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Brother

An RPG Maker Horror in the style of classics like Ib, Witch's House, and Mad Father · By kinit

Chapter Six - The Ghost Town

In Chapter Six, the player arrives in a small town. Enter the school building across from the sheep pen. 

Initially, each classroom will be locked. Attempt to climb the stairs; this will set off a trigger that will allow you to enter Classroom A.

Room A will contain the clues for how to solve puzzles in the other classrooms, so taking notes may be helpful. Leave Room A and enter Room B, and interact with the piano there.

The player can now 'play' keys on the piano by moving the indicator (a flashing star) over different keys. Hit the Spacebar to hit the keys. The notes must be played in a certain order from left to right; this can be solved by looking at how the books were positioned in Room A on each desk. You can choose to move up to the small Exit icon on the piano to return to Room A, or you can follow this guide (note, correct keys will light a lantern when they're triggered):


After the first five notes are triggered, the sequence starts from the far left again, but this time triggering only the new notes:

Ana and Tomoya will then remark that they need to go "back to the beginning", meaning the player must go back to the first key and hit it again. This will unlock Room C.

Leave the piano and head to Room C. Head to the desk and read the History book. Attempt to leave the room. When you can't, find the drawer in the upper-left section of the classroom with the seating chart inside it. This will reset the room for its puzzle. What you will need to do is block the entrance to the room with desks, taking care to put the desks in numerical order from left to right.  The desks move by sliding in whatever direction they are pushed, and when they are pushed into the correct position in front of the door, a tone will sound. If you push the desks into the incorrect position, return to the drawer with the seating chart to reset the room again. When the desks are in place, Ana will hear a noise, indicating that a secret door can now be discovered in the upper-right section of the room.

The secret door will transport the player to Room D. Attempt to leave, then take a seat. In the following puzzle, answer the questions to the best of your ability.


When Ana is sent to the principal's office, exit Classroom D and find a Letter in the hall. Proceed upstairs and head into the office. Find the line of students and choose to wait.


To escape, Ana will need to find an imperfection in the office. Look at the filing cabinets against the upper wall, then speak to the principal (he can be spoken to only from across his desk).

Once you've escaped detention, leave the office and head back down the stairs. Leave the school.

For the good ending: Ana will need to check the first house (on the left), which was previously empty.  Enter the house, attempt to leave, and then speak to the Ash person.

ProTip: The Achievement "Bitten Potato" confirms you've hit the good ending trigger.

Progress from here by entering the second house and then attempting to leave. This will trigger an extended cutscene, which will differ based on the ending the player is closest to reaching.

If the player is on track for the good ending: After the cutscene, Ana will find herself on the battlegrounds once again. Proceed toward the conflict to progress the scene and transition into the final chapter.

Continue to Chapter Seven>>> https://itch.io/board/492195/chapter-seven-apocalyptic

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