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✭ Klownzer ✭ ~TheTrashedCollective~ | 78 comments Mod
Orpheus is a private detective and a washed-out mystery novelist who lost his memories in a fire a few years before the start of the game. He is commissioned by James Reichenbach who is "a fan" of his novels and knows he is a detective. Orpheus accepts the commission to find Reichenbach's daughter in an abandoned mansion because not only does he need the money, but Mr. Reichenbach knows a secret alias belonging to Orpheus.
After arriving at the abandoned Oletus Manor in his search of the missing girl, he finds a hidden bookcase containing diaries, each written by someone different. These diaries hold written accounts of people who were invited to the manor to play a certain game, and if they won the game, they would be awarded their desire. Orpheus begins to read these diaries, and learn more about the participants and why they came to the manor. For some participants, they came for the money, some came to hide from their past, while others came at the promise by the manor owner that they would meet someone they wanted to see. However, not all left the manor arrived, as it turns out it was a death game where they would put their lives on the line against a "Hunter" and the only way to win was to survive by any means necessary.

Upon learning about Hunters, Orpheus gets a flashback, and attention is drawn to the scar on his hand. He specifically mentions that Hunters would have to be wearing gloves to not cut themselves on the "thorns" (or barbed wire)[2] which they would put around things they wanted to protect. The scar on Orpheus' hand has some similarities to barbed wire, hinting that he participated in a manor game himself in the past but does not remember it.

Orpheus continues to read through the diaries, trying to figure out if the little girl was involved in the Manor Games, as well as feeding his own curiosity as the manor seems to hold some clues to his own past.The main story of Identity V revolves around the tragic and mysterious events surrounding Oletus Manor. The story unravels from the amnesic protagonist, Orpheus's perspective, who has deep ties to the manor. However, Orpheus is unreliable narrator due the combination of drugs and fractured memories distorting his perception of certain details and events.

In Version 2.0, a second protagonist was introduced - the Reporter Alice DeRoss, who is the daughter of the manor's previous owner and Orpheus's childhood friend. Alice's perspective is reliable and close to reality, unlike Orpheus.

The developers have also confirmed a third storyline that takes place outside of Orpheus's perception.[After familiarizing himself with the diaries and the participants of the strange "game" who wrote them, Orpheus decides to investigate the parlor once more to see if he missed anything. Stepping on the far end of the rug, he hears an odd sound, and finds a hidden trapdoor underneath the carpet. Descending the ladder within the trapdoor, Orpheus finds himself in secret cellar, where he sees a stained operating table, a chair with well-used leather straps, and a medicine cabinet filled with strange chemicals. It is obvious that some experiments were held within this room. Before he can scrutinize the chemicals however, someone suddenly dashes behind him and startles him.
Trying to figure out who it is, he sees a glimse of a little blonde girl in a white dress as she leaves the cellar from the trapdoor, and he swiftly chases after her as she seems to be the girl he was commission to find by James Reichenbach. Although he calls out to her to "Wait" and that he's "here to help" she still flees from him out the door and closes it behind her. Orpheus finds that the door had been barricaded, and someone had helped the girl to do so, which traps Orpheus in the parlor. Tired, Orpheus sits down to rest.

After falling asleep, Orpheus has strange and troubling nightmares that seem to be based from his lost memories. He sees the little girl again, running from him in the manor. He chases her out the manor's front door, and it explodes into flame behind him. Looking back he sees the little girl in the inferno, held in a woman's arms, and when she makes eye contact with him Orpheus cries. Orpheus startles "awake" to find the barricaded door open, and the little girl is in an endless hallway, but appears more ghostly this time. Orpheus once again runs after her, with unfamiliar voices speaking in his ears, but he is unable to catch up. The girl, and then Orpheus are enveloped by a cloud of darkness, and with his hands trembling in pain, Orpheus is abruptly woken up with the words "Wake up" carved on his right wrist.

Realizing he needs to figure out what is happening, he confirms the door is still closed and returns to the cellar to resume his investigation of the medicine cabinet. Within it he finds a list of ingredients, and three sets of unknown chemicals each with only a symbol on their yellowed label. He tests each chemical by letting the cellar rat drink some, then smelling the fumes of each type himself. The first chemical causes the consumer to fall unconscious (labelled with the symbol of Orpheus' Lyre), the second enhances paranoia and fears, causing nightmares and hallucinations, and the third causes memory loss dependent on dosage. As Orpheus forgets he smelled the chemical, he ends up smelling it multiple times until a warning is written on his wrist and he figures out what it does.

Confused as to what all these clues could be leading to, he writes a question on the mirror to his other personality ("that person") and drinks the first chemical labelled with the lyre symbol which causes him to black out. Upon waking he sees the cryptic message "from the memory" had been written on his right wrist. Its vagueness enrages Orpheus, before he realizes "that person" could have easily ignored him or mocked him, and this phrase was a clue -- that his other personality was hiding for some reason, and that he needed to search for a place that was "from the memory", a place he knew. He realizes the message is referring to the collection of “memories” found within the very room he was standing in - the bookshelf of diaries - and immediately starts pulling out books from the shelves, where he finds an incomplete twisting symbol. Completing this symbol causes the entire wall and floor to spin, this time taking Orpheus with it to the room on the other side.

In the study, Orpheus finds a painting of Orpheus and Eurydice from Greek mythology, a white dress identical to the one worn by the little girl, a suit case, and bookshelves full of more diaries. He also finds a fourth glass bottle of an unknown chemical, with a multi-tentacle symbol on the yellowed label. Beside it is the ingredient list once again, but it is more complete this time, and includes the four notable chemicals on the bottom:Label symbol Name Description
Orpheus' Lyre Orpheus "Avoid overdose, coma"
Three spiralling tentacles Siren Song "Terror awake, psychedelic"
A circle with a dot in the center Mnemosyne
Dionysus "Shell of Memory"
Nine spiralling tentacles "Hydra "rebuild Memory"
Determining that this chemical would return his memories to him, Orpheus drinks the liquid from the bottle, and immediately begins to remember the time he participated in the manor games. He remembers that he had been thrown into the "game" over and over again, with his memories wiped at the end of each round, whether he "succeeded" or "failed". The repeated amnesia caused him to forget completely why he had come to manor in the first place, and cause multiple personalities to be created within him. However, although the multiple personas eroded his original personality, it also allowed him to remember things despite the memory wipes, and he slowly approached the truth of the manor and the game. After finding the "Orpheus" drug, he was able to fake his death and fully escape the manor.

There is a final scene of Orpheus ten years from the past investigating the same study room, where the only change is in his own appearance, and the painting on the wall which is a family portrait with two forest rangers, but the faces of the rangers and the son are scratched out.

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