of the animatronics. Moruu couldn't believe it, wondering if Win found another way out, though the fate of the man made her worried.
Unfortunately, they couldn't find her, and the search was called off. Most felt that Moruu either lied or just thought Win was there, making the young girl hide away. She probably would've hid for the rest of her life if it wasn't for Histoire, who believed every word she said. She asked Moruu to describe what happened, to which she told her everything.
Eventually, everyone woke up from their coma-like state, and the Landmasses lifted their lockdown. The events that transpired in the Basilicom still remain largely unknown, the only ones holding the legacy of Win being Moruu and Planeptune's Oracle. Later on (presumably a few years later), the two of them walk up to a cemetery, where four graves are found. Though she was never found, Win had her own grave made out, even with a tombstone that read “Always head for the Goal. R.I.P.” Moruu asked the Oracle why they chose this place to bury her, to which Histoire replied “She's surrounded by loved ones.” A tear came to her eye as she laid a flower down upon all the graves. Moruu did the same for Win's grave.
They pay their respects and leave the area. Thanks to end of the dark days, everyone forgot about Neppy's, and Win merely faded into obscurity. Moruu still thought of her, wondering if somehow, she was still out there, going against the FLO...


CUSTOM NIGHT
Spoiler:
Once again, Custom night returns. Unlock the last game, you unlock this night as soon as you beat Night 1. However, you don't get everything until you beat the game as both characters, only being able to select the Animatronics that were active on that night. In this custom night, not only can you fully customize the area, but you can even mix all the maps together to form one huge monstrosity, making this the biggest custom night yet. You can also set a personal video recorder to record your playthrough, as well as allowing you to equip your webcam to record your reactions at the same time. After recording, you can upload the video to Youtube or any other video sharing site.

Every animatronic from the other games return for this game, and can even set into maps they shouldn't normally be in, adjusting their AI as necessary. You can also set how long the nights are, what effects apply, and of course, the difficulty for each animatronic. If you beat Night 9, you can also select the man from FLO as a character, both in his stalking mode and his boss mode.

Along with all of this, you can also do some custom night presets to unlock some things. These are:

1. Okay, seriously, you're just doing this to explore (everyone at 0)
2. The Power of the young (All Animatronics in the fourth location at 5)
3. The growing of the damned (All Animatronics in the fourth location at 10)
4. The Power of the damned (All Animatronics in the fourth location at 15)
5. The Worst nightmare (All Animatronics in the fourth location at 20)
6. I see you (Any animatronic that enters from the west door at 15)
7. From the east I come (Any animatronic that enters the east door at 15)
8. From behind, I wait (Any animatronic that enters the backdoor at 15)
9. Those who start it off (Any animatronic that starts on the first night at 20)
10. Moruu's Nightmarae (Any animatronic exclusive to Moruu at 20)
11. Win's Nightmare (Any animatronic exclusive to Win at 20)
12. IT'S ME (Plutia at 20, Neptune and Neppy at 15)
13. The Kiss of Death (All Animatronics in fourth location at 20, All animatronics from other games at 10)
14. The Goddesses of Life (All CPU's, Neppy, and the Freak at 20)
15. Deja Vu (First location, all of those animatronics at 20)
16. Deja Vu part 2 (Second location, all of those animatronics at 20)
17. How many Deja Vu's are there? (Third location, all of those animatronics at 20)
18. A Dream, or as real as it could get? (House location, all of those animatronics at 20)
19. Candidate's Lie (All Candidates, Nepga at 20)
20. Mish-Mash, I was taking a bath (Locations one and two mixed, all of those animatronics at 15)
21. Ouch, This is gonna suck (Locations three and four mixed, all of those animatronics at 15)
22. Welcome to hell, Win/Moruu (All Locations at once, everyone at 20)
23. Go with the FLO (Fourth location, both FLO members, Neppy, and The Freak at 20)


CHALLENGE MODE

Spoiler:
Essentially a mission mode, where the player must complete certain objectives to survive. I won't go into detail, but some of these challenges include keeping Neptune asleep for three in-game hours, collecting coins around the map, and surviving two hours without a single Animatronic getting into the office. You will receive stars on the title screen for doing this. Unlocks after beating 7 days for any character.

