Scenario:Troue - Proof of Friendship

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Proof of Friendship

Troue wakes up and—remembering nothing recent— follows instructions left by himself in a personal notebook, going around the ship while using his Gift of Visions to remember the recent past. Being fond of antiques, he looks forward to accompanying the crew to a flea market.



Troue: Mmh...
Troue: (Hm? Where... am I?)
Troue: (What happened to me yesterday? Hmm...)
Troue: ...
Troue: (Huh? I can't remember a thing. What's going on?)
Troue awakens on the Grandcypher and looks around, trying to make sense of his surroundings.
Troue: (Is this someone else's room? I wonder if any of my things are in here... They might help jog my memory.)
Scanning the room, he notices a worn notebook on the bedside table.
Troue: (What's that? For some reason, it seems kind of familiar... or maybe not.)
Inexplicably drawn to the notebook, Troue reaches out to touch it. At that moment...
Troue: Whoa!
Troue: (I-I saw something just now. I was sitting right here reading this same notebook... Urgh, it's just one mystery after another.)
Though puzzled, he opens the book to find a long note in his own handwriting.
Morning, sunshine! Bet you're feeling pretty confused without your memories right about now. But don't worry—I'll explain everything.
First things first—your name is Troue. And I'm you from the past. Though you probably don't remember writing this, huh?
Troue: What the... Did I really write this?
You're suffering from the aftereffects of a fungus called the phantombloom, causing you to forget everything overnight. Crazy, right?
Troue: Huh? Everything... in a single night? Is that even possible?
But don't let it get you down!
Everything's okay. You've got trusty friends by your side, and there's even a way to regain your memories, though it's far from perfect.
See, you have the Gift of Visions, allowing you to read the residual thoughts of things you touch directly. Go ahead—try touching something around you.
Spotting a calendar beside the bed with a series of dates crossed out, Troue touches it.
Troue: It's true... I really saw them. This is my room.
That's your Gift of Visions. The longer you touch something, the more memories you'll see. But you'll forget them all tomorrow, so go easy, okay?
Also, you usually wear gloves to keep yourself from seeing someone's memories accidentally. After all, it's not right to meddle in other people's affairs.
I've jotted down how to use your power, as well as some other things you ought to know. Make sure to read them sometime this morning.
Now, there's no time to waste—the day'll be over before you know it. So check the next page, and get out there on your morning walk! Go, go, go!
Troue: ...
Troue: (Guess amnesia's a real thing after all...)
Troue: Whoa!
Yes? Who is it?
  1. It's me. Can I come in?


Choose: It's me. Can I come in?

Troue: ...?
O-of course. Be my guest.
(Captain) opens the door and walks over to Troue, who remains seated on his bed, unsure how to react.
Troue: (This person probably knows who I am... But that doesn't help me! What should I say?)
  1. Use your Gift of Visions on me.
  2. Take my hand.


Choose: Use your Gift of Visions on me.

Making sure to mention Troue's ability by name in order to provide a sense of reassurance, (Captain) extends a hand.
Troue: Th-thank you. It's kind of you to offer...
Go to "Continue 1"


Choose: Take my hand.

Troue: What! Y-your... Your hand? Do you and I have that sort of relationship?
Troue: Oh... You mean I can use my Gift of Visions to see your memories? That would be an enormous help...
Troue: (Ugh, the day's only just begun, and I've already humiliated myself! Forgetting this memory can't come soon enough!)

Continue 1

Troue swallows nervously and gently places his fingertips on (Captain)'s hand.
Troue: ...
Troue: (So this is (Captain), captain of the crew. And I'm one of the members traveling with them.)
Troue: (Oh, and (Captain) woke me up yesterday too, so I wouldn't be lost without my memories. What a kind person...)
Troue: Thanks to you, I've recovered some of my memories. I really appreciate it.
  1. Time for your morning walk.


Choose: Time for your morning walk.

