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World of Persona 5
6 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Metaverse including palace and mementos and the MetaNav
Keys: Palaces, MetaNav, Metaverse, Mementos, Palace, Shadows, Shadow
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Metaverse is defined as a real, physical dimension that is connected to the real world but cannot be accessed by any rational means. The Metaverse is unknown to all except for those who can access it. The method to accessing the Metaverse and any locations within it is the MetaNav. The MetaNav is an app on the phone that shares a style similar to a GPS. The MetaNav also requires 3 keywords to enter any location within it, which are often palaces. A Palace is a place in the Metaverse that physically represents the distorted desire of an individual. Not every person has one, but when a desire they have becomes out of control, corrupt, or borderline obsessive, then one might form. The keywords required to access one are defined as follows: the target's name, their location and the form of the distortion in their hearts (which is how the palace looks in a simplified term; ex. Castle). The MetaNav should not be available to anyone or be on any kind of app market but rather appear on the phones of the protagonist and persona users. Technically, the app is bestowed by Igor, but he does not say that explicitly. Even if the MetaNav is deleted it should reappear on the phone. The app appears as a red eye on a black background.
People with a distorted desire that isn't powerful or consuming enough to form a palace are located in a place known as Mementos. Mementos can be accessed using the MetaNav simply by inputting "Mementos" into it. Mementos takes the form of a sprawling, warped version of the Tokyo Subway, making it wind and twist and descend deeper than it does in the real world. Mementos represents the collective unconscious, unlike the singular unconscious that a Palace represents. Mementos does not have any accessible running trains, but on each floor's station you might see one pass by off to the side through some kind of blockage or fencing. Each floor of Mementos is like a labyrinth in which the tracks must be traversed to reach another station, fit with shadows and dead ends and chests. On each floor are two stations, the starting station (where you enter in from or are when descending the floor) and the ending station (which allows you to descend on an escalator to a different floor). The start station can be used to also go back up and return to the entrance, where the MetaNav will function and allow exit back to the real world.
Palaces are massive and usually take the place of a real world building or structure and replace it with the version that the Palace ruler views it as. The Palace is inhabited by shadows. Within the palace, persona users are put into their Metaverse Outfits, which are designed to represent their inner self, similarly to their persona, and include their mask while also looking cool. Non-persona users do not experience any change in appearance. Within the palace are shadows, often taking the form of the logical guard of what the place appears as (for example, shadows in a castle-styled palace appear as knights). The shadows will have mask, which can be ripped off to reveal their actual forms. The shadows may also simply transform when entering combat. The true appearance of the shadows when transformed is that of a persona, and will use magical and physical attacks like a persona would. They cannot turn into personas of important characters of the story, though there can be duplicate personas in one battle.
Within a palace are rooms that are less distorted than the rest. These rooms are safe rooms and do not have shadows, allowing for deliberation and relaxation. They can also be used to quickly travel to if the palace is left and reentered, skipping the hassle of running through the whole thing, especially in extremely expansive palaces.
In the most secure part of the palace is the treasure room. Inside of the treasure room is a blob that is effectively the heart of the castle. To make the blob manifest, a calling card must be sent before entering the castle. When a calling card is sent, it puts the entire palace onto high alert when entering that same day. If the treasure is not stolen that day when the person sees the calling card (potentially the day after being put up or sent) then it will lose its effect and cannot be done again. Once the treasure room is reached, the blob will be the real treasure and as such will manifest as an object that the ruler holds in higher value, relating to their real self. Oftentimes the shadow-self of the palace ruler is there, willing to defend the object. The ruler will then transform into a distorted version of themselves and will initiate combat, where they have to be defeated and often have an unfair gimmick that must be either destroyed or stopped. Once defeated, the palace ruler can be convinced to do good, which they will often agree to. Once they agree to that, they will disappear and the palace will begin to collapse. If you remain inside when it collapses, you will die. Alternatively, the palace ruler can be killed, which will cause a mental shutdown in the real world after some time. Once the mental shut down occurs, the eyes of the real life version of the palace ruler will roll into the back of their head with blood coming down from their eyes and they will horrifically die. Once the palace collapses it can no longer be returned to and is permanently gone. The treasure, once in the real world, will often turn into something else. The treasure might turn into a replica of the real world version of itself or something else that the real world palace ruler might own, being something of value that can be pawned if not simply actual money. After any event, the palace ruler should not immediately change but rather become basically a recluse for a few days and then experience the outcomes.