NEW GAME+
Spoiler:
Once you beat one person's week (8th night or not), you can participate in new game plus. Your options are:

1. Plus Mode (Both. Difficulty higher)
2. Camera Limit (Both. Using the camera now takes power)
3. One life to live (Both. You die, the week restarts)
4. Flicker mode (Both. The building's lights will constantly flicker)
5. Arcade mode (Score points by doing certain actions)
6. Insanity mode (Moruu only. Beat the game with your sanity always being low. Charging it take a long time)
7. Attack mode (Win only. You now have the option to play the game and attack animatronics as you watch them via using the cameras and throwing a soccer ball at them. Considered cheating mode.)


GALLERY
Spoiler:
Here, you could view profiles, history, character models, records, artwork, the endings, and of course, the ability to replay certain days of the week on whatever mode you were on. Some things unlock only after completing certain things in the game.


TROPHIES

Spoiler:
The end of the Nightmare (Platinum) – Rest in Peace
The FLO (Bronze) – Night 1 beaten (any character)
The Wave (Bronze) – Night 2 beaten (any character)
The Dark (Bronze) – Night 3 beaten (any character)
The Passing (Bronze) – Night 4 beaten (any character)
The Path (Bronze) – Night 5 beaten (any character)
The Pain (Bronze) – Night 6 beaten (any character)
The Meaning (Silver) – Night 7 beaten (any character)
The Truth (Silver) – Night 8 beaten (any character)
The End (Gold) – Night 9 beaten (any character)
A Girl who learned the way (Gold) – Beat the game as Win
A Girl who learned the truth (Gold) – Beat the game as Moruu
Tampering with the enemy (bronze) – Complete the Custome Night any setting
Plus Mode (Silver) – Complete Plus Mode
Camera Limit (Silver) – Complete Camera Limit Mode
One life to Live (Silver) – Complete One life to Live Mode
Flicker Mode (Silver) – Complete Flicker Mode
Arcade Mode (Silver) – Complete Arcade Mode
Insanity Mode (Silver) – Complete Insanity Mode
Attack Mode (Silver) -Complete Attack Mode
The First Batch isn't so bad (bronze) – Completed 5 Presets in Custom Night
Phew, that sucked (bronze) – Completed 10 Presets in Custom Night
Oh god, how many more? (bronze) - Completed 15 Presets in Custom Night
The Ultimate Champion (Silver) – Completed all Presets in Custom Night
A Challenger in the darkness (Bronze) - Completed 5 Challenges
Destroy all Enemies (Silver) – Completed 30 Challenges
Nothing stands against you (Gold) – Completed all challenges
We're Here (Bronze) – Encounter all Animatronics in the fourth location
We're all Here (Silver) – Encounter all Animatronics in the game
Death doesn't come cheap (Bronze) – You have perished
Death seriously doesn't come cheap (Silver) – Died by every animatronic in the game
Death...well, you know the gag (Gold) – Died in every conceivable way
Total Control (Bronze) – Used every control you are given
Hide (Bronze) – Hide underneath the desk a total of 300 times
Keep them away (Bronze) – Close doors a total of 300 times
Hide your shame (Bronze) – Complete a night without a single Animatronic entering the office (Story mode only)
Farewell to all (Silver) – Defeat the boss in under 30 minutes
A glorious end (Gold) – Obtain all endings for both characters.
Spoiler:
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Re: If you could make your own Neptunia game...

Postby DragonKingKaiser » Fri Feb 06, 2015 10:59 pm

Dungeons and Dragons: Neptunia Edition.

Make a custom story. You can have all kinds of things happen.