Troue: Right. I suppose I'll be on my way...
Troue touches objects here and there as he wanders the ship, using his Gift of Visions to recover memories of his daily life aboard the Grandcypher.
Following the route laid out in his notebook, he eventually reaches the bridge.
Troue: (So this is the bridge... It's pretty high up.)
Troue: Wow, look at that big, blue sky! It's beautiful!
Rackam: Heh. Perks you right up when there's not a cloud in the sky, doesn't it? And good news—it's supposed to be clear all day long.
Troue: Let's see. You're... Rackam, right? Yes, it really lifts my spirits.
Rackam: Oh, remembered me already, huh? That morning routine of yours is gettin' more efficient every day.
Troue: I made detailed notes in my notebook about where to look, so that helped.
Troue: Plus, your memories are all over the ship, so it's easy for me to remember you especially.
Rackam: Me and the Grandcypher have been together for ages, after all. But I gotta admit, it's a little embarrassing havin' someone else see my memories...
Troue: Oh... Yes, that makes sense. Forgive me, I didn't even consider that...
Rackam: Well, as long as it helps you remember, I don't mind. And I know you're not the type to go around blabberin' about what you saw anyway.
Troue: That's true...
Troue: Er... Is it all right if I stay here and look at the sky a little longer?
Rackam: Sure, knock yourself out.
Troue heads to the front of the bridge and gazes out the window.
Troue: This is incredible. It's blue as far as the eye can see.
Rackam: The view from the deck is nice and all, but there's just something special about seein' the sky from here, don't you think?
Troue: There really is.
Wait...
Troue: It's blue as far as the eye can see. I've never seen anything like it...
Rackam: From here, it's like we're lookin' down at the sky from on high. It's a fresh change from the deck, don't you think?
Having touched the window subconsciously, Troue lowers his hand and turns to face Rackam.
Troue: Did I... say the same thing yesterday?
Rackam: Oh, you remembered, did you? But it's all good.
Rackam: I may not lose my memories like you do, but I still find myself lookin' out at the sky every day with a sense of wonder.
Rackam: That rousing sensation hits you in the here and now, right? Memories have nothin' to do with it.
Troue: ...
Troue: (I'm really blessed to have such great friends, like (Captain) and Rackam...)
Rackam: That reminds me, we're gonna be stoppin' by a flea market later on a request.
Rackam: I heard you like antiques, so would you be interested in taggin' along?
Troue: I like antiques?
Rackam: Er... Well, you see...
Rackam: The day you joined the crew, I was in the middle of fixin' some old tools, and you came up to me with the biggest smile on your face.
Rackam: You said you like things that have been in people's hands for a long time, because they hold lots of memories.
Rackam: You also mentioned that back at the castle, you used to show your princess memories from the king's collection of antiques.
Troue: (Castle? Princess?)
Troue: (Sounds like there's still a lot I still need to remember. I hope it's all written in my notebook...)
Troue: I see. Now that you mention it, I do get the feeling I'm a fan of antiques.
Troue: But... is it really all right for me to come? Are you sure I won't get in the way?
Rackam: I don't see the harm. Just take care not to get mixed up with any roughnecks you might come across.
Troue: Understood.
Troue: (This sounds like a great chance to collect new memories.)
Troue's heart races with excitement as he gazes at the outline of an island in the distance.

Proof of Friendship: Scene 2

At the flea shop, Troue picks up a doll and his ability allows him to see the memory of its owner's recent kidnapping. Troue rescues a little girl from the perp and returns her doll.



Having come to the flea market with (Captain) and the crew, Troue eagerly winds through the stalls, viewing the memories inhabiting various antiques.
Troue: (Ooh, this vase was on display in the entryway of a merchant's villa. The servants polished it every day without fail.)
Troue: (And this silver tableware... A priest donated it to buy food for the children. Everyone looks so happy.)
Rackam: Sheesh, he's totally hooked.
Rackam: Troue, we're headin' over to meet with the client now. Would you rather stay here and look around some more?
Troue: What? No, I couldn't do that. I'll come along and help.
Rackam: No worries, we can always call you if we need an extra hand. You can wait here.
Troue: All right. Thank you, Rackam.
Rackam: Sure thing... Haha. Also, I get that you're excited and all, but those things are for sale, so make sure not to cover 'em in fingerprints.
Troue: Oh, that's a good point! I'll be careful.
(Captain) and company wave goodbye and make their way out of the market.
Troue: (Boy, they really have an amazing selection. It's thrilling to think just how many memories are here in this one place.)
Troue: (Oh, this pot