Puzzles and designs should all have symbolic meaning and puzzles should be used sparingly and conservatively, with few being in palaces. Within the sprawling areas of Mementos can be found large portals that lead to another part where the shadow-self of a person with a distorted desire might be found. Here they can be interacted with (and often fought). Once defeated, the area is of no more use and the individuals can go back through the portal and be right back where they left off in Mementos. A shadow-self is a representation of a person's inner-self and is formed from distorted desires. Shadow-selves are present in both Mementos and Palaces, where in palaces it is the palace ruler, usually with the appearance of what they see themselves as (i.e. if they think of themself as a king then they appear with a crown and an outfit befitting of their personality).
Mementos is separated into segments which comprise of multiple floors. After a multitude of floors, a platform might be reached where there is a door. A door unlocks when another palace is defeated, allowing more depths to be descended and for more difficult shadows to be encountered. These platforms often contain a boss shadow person that is more distorted than the rest and therefore stronger. Mementos changes the shape of the labyrinth every day, as it represents the collective unconscious and therefore be constantly changing with each change in the collective. If a platform between sections or a rest area (a rest area is an occasional platform that is not a labyrinth and allows for relaxation from the mess) is reached then they can quickly be traveled to by the elevators at the entrance or any other platform or rest area, skipping everything in between.
At the deepest point of Mementos is a huge descending conical area that looks like a quarry, with a spiraling ramp that leads down and to the center. At the bottom is a large prison area that appears to hold many shadow-selves, including the shadow-selves of palace leaders that have been defeated. In the atrium beyond that is a larger area with a massive golden chalice with vein-like tubes leading into the top of the cup, which is the heart of Mementos. It cannot be defeated without cutting the veins, as the surrounding prisoners will believe in its victory thus rejuvenating it to full health. It is the final enemy within Mementos.
When the MetaNav is used, the world around the activator warps, taking with it anybody close. The surroundings appear in a warping red and black until they settle into the destination. It appears the same going to the Metaverse and to the real world.
- #2Description of what Personas are in the world and how they should be treated. (I had to write this all by hand I am dying)
Keys: Persona, Personas
Always on · Before character · Order 10 · 100%
Entry settings
Personas are a manifestation of the soul as a physical being. Personas are not common knowledge, only known to those who possess them and the even more rare few that study them. Personas often manifest themselves as a legend from mythology or some kind of story, where their personality matches that of the user. While all characters only have one persona, the select few (known as "wildcards") can possess multiple. Wildcards are not known about, and only become something that any person is aware of when they meet one. A person will know if they are a wildcard if they are one (being told by the controller of the Velvet Room, Igor) and as such if they are not told then they cannot be one.
Personas only become revealed to someone when they are in the metaverse, particularly a palace. Personas can be summoned by ripping off a mask that is physically attached to the skin. When ripped off, the blood from the torn skin will become the persona and the skin will return to being unscathed. Pain is only present on the awakening of the persona, becoming numb after that. Once revealed, a user can summon a persona at will in the metaverse (as the mask will only be on them in the metaverse).
Personas have a variety of abilities that can be used. Many can use specialized magic, often tying to the lore of the being they represent when manifested or something metaphorical relating to the user of the persona. Personas may also have physical attacks or gun attacks, which are commonly present on hardheaded characters who are stubborn or are impulsive rather than logical. The more logical someone is, the less likely they are to have physical attacks but the more likely they are to have magical attacks. Magic has specific categories that it can be under. Some magic is not under a category, though, such as support magic. Support magic has a multitude of effects. Most commonly, magic can heal. A spell such as Dia heals the user or a teammate slightly. There is also magic that allows the user to buff their team, such as increasing damage, defense, or accuracy/evasion (accuracy and evasion are determined by the same stat, therefore if one is raised then the other will also be raised consequently). Magic attacks also cost SP, which is a variable that increases with experience. SP is drained by using magic attacks, where stronger attacks drain more SP. Physical attacks drain HP as opposed to SP.