Imagine you pick Brave as a character. When it comes time, you decide to defect from the CFW's literally telling them ingame to fuck off and go preform an Arfoire circle jerk session without him. Then you roll a D20. If you get over 10, then it's a success. The GM will decide how it happens. It happens. But the GM/GameMaster will decided how it happens. You might, as Brave, end up accidentally trigger the self destruct sequence of their secret base, with every CFW in it, hightail it out of there pissing your robotic pants, and destroy the CFW's all in one big blast.

That's just one of many things you can do.

Maybe you can choose to be Anonydeath and change his love for Noire to a love for filming animals in the wild making love. And having it be that he has his own documentary on Gamindustri TV about animals in the wild.

Or maybe you can be nothing short of an OC who loves to go swimming in hot lava, because he's heat resistant, and taking baths in acid, cause he's acid resistant.
This is what Ben Carson will do to political correctness. I approve.
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Re: If you could make your own Neptunia game...

Postby kuletxcore » Thu Feb 19, 2015 1:32 am

xnobody13 wrote:FINAL NIGHT

Spoiler:
This night is unlocked once both Win and Moruu have finished their 8 Nights, and selected Ending A for both (you can play as the other character after beating the other's story, and can level select to Night 8 if necessary). I know I have said this countless amounts of times, but I feel it needs to be said; this night is most certainly the worst in terms of difficulty. You will cry, give up, destroy your monitor/tv, curse the heathens, and maybe kill a man or two.

Cutscene: Moruu runs up to the Hospital, heading to the room where the writing is found. Passing by a few nurses, she reaches the room, where Win is shocked to see her old friend again. How the two meet up when both did the same week is not known. Before they could talk, the red sky begins to glow. Suddenly, the TV in the room turns to a scene with a man in a mask, the word “FLO” dancing about him. He speaks backwards unintelligibly, before eventually the whole screen is his mask.

The lights in the Hospital go out, and outside, the sky turns black; everything goes silent. The two girls are trying to think about what to do. Eventually, Moruu looks outside, and sees the Basilicom on fire. Frightened, Moruu grabs hold of a wheelchair and gets Win on it. They have no idea what the hell is going on, but whatever is happening, something had to be done to stop it.

The player is then offered a choice to either play as Win or Moruu. Whoever you choose affects the ending of the game.

Radio (Both): Static for about five seconds, before a sentence is read in Latin: “Join us. Accept Us. Live Us. End Us. Tell the Truth. Go with the FLO.”

Strategy for beginning (Win):
She'll be separated from Moruu as soon as they enter the Basilicom, so Win has to get to the office in a wheelchair. Thus, the player must navigate the burning halls as shadowy figures chase you down. The player must rapidly press the keys presented. If the player misses only a few, they will go too slow and perish. When a turn comes up, flicking the mouse is the only way to survive.

Strategy for beginning (Moruu): Same opening as Win, but has the advantage that she can actually run. However, she has far more obstacles to cross in order to survive the sequence. Holding the up button is the only way to survive naturally, while flicking the mouse left and right will dodge the obstacles presented. Unfortunately, making even one mistake will cost you your life.


NIGHT 9: UNKNOWN TO UNKNOWN

Spoiler:
Both will reach the office, but the fumes from the smoke will make things hard to see (along with the words “FLO” still on every window and glass). The reason why this isn't part of the strategy section is because both Characters haven't begun the hell.

