shortened idv lore for those who skipped it all

About the Games:

- someone decides to drug people and host killing games with them.

- Oletus Manor is where the games are held.

- they send letters to people they selected where it says they can win something they need in a game (it can be money, opportunities, seeing long gone relatives, etc.)

- there are 2 rules for survivors: writing about their days in the manor in a diary and not leaving the manor under any circumstances or they'll get killed.

- each player starts separately, with escape only possible through exit gates unlocked by decoding Cipher Machines.

- players can help or sabotage each other, with the sole goal of escaping.

- any player can become the Hunter, chasing and eliminating others while under the influence of chemicals that make them see others as monsters.

- surviving players are further drugged and imprisoned for new matches or experiments, while new groups are brought in if all players die.


Main Story:Ā 


Time Of Reunion

- Orpheus is a private detective and a failed mystery novelist who lost his memories in a fire.

- he is hired by James Reichenbach, a fan who knows Orpheus is a detective, to find his missing daughter.

- Orpheus accepts the job for money and because Reichenbach knows a secret alias of his.

- at Oletus Manor, Orpheus discovers diaries written by different people invited to play a game with a reward for winning.

- the game turned out to be a deadly challenge where they had to survive against a "Hunter."

- Orpheus recalls a flashback and notices a scar on his hand resembling barbed wire, hinting his own past involvement.

- the scar suggests Orpheus may have participated in the manor game but doesn't remember it.

- Orpheus continues reading the diaries, seeking clues about the missing girl and his own past.

- Orpheus investigates the parlor again and finds a hidden trapdoor under the carpet, leading to a secret cellar with disturbing equipment.

- in the cellar, Orpheus encounters a little blonde girl in a white dress, who he chases after, but she traps him inside the parlor.

- falling asleep, Orpheus has nightmares of the girl and wakes to find the door open and the girl appearing more ghostly, leading him down an endless hallway.

- after testing chemicals in the cellar, Orpheus discovers their effects: unconsciousness, paranoia, and memory loss, and finds a warning on his wrist.

- to communicate with his other personality, Orpheus drinks a chemical to black out and finds a cryptic message on his wrist, leading him to search the room.

- completing a hidden symbol in the bookshelf, Orpheus is transported to a study with a painting, a white dress, and a fourth chemical that restores his memories.

- Orpheus recalls being trapped in the manor's game repeatedly, with memory wipes creating multiple personalities, and eventually escaping by faking his death.


Ashes of Memory

- Miss Alice DeRoss, a reporter, plans a trip to Oletus Manor to investigate mysterious rumors and makes necessary preparations, including gathering clues from cold cases linked to the manor.

- a novelist named Orpheus catches her attention, and she plans to take one of his novels along for her research, alongside exclusive clues from her fatherā€™s safe.

- upon arriving at the manor, Alice finds it both familiar and changed, and meets the first guest, Frederick Kreiburg, whom she finds suspicious.

- investigating the main hall at night, Alice discovers a secret study with strange diaries mentioning Emma Woods and Hunters, linking them to her cold case investigation.

- as guests arrive and tensions rise, Alice decides to understand their relationships better, starting with Orpheus, who agrees to share information in exchange for her playing the piano.

- Alice sees Frederick sneaking out of the Manor and follows him outside, where she finds him looking for something in a large racecourse

- when she's about to be discovered, Orpheus comes out and they have a chat with Kreiburg about some clues that Orpeus found.

- Orpheus tells about the legend of Mary who had a tradition to pin a cornflower on a horse before races. the horse went berserk and caused a trampling incident.Ā 

- Frederick and Orpheus make an unknown deal that Alice couldn't hear. it's said that Frederick is looking for the lost Mary's gem and Cyanus' burial spot.

- Alice finds a box first and Frederick with Orpheus notice her. Frederick threatens them with a gun in order to get the box into his own hands, leaving afterwards.

- Alice and Orpheus both figure out how to decode the ciphers and unexpectedly get attacked by Mary.

- someone takes Alice out right before she escapes and she gets a vision of a person calling out for her.

- when she wakes up, Melly and Orpheus are there and they say that Kreiburg has dissapeared, leaving the gem behind and talking about their reasons for coming to the Manor.

- Alice has a nightmare and after waking up she goes to explore the Manor, finding drugs.

- she sees a siluette, follows it and ends up outside, where she meets another Hunter. after a shrt chase, Alice gets dragged in the basement with someone giving her drugs.

- she appears in her room again, thinking it was just another nightmare.

- in the living room Alice meets a new guest - Norton.



that's all for now, i'll update it as soon as the new chapter comes out :)



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