Personas have resistances and weaknesses to different elements of attack. If a persona uses a magical skill, they often also resist that skill. However, the antithesis to that skill (such as fire to ice or ice to fire) will be their weakness. This is not always followed, but is common for most personas. Weaknesses and resistances can also be determined from the context of the persona and their manifestation's history. If a persona resists a skill then the user will still take damage but it will be reduced. Some personas may nullify, which completely negates damage to the skill. Other personas might reflect, which returns the damage back to the individual that attacked them with that skill (and is subject to their resistance as well, so if they resist then it will also do reduced damage to them), or they can even be "drained". If a skill is drained then the damage is reduced and then turned into health. Almighty magic is a type of magic that no persona has a resistance or a weakness to.
- #3I hate typing every skill. Most of this information is taken from the wiki (though all of it is typed manually)
Keys: Attack, Persona, Skill, Magic, Fight, Physical, Gun, Combat
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Following is a list of categories and the attacks in those categories, along with a basic description of effect and the SP/HP cost they take.
Physical: Lunge (5% HP) - Light physical damage to one foe Cleave (6% HP) - Light physical damage to one foe (more damage than lunge) Power Slash (10% HP) - Medium physical damage to one foe Assault Dive (13% HP) - Heavy physical damage to one foe Megaton Raid (16% HP) - Severe physical damage to one foe Brave Blade (24% HP) - Colossal physical damage to one foe (Note; this is an extremely rare and high-level skill) God's Hand (25% HP) - Colossal physical damage to one foe (much more damage than Brave Blade) (Note; this is an extremely rare and high-level skill) Vajra Blast (13% HP) - Medium physical damage to all foes Vicious Strike (18% HP) - Medium physical damage to all foes (more damage than Vajra Blast) Heat Wave (20% HP) - Heavy physical damage to all foes Vorpal Blade (23% HP) - Severe physical damage to all foes Gigantomachia (25% HP) - Colossal physical damage to all foes (Note; this is an extremely rare and high-level skill) Rampage (13% HP) - Light physical damage to all foes (this randomly hits targets between one and three times when used)
Gun: Double Shot (12% HP) - Light gun damage to one foe (randomly hits targets between one and two times) Dream Needle (8% HP) - Light gun damage and a 35% chance to inflict the sleep ailment on one foe Snap (9% HP) - Medium gun damage to one foe One-Shot Kill (17% HP) - Severe gun damage to one foe, high critical rate Triple Down (16% HP) - Light gun damage to all foes, activates 3 times in a row the same turn Riot Gun (24% HP) - Severe gun damage to all foes (Note; this is an extremely rare and high-level skill)
Fire: Agi (4 SP) - Light fire damage to one foe Agilao (8 SP) - Medium fire damage to one foe Agidyne (12 SP) - Heavy fire damage to one foe Inferno (48 SP) - Severe fire damage to one foe (Note; this is an extremely rare and high-level skill) Maragi (10 SP) - Light fire damage to all foes Maragion (16 SP) - Medium fire damage to all foes Maragidyne (22 SP) - Heavy fire damage to all foes Blazing Hell (54 SP) - Severe fire damage to all foes (Note; this is an extremely rare and high-level skill)
Ice: Bufu (4 SP) - Light ice damage to one foe Bufula (8 SP) - Medium ice damage to one foe Bufudyne (12 SP) - Heavy ice damage to one foe Diamond Dust (48 SP) - Severe ice damage to one foe (Note; this is an extremely rare and high-level skill) Mabufu (10 SP) - Light ice damage to all foes Mabufula (16 SP) - Medium ice damage to all foes Mabufudyne (22 SP) - Heavy ice damage to all foes Ice Age (54 SP) - Severe ice damage to all foes (Note; this is an extremely rare and high-level skill)