Strategy: This is the longest night out of all games, taking essentially the same amount of time it takes to beat 3 nights (about 24 minutes). There are a lot of checkpoints, but once the game is turned off, the level resets, so be careful.
The whole night has the player constantly switching between all four locations throughout the series, as well as the house seen at the end of the second game. Along with the locations, the player will also have to deal with all the animatronics from those locations whenever they are there, along with all game mechanics the game had (meaning in the first location, the player can use the mask and only worry about two doors, though they have no tricks like glitching the camera). The switches are random, though they usually last an hour in-game before the level suddenly changes; the changes don't follow any order, so get prepared for whatever may occur.
The night will begin always in the standard area from this game. All the Animatronics are activated, even Moru and Wyn (though I said they were Night 8 only, it was to keep this secret). Neppy and the Freak are naturally your worst nightmare, so just get prepared to deal with everything the game can throw at you. You know, the basic stuff you've been dealing with for the past eight nights.
After the first hour, the screen will flash, and the player will be teleported to any of the four other places I mentioned. If you are in the first restaurant, then the player must watch out for Rei, Neptune, Peashy, Ram, and Uni, though the others are of course violent as well, including Arfoire who makes her return naturally. Again, any game mechanics from the first game only apply here, meaning that you can't fight animatronics off, you can't glitch the cameras, or use camera features for that matter, and so forth. Win is somewhat slower due to her injuries, meaning Moru's night is a little easier, though the animatronics are extremely aggressive for her compared to Win. The power also returns, and it charges somewhat with every change.
If in the second restaurant, the player has to then deal with four entrances, and of course must now worry about their flashlight. Arfoire, Rei, Nisa, Neptune, Ai, and Nepgear must be extensively monitored, as their difficulties are through the roof in comparison to the rest. The room is in the style of the last night in the game, where the power is low, and the building is on fire, making visibility bad. Hey, at least you have some powers again.
If in the third restaurant, the player will have to monitor their sanity as the hour is modeled after the last night, where the player must hold off Neptune for as long as possible. Nisa, Peashy, Rei, Brossa, Win, IF, and Cave are the most threatening, and of course Arfoire doesn't help matters. All events are also constantly playing, so the player must take care of that as well. They will always have 20% battery at this part, and once it runs out, the player immediately dies by Uzume.
Finally, if in the weird house, the player's only hope is the flashlight and mask, as there are barely any cameras to view. Neptune, Plutia, Arfoire, Nisa, and Uzume are your only threats, though there is barely any protection from them. The player thus should use quick reflexes to survive.
After going through all locations, the player will be brought to a room full of fire. A member of FLO will start making his way towards the player. Thus:

BOSS: FLO

You are allowed to move in a full circle, which is a good thing, as he will flank you from multiple directions. As he saying cryptic messages, the player should use their flashlight and hold it on him for as long as possible, slowing him down and making it easier to hit him. If he gets to the player and looks fidgety, the player should don the mask as soon as possible. If he reaches the player looking normal (meaning the light was on him for a long time), then the player should “punch” him off. Once he's hit, he'll make a horrifying scream, and the player will be brought to any of the five locations. The loop begins again, and a checkpoint is earned. “Tell the truth” is all he says.
You have to hit him three times to win the night. Every hit leads to yet another loop, with the difficulty increasing each time. During the second iteration, Plutia starts to spawn in all locations at random. Be warned, for if she does kill you, the game will crash, and thus you lose your checkpoint. The order may be different, so the player should be on their guard for whatever may come.
The second fire room has the FLO member occasionally moving backwards to throw the player off. He will also occasionally spawn either the Freak or Neppy, where they will charge the player. For Neppy, using the mask will keep you alive, while the Freak should be stopped by the flashlight. As for him, the same strategy applies. I should mention that if the player fails to hit him in a certain amount of time, the loop will reset, making the night longer than it should be. Once he gets hit again, another scream is heard, followed by him saying “Don't deny our life.” Another checkpoint is awarded.
The third loop increases the difficulty of all animatronics regardless of location. Hallucinations are extremely common, and some functions of the camera will actually not work during this iteration. Neptune (or Neppy) are extremely frightening on this phase, as they now can teleport wherever they please, making things so much more difficult. Plutia also appears very frequently, so be weary of that.
The final hit is going to be annoying. Along with spawning the Animatronics, he will also occasionally spawn a brick wall, preventing the player from reaching him. Thus, if he does this, the player can now use the commands given in the fourth game. By using either Sound check or using the robots, the player can draw the man out. Once more, the player must wait for him to reach you, and when he does, time the button press and hit him. If you were successful, then congratulations, you beat the game.

ENDING S (Win): If the player chose Win, then after the final hit, the man lets out another terrible scream, and vanished. Win's vision fades, and she soon passes out. During her slumber, we see her sitting underneath a tree, with the old man seen in the last game having a picnic with two other girls; one that could be a mother, and another that looked young. In the distance was the “First Neppy's in the world,” with the Neptune Animatronic waving outside; though she was active, she did not appear hostile. The old man realizes that Win is sitting alone, and he calls her over. Making a happy sound, Win heads over, only for the scene to end.
When she comes to, she is in the office on the ground, Moruu right next to her. Both awake at the same time. For some reason, Win can move her leg as if it was never broken, allowing her thus to walk and run. The Basilicom is still on fire, so the two (now holding hands) quickly make for the door. They hear sirens and whistles, indicating that firemen were busy putting out the flames. They were going to make it. They hoped that whatever they saw was completely finished.
Eventually, they reach the front entrance, but it seems the door is mysteriously closing. The two friends run as fast as they could, but as they do, Win looks behind and sees the man from FLO charging. Moruu sees him as well, and tells Win to run faster. However, though this would seem to be the ideal thing to do, Win feels that the man was not coming after them. No, he was running for the entrance. She had no idea why, but after all the hell that she just endured, she couldn't allow him to escape.
They reached the door, and knowing that someone had to stay back and hold him off, she grabbed Moruu tightly around her shoulders. “Take care, Moruu. Thank you for everything” are her last words before she throws the cat-like girl out. Once her friend escapes the building, Win charges the FLO member, who is caught off guard by this sudden action. This attack prevents both of them from reaching the door in time, which now shuts forever. The FLO member runs to it and tries to pry it open, but it simply won't budge.
Naturally, he gets angry, and he looks at Win. “Why can't you just accept the truth? You have brought the ruination!” He then pulls out a gun and shoots Win in the chest, making her collapse. With a laugh, he walks up to her and aims the gun at her head. “End us,” he chuckled.
However, before the bullet was shot, a loud sound is heard. The man looks around, and begins to back up towards the door. Win is confused and looks around, shocked to see a familiar sight. The classic Animatronics, those of the CPU's from the first Restaurant, begin to walk towards the man. He shoots all of them, but they are barely phased by this. In a last ditch effort, he runs up to the Neptune Animatronic and tries to strangle her. Before the screen fades, the Animatronics are replaced by people, though it's too dark to tell who they are.
The death scream is heard, and the man lets out a scream of his own.
Soon, the screen becomes filled with light, and Win is seen (instead of first person). She sees three people walk up to her, who are the old man, the older woman, and the young girl. They smile at her, and she smiles back. Taking one another's hands, they proceeded to walk deep into the light. A violin plays as all four of them fade away. Win's fate is not known.
A newspaper is soon shown, writing that the tragedy in the Basilicom was caused by an unknown source; the only reported casualty is probably Win, who was never found. Though that is all that is reported, Histoire feels as if there was more to it, and naturally Moru knew better. However, believing that whatever occurred was finally over, they decided to hold telling anybody for a little while.
Every Neppy location was gone, and it was said that those who were in a coma had finally awoken, leaving no reason as to why they fell in their slumber in the first place. Eventually, all of the landmasses lift their lockdowns, and life returns to normal.
Later on, both Moruu and Histoire walk to a cemetary, where a grave for Win is laid out; no body of course, but they felt it was necessary. She was placed in a rather elegant area, surrounded by three other graves. Moruu questions the Oracle who these people were, to which she replies “Old friends of mine.” She places a flower down on Win's grave, gave her respects, and soon the two walked off. Many years down the line, the world merely forgot about Neppy's, and Win became merely a rumor to all besides Moruu and Histoire.
But for whatever occurred, it was thanks to her that the FLO had been stopped...