Electric: Zio (4 SP) - Light electric damage to one foe Zionga (8 SP) - Medium electric damage to one foe Ziodyne (12 SP) - Heavy electric damage to one foe Thunder Reign (48 SP) - Severe electric damage to one foe (Note; this is an extremely rare and high-level skill) Mazio (10 SP) - Light electric damage to all foes Mazionga (16 SP) - Medium electric damage to all foes Maziodyne (22 SP) - Heavy electric damage to all foes Wild Thunder (54 SP) - Severe electric damage to all foes (Note; this is an extremely rare and high-level skill)
Wind: Garu (4 SP) - Light wind damage to one foe Garula (8 SP) - Medium wind damage to one foe Garudyne (12 SP) - Heavy wind damage to one foe Panta Rhei (42 SP) - Severe wind damage to one foe (Note; this is an extremely rare and high-level skill) Magaru (10 SP) - Light wind damage to all foes Magarula (16 SP) - Medium wind damage to all foes Magarudyne (22 SP) - Heavy wind damage to all foes Vacuum Wave (48 SP) - Severe wind damage to all foes (Note; this is an extremely rare and high-level skill)
Psychokinesis: Psi (4 SP) - Light psy damage to one foe Psio (8 SP) - Medium psy damage to one foe Psiodyne (12 SP) - Heavy psy damage to one foe Psycho Force (48 SP) - Severe psy damage to one foe (Note; this is an extremely rare and high-level skill) Mapsi (10 SP) - Light psy damage to all foes Mapsio (16 SP) - Medium psy damage to all foes Mapsiodyne (22 SP) - Heavy psy damage to all foes Psycho Blast (54 SP) - Severe psy damage to all foes (Note; this is an extremely rare and high-level skill)
Nuclear: Frei (4 SP) - Light nuclear damage to one foe Freila (8 SP) - Medium nuclear damage to one foe Freidyne (12 SP) - Heavy nuclear damage to one foe Atomic Flare (48 SP) - Severe nuclear damage to one foe (Note; this is an extremely rare and high-level skill) Mafrei (10 SP) - Light nuclear damage to all foes Mafreila (16 SP) - Medium nuclear damage to all foes Mafreidyne (22 SP) - Heavy nuclear damage to all foes Cosmic Flare (54 SP) - Severe nuclear damage to all foes (Note; this is an extremely rare and high-level skill)
Bless: Kouha (4 SP) - Light bless damage to one foe Kouga (8 SP) - Medium bless damage to one foe Kougaon (12 SP) - Heavy bless damage to one foe Makouha (10 SP) - Light bless damage to all foes Makouga (16 SP) - Medium bless damage to all foes Makougaon (22 SP) - Heavy bless damage to all foes Divine Judgement (38 SP) - Half the remaining HP of one foe (Note; this is an extremely rare and high-level skill) Hama (6 SP) - 25% chance of instantly killing one foe (100% if weak to bless, 0% if resists) Hamaon (12 SP) - 50% chance of instantly killing one foe (100% if weak to bless, 0% if resists) Mahama (14 SP) - 25% chance of instantly killing all foes (100% if weak to bless, 0% if resists) Mahamaon (26 SP) - 50% chance of instantly killing all foes (100% if weak to bless, 0% if resists)
Curse: Eiha (4 SP) - Light curse damage to one foe Eiga (8 SP) - Medium curse damage to one foe Eigaon (12 SP) - Heavy curse damage to one foe Maeiha (10 SP) - Light curse damage to all foes Maeiga (16 SP) - Medium curse damage to all foes Maeigaon (22 SP) - Heavy curse damage to all foes Demonic Decree (38 SP) - Half the remaining HP of one foe (Note; this is an extremely rare and high-level skill) Mudo (6 SP) - 25% chance of instantly killing one foe (100% if weak to curse, 0% if resists) Mudoon (12 SP) - 50% chance of instantly killing one foe (100% if weak to curse, 0% if resists) Mamudo (14 SP) - 25% chance of instantly killing all foes (100% if weak to curse, 0% if resists) Mamudoon (26 SP) - 50% chance of instantly killing all foes (100% if weak to curse, 0% if resists)
Almighty (rare type of magic): Megido (15 SP) - Medium almighty damage to all foes Megidola (24 SP) - Heavy almighty damage to all foes Megidolaon (38 SP) - Severe almighty damage to all foes Life Drain (3 SP) - Drains 30 HP from one foe Spirit Drain (3 SP) - Drains 20 SP from one foe Foul Breath (8 SP) - Increases susceptibility of all ailments for one foe Stagnant Air (5 SP) - Increases susceptibility of all ailments for all foes and all allies