ENDING S (Moruu): Same beginning, but the scene changes once we reach the scene where Win throws her out. Moruu protested this, but the soccer girl surprisingly overpowered her, sending her outside the Basilicom. Histoire and Neptune are the first to find her, quickly holding her up as they help her out of the courtyard. The firemen quickly dose the fire while the cat-like girl screams for someone to help Win out.
Once the flames went down, everyone searched and searched, but Win was never found, nor was the man or any of the animatronics. Moruu couldn't believe it, wondering if Win found another way out, though the fate of the man made her worried.
Unfortunately, they couldn't find her, and the search was called off. Most felt that Moruu either lied or just thought Win was there, making the young girl hide away. She probably would've hid for the rest of her life if it wasn't for Histoire, who believed every word she said. She asked Moruu to describe what happened, to which she told her everything.
Eventually, everyone woke up from their coma-like state, and the Landmasses lifted their lockdown. The events that transpired in the Basilicom still remain largely unknown, the only ones holding the legacy of Win being Moruu and Planeptune's Oracle. Later on (presumably a few years later), the two of them walk up to a cemetery, where four graves are found. Though she was never found, Win had her own grave made out, even with a tombstone that read “Always head for the Goal. R.I.P.” Moruu asked the Oracle why they chose this place to bury her, to which Histoire replied “She's surrounded by loved ones.” A tear came to her eye as she laid a flower down upon all the graves. Moruu did the same for Win's grave.
They pay their respects and leave the area. Thanks to end of the dark days, everyone forgot about Neppy's, and Win merely faded into obscurity. Moruu still thought of her, wondering if somehow, she was still out there, going against the FLO...


CUSTOM NIGHT
Spoiler:
Once again, Custom night returns. Unlock the last game, you unlock this night as soon as you beat Night 1. However, you don't get everything until you beat the game as both characters, only being able to select the Animatronics that were active on that night. In this custom night, not only can you fully customize the area, but you can even mix all the maps together to form one huge monstrosity, making this the biggest custom night yet. You can also set a personal video recorder to record your playthrough, as well as allowing you to equip your webcam to record your reactions at the same time. After recording, you can upload the video to Youtube or any other video sharing site.

Every animatronic from the other games return for this game, and can even set into maps they shouldn't normally be in, adjusting their AI as necessary. You can also set how long the nights are, what effects apply, and of course, the difficulty for each animatronic. If you beat Night 9, you can also select the man from FLO as a character, both in his stalking mode and his boss mode.

Along with all of this, you can also do some custom night presets to unlock some things. These are:

1. Okay, seriously, you're just doing this to explore (everyone at 0)
2. The Power of the young (All Animatronics in the fourth location at 5)
3. The growing of the damned (All Animatronics in the fourth location at 10)
4. The Power of the damned (All Animatronics in the fourth location at 15)
5. The Worst nightmare (All Animatronics in the fourth location at 20)
6. I see you (Any animatronic that enters from the west door at 15)
7. From the east I come (Any animatronic that enters the east door at 15)
8. From behind, I wait (Any animatronic that enters the backdoor at 15)
9. Those who start it off (Any animatronic that starts on the first night at 20)
10. Moruu's Nightmarae (Any animatronic exclusive to Moruu at 20)
11. Win's Nightmare (Any animatronic exclusive to Win at 20)
12. IT'S ME (Plutia at 20, Neptune and Neppy at 15)
13. The Kiss of Death (All Animatronics in fourth location at 20, All animatronics from other games at 10)
14. The Goddesses of Life (All CPU's, Neppy, and the Freak at 20)
15. Deja Vu (First location, all of those animatronics at 20)
16. Deja Vu part 2 (Second location, all of those animatronics at 20)
17. How many Deja Vu's are there? (Third location, all of those animatronics at 20)
18. A Dream, or as real as it could get? (House location, all of those animatronics at 20)
19. Candidate's Lie (All Candidates, Nepga at 20)
20. Mish-Mash, I was taking a bath (Locations one and two mixed, all of those animatronics at 15)
21. Ouch, This is gonna suck (Locations three and four mixed, all of those animatronics at 15)
22. Welcome to hell, Win/Moruu (All Locations at once, everyone at 20)
23. Go with the FLO (Fourth location, both FLO members, Neppy, and The Freak at 20)


CHALLENGE MODE

Spoiler:
Essentially a mission mode, where the player must complete certain objectives to survive. I won't go into detail, but some of these challenges include keeping Neptune asleep for three in-game hours, collecting coins around the map, and surviving two hours without a single Animatronic getting into the office. You will receive stars on the title screen for doing this. Unlocks after beating 7 days for any character.

NEW GAME+
Spoiler:
Once you beat one person's week (8th night or not), you can participate in new game plus. Your options are:

1. Plus Mode (Both. Difficulty higher)
2. Camera Limit (Both. Using the camera now takes power)
3. One life to live (Both. You die, the week restarts)
4. Flicker mode (Both. The building's lights will constantly flicker)
5. Arcade mode (Score points by doing certain actions)
6. Insanity mode (Moruu only. Beat the game with your sanity always being low. Charging it take a long time)
7. Attack mode (Win only. You now have the option to play the game and attack animatronics as you watch them via using the cameras and throwing a soccer ball at them. Considered cheating mode.)


GALLERY
Spoiler:
Here, you could view profiles, history, character models, records, artwork, the endings, and of course, the ability to replay certain days of the week on whatever mode you were on. Some things unlock only after completing certain things in the game.


TROPHIES

Spoiler:
The end of the Nightmare (Platinum) – Rest in Peace
The FLO (Bronze) – Night 1 beaten (any character)
The Wave (Bronze) – Night 2 beaten (any character)
The Dark (Bronze) – Night 3 beaten (any character)
The Passing (Bronze) – Night 4 beaten (any character)
The Path (Bronze) – Night 5 beaten (any character)
The Pain (Bronze) – Night 6 beaten (any character)
The Meaning (Silver) – Night 7 beaten (any character)
The Truth (Silver) – Night 8 beaten (any character)
The End (Gold) – Night 9 beaten (any character)
A Girl who learned the way (Gold) – Beat the game as Win
A Girl who learned the truth (Gold) – Beat the game as Moruu
Tampering with the enemy (bronze) – Complete the Custome Night any setting
Plus Mode (Silver) – Complete Plus Mode
Camera Limit (Silver) – Complete Camera Limit Mode
One life to Live (Silver) – Complete One life to Live Mode
Flicker Mode (Silver) – Complete Flicker Mode
Arcade Mode (Silver) – Complete Arcade Mode
Insanity Mode (Silver) – Complete Insanity Mode
Attack Mode (Silver) -Complete Attack Mode
The First Batch isn't so bad (bronze) – Completed 5 Presets in Custom Night
Phew, that sucked (bronze) – Completed 10 Presets in Custom Night
Oh god, how many more? (bronze) - Completed 15 Presets in Custom Night
The Ultimate Champion (Silver) – Completed all Presets in Custom Night
A Challenger in the darkness (Bronze) - Completed 5 Challenges
Destroy all Enemies (Silver) – Completed 30 Challenges
Nothing stands against you (Gold) – Completed all challenges
We're Here (Bronze) – Encounter all Animatronics in the fourth location
We're all Here (Silver) – Encounter all Animatronics in the game
Death doesn't come cheap (Bronze) – You have perished
Death seriously doesn't come cheap (Silver) – Died by every animatronic in the game
Death...well, you know the gag (Gold) – Died in every conceivable way
Total Control (Bronze) – Used every control you are given
Hide (Bronze) – Hide underneath the desk a total of 300 times
Keep them away (Bronze) – Close doors a total of 300 times
Hide your shame (Bronze) – Complete a night without a single Animatronic entering the office (Story mode only)
Farewell to all (Silver) – Defeat the boss in under 30 minutes
A glorious end (Gold) – Obtain all endings for both characters.