Ailment (inflicts status effect): Dazzler (3 SP) - 70% chance of inflicting Dizzy on one foe Nocturnal Flash (8 SP) - 50% chance of inflicting Dizzy on all foes Makajama (3 SP) - 70% chance of inflicting Forget on one foe Makajamaon (8 SP) - 50% chance of inflicting Forget on all foes Dormina (3 SP) - 70% chance of inflicting Sleep on one foe Lullaby (8 SP) - 50% chance of inflicting Sleep on all foes
Mental (inflicts status effect): Pulinpa (3 SP) - 70% chance of inflicting Confuse on one foe Tentarafoo (8 SP) - 50% chance of inflicting Confuse on all foes Evil Touch (3 SP) - 70% chance of inflicting Fear on one foe Evil Smile (8 SP) - 50% chance of inflicting Fear on all foes Ominous Words (3 SP) - 70% chance of inflicting Despair on one foe Abysmal Surge (8 SP) - 50% chance of inflicting Despair on all foes Taunt (3 SP) - 70% chance of inflicting Rage on one foe Wage War (8 SP) - 50% chance of inflicting Rage on all foes Marin Karin (3 SP) - 70% chance of inflicting Brainwash on one foe Brain Jack (8 SP) - 50% chance of inflicting Brainwash on all foes
Healing: Dia (3 SP) - Heals around 50 HP to one ally Diarama (6 SP) - Heals around 150 HP to one ally Diarahan (18 SP) - Fully heals one ally Media (7 SP) - Heals around 50 HP to all allies Mediarama (12 SP) - Heals around 150 HP to all allies Mediarahan (30 SP) - Fully heals all allies Recarm (8 SP) - Resuscitate one ally at 50% HP (Cannot bring back dead party members) Samarecarm (18 SP) - Resuscitate one ally at full HP (Cannot bring back dead party members) Baisudi (4 SP) - Cures burn/freeze/shock of one ally Mabaisudi (8 SP) - Cures burn/freeze/shock of all allies Patra (4 SP) - Cures dizzy/forget/sleep/hunger of one ally Me Patra (8 SP) - Cures dizzy/forget/sleep/hunger of all allies Energy Drop (4 SP) - Cures confuse/fear/despair/rage/brainwash of one ally Energy Shower (8 SP) - Cures confuse/fear/despair/rage/brainwash of all allies Amrita Drop (6 SP) - Cures all ailments of one ally Amrita Shower (12 SP) - Cures all ailments of all allies
Support: Tarukaja (8 SP) - Increases one ally's attack for 3 turns Rakukaja (8 SP) - Increases one ally's defense for 3 turns Sukukaja (8 SP) - Increases one ally's agility for 3 turns Heat Riser (30 SP) - Increases one ally's attack, defense, and agility for 3 turns Matarukaja (24 SP) - Increases all allies' attack for 3 turns Marakukaja (24 SP) - Increases all allies' defense for 3 turns Masukukaja (24 SP) - Increases all allies' agility for 3 turns Tarunda (8 SP) - Decreases one foe's attack for 3 turns Rakunda (8 SP) - Decreases one foe's defense for 3 turns Sukunda (8 SP) - Decreases one foe's agility for 3 turns Debilitate (30 SP) - Increases one foe's attack, defense, and agility for 3 turns Matarunda (24 SP) - Decreases all foe's attack for 3 turns Marakunda (24 SP) - Decreases all foe's defense for 3 turns Masukunda (24 SP) - Decreases all foe's agility for 3 turns Rebellion (5 SP) - Increases one ally's critical rate for 3 turns Revolution (5 SP) - Increases all foes and allies' critical rate for 3 turns Charge (15 SP) - Multiply user's next Physical or Gun attack damage by 2.5 Concentrate (15 SP) - Multiply user's next magical attack damage by 2.5 Tetraja (24 SP) - Creates a shield on each party member that nullifies any instant death attack of bless or curse types (lasts 3 turns if not triggered) Tetrakarn (36 SP) - Creates a shield on one ally that repels one physical or gun attack Mekarakarn (36 SP) - Creates a shield on one ally that repels one magical (non-almighty) attack
Notes: After a foe is hit with an attack they are weak to they should be in a "downed" state. When their turn comes back they can recover from this state, however if all shadows reach a downed state then any allies should surround the shadows. This unlocks negotiation and also allows for the team to do an All-Out Attack. An All-Out Attack does high damage to every enemy and cannot be resisted in any way (though does not apply to any weaknesses, either). The damage scales with the strength of the party members and appears as all of them blitzing the enemies with physical attacks in incredible synchronization. Once it ends the fight may continue as normal if the foe has not died.
The confusion state causes the afflicted to throw an item, throw money, or hit a random target including foes or allies. The sleep state causes the turn to be skipped on the individual afflicted. Chance to end after attacked The rage state causes the afflicted to do a melee attack on an enemy. The shock state can cause an attack to randomly not work, though it will not consume SP or anything, it just skips the turn (blocking is not impacted by this). The frozen state causes the turn to be skipped for the afflicted. Causes a downed state if attacked. The burn state causes damage after the turn of someone is over, doing light fire damage (can trigger a downed state if weakness is triggered). The dizzy state causes the being afflicted to have reduced accuracy, also making any attack on the afflicted to trigger a downed state. The fear state skips the turn of the afflicted The brainwash state causes the afflicted to heal an opponent or to attack an ally of theirs. The despair state causes the turn of the afflicted to be skipped and drains a small amount of SP. On the third turn of it being active, the afflicted will instantly die (if not cured). All statuses automatically disappear after the third turn of activation.
- #4The shadows and whatnot
Keys: Personas, Shadow, Combat, Shadows
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The common shadow appears in Mementos, where it appears as a black blob with a tragedy mask on.
Palace shadows appear in Palaces and take the form of the logical protector of the palace, dependent on the appearance of the palace, and will have a tragedy mask in place of their face.
Once the mask is ripped off or they otherwise initiate combat, they transform into a persona with a simple name describing their simple appearance as opposed to their real name. They will use skills like a persona. Oftentimes they come in groups, where they can be duplicates of each other or a combination of different foes. There will be a maximum of 4 shadows in a fight, however sometimes reinforcements can show up after they are defeated leading to another wave of shadows that must be defeated to end the fight. There will only ever be one reinforcement at most, if there even is one.
Shadows only ever appear in the Metaverse, having their strength and level determined the closeness to the most secure zone of their location (the treasure room of the palace or the deepest area of Mementos). Shadows should scale in strength alongside the protagonist and any allies they have. They should be challenging and fun but not obnoxious or time consuming.
Shadows, when all hit by weak attacks or critical attacks, can be talked to. Shadows can be convinced to be the persona of a wild card, to give an item, to give money, or to simply flee. Upon any action (besides becoming a persona) the shadows will all leave and the fight will end. Shadows are not publicly known, however Persona users (especially Morgana) can understand them and encounter them enough to know at least loosely how to handle them and what they are.
- #5The real world. Nothing crazy
Keys: Tokyo, MetaNav, Real World
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The city of Tokyo during 2016 and 2017. It should have all of the districts and places that it would have in the real world, including Yongen-Jaya, Shibuya, the Red Light District, and the subway system. Shujin Academy is a popular High School, of which most students will attend (excluding Yusuke). Leblanc Cafe is located in Yongen-Jaya and is owned by Sojiro Sakura. This is an important location and a common meeting place, with amazing coffee and curry.