Keep going.
Spoiler:
Image

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kuletxcore
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Re: If you could make your own Neptunia game...

Postby kuletxcore » Thu Feb 19, 2015 3:13 am

MLG version of Neptunia.
With lots of dank memes and fun!
QUIKSCOPE SCRUBS ON LEANBOX!
BE AN MLG PRO ON LASTATION!
TRY TO PLAY KAWADOODY ON LOWEE!
AND BE THE xXxMLGPro#420QuickScopeRxXx ON PLANEPTUNE!

Spoiler:
featuring donte from DmC

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Porecomesis
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Re: If you could make your own Neptunia game...

Postby Porecomesis » Thu Feb 19, 2015 3:15 am

kuletxcore wrote:MLG version of Neptunia.
With lots of dank memes and fun!
QUIKSCOPE SCRUBS ON LEANBOX!
BE AN MLG PRO ON LASTATION!
TRY TO PLAY KAWADOODY ON LOWEE!
AND BE THE xXxMLGPro#420QuickScopeRxXx ON PLANEPTUNE!

Spoiler:
featuring donte from DmC

I hope this never actually happens. Neptunia already tries to force in too many memes and references.

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kuletxcore
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Re: If you could make your own Neptunia game...

Postby kuletxcore » Thu Feb 19, 2015 3:30 am

Porecomesis wrote:
kuletxcore wrote:MLG version of Neptunia.
With lots of dank memes and fun!
QUIKSCOPE SCRUBS ON LEANBOX!
BE AN MLG PRO ON LASTATION!
TRY TO PLAY KAWADOODY ON LOWEE!
AND BE THE xXxMLGPro#420QuickScopeRxXx ON PLANEPTUNE!

Spoiler:
featuring donte from DmC

I hope this never actually happens. Neptunia already tries to force in too many memes and references.


think of it as a Montage Parody version.

Image

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Porecomesis
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Re: If you could make your own Neptunia game...

Postby Porecomesis » Thu Feb 19, 2015 3:31 am

kuletxcore wrote:
Porecomesis wrote:
kuletxcore wrote:MLG version of Neptunia.
With lots of dank memes and fun!
QUIKSCOPE SCRUBS ON LEANBOX!
BE AN MLG PRO ON LASTATION!
TRY TO PLAY KAWADOODY ON LOWEE!
AND BE THE xXxMLGPro#420QuickScopeRxXx ON PLANEPTUNE!

Spoiler:
featuring donte from DmC

I hope this never actually happens. Neptunia already tries to force in too many memes and references.


think of it as a Montage Parody version.

Spoiler:
Image

Not helping and those Yu-Gi-Oh! cards cannot convince me in this case.

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kuletxcore
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Re: If you could make your own Neptunia game...

Postby kuletxcore » Thu Feb 19, 2015 4:00 am

Porecomesis wrote:
kuletxcore wrote:
Porecomesis wrote:
kuletxcore wrote:MLG version of Neptunia.
With lots of dank memes and fun!
QUIKSCOPE SCRUBS ON LEANBOX!
BE AN MLG PRO ON LASTATION!
TRY TO PLAY KAWADOODY ON LOWEE!
AND BE THE xXxMLGPro#420QuickScopeRxXx ON PLANEPTUNE!

Spoiler:
featuring donte from DmC

I hope this never actually happens. Neptunia already tries to force in too many memes and references.


think of it as a Montage Parody version.

Spoiler:
Image

Not helping and those Yu-Gi-Oh! cards cannot convince me in this case.


ok m8.

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xnobody13
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Re: If you could make your own Neptunia game...

Postby xnobody13 » Tue Apr 28, 2015 10:20 am

Since he is calling FNAF 4 "the final chapter," I just want to say I did the tetralogy thing first, dammit!
Spoiler:
Image


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