- #6Velvet Room and Igor
Keys: Igor, Velvet Room
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Velvet Room is a place between Reality and Dream. It is unknown to every character except the protagonist, who is the only character that can access it. The Velvet Room appears depending on the soul of the protagonist, being metaphorical for their journey or how they feel about their life. For the sake of Persona 5, where they might feel trapped, it will appear as a jail. It is round with cells lining each wall and the protagonist being inside of a jail cell facing a desk in the center. At the desk is a character called Igor. Alongside Igor is a Velvet Attendant (or multiple), which in this case are Justine and Caroline. The Velvet Room can be accessed in two ways: the protagonist can be summoned while in their sleep, or they can access it when they are awake by finding a door. When the protagonist is pulled in their sleep, it appears as kind of a lucid dream, but in the real world they are still sound asleep. An alarm will ring at the end of that visit and the protagonist will wake up in their bed. If the protagonist has been given a key then they can find Velvet doors in some places. One of the attendants will be outside of the door to open it and let them in. Even though they entered, it appears to others as though they are standing in place and spacing out. Other people cannot see the door or the attendant. Once the protagonist returns to the world they were previously in (could be either the metaverse or reality, it depends on where they entered) they will appear to the others as though they had snapped back to reality.
Igor is a balding man who wears a suit and has a very long and pointy nose. He has no motive, and he is clearly a God of some kind due to his abilities and control over this area. He assists the protagonist and knows what the journey will entail however will only ever be incredibly vague about the future. He can make the protagonist a wild card, can grant him more space in his soul to hold more personas, and can fuse personas. There are two Igors, and they change depending on the place of the story. If it is before the climax then Igor will have a deep voice and is truly the God Yaldabaoth, but this will not be disclosed to the protagonist and they appear and pretend they are Igor, including helping and granting the gifts. If it is after Yaldabaoth is revealed and leaves the Velvet Room then it will be the real Igor, who has a higher pitched voice, but appears the same. Yaldabaoth as Igor is more serious and to the point, while the real Igor is less serious but still very helpful and god-like. No motive should be given to him ever, and he should not answer if asked.
Justine and Caroline appear as two young girls in velvet warden outfits. They have platinum blonde hair and yellow eyes. The twins both wear a black eye patch with the letter "V" over one of their eyes and a blue prison guard outfit. Justine has a long braid and a hat with the letters "O-Y-O-O" while Caroline has hair buns and a hat with the letters "X-M-R-N." They wear brassards on their left arms and have matching black ties. Justine carries a clipboard while Caroline uses an electric shock baton to intimidate their inmate. Caroline is more aggressive and impulsive whereas Justine is almost purely logical, but does possess emotion. Caroline refers to the protagonist as "prisoner" exclusively while Justine calls them by name but in a condescending tone.
Justine and Caroline perform the fusions of personas, which has the two personas covered with tarps and tied up to be completely sealed inside, where they are then placed into guillotines. The guillotines will chop their heads off simultaneously and cause them to be killed, but their essence will form into a new, stronger persona that can inherit some of their skills.
Justine and Caroline are actually the split of one person, Lavenza. Lavenza is more mature than the twins but does retain traits from both of them. She calls the protagonist "trickster" instead of "inmate." She appears as a young girl with long platinum hair and golden eyes. Lavenza seems to be designed off of a French or Victorian-era maid. She wears a blue dress, black bloomers, a matching headband with white butterfly ornaments and yellow roses and a pair of spats covering her shoes. She also has noticeably pink lips. Lavenza also carries a large book entitled "Le Grimoire." Lavenza can split into the twins and then fuse back again at will. The twins do not have memory of being Lavenza, or before Yaldabaoth took charge, until they reform into Lavenza. After the fight with the Holy Grail (the chalice at the heart of Mementos, also Yaldabaoth) a part of Lavenza's consciousness which escaped as a butterfly will find the twins and explain the difference between Yaldabaoth and Igor to them. After this they will perform a fusion on themselves along with the butterfly and become Lavenza again. They will expose Yaldabaoth and then allow Igor to return once he is gone. She may also explain what Morgana is, and that he is a product of the Velvet Room too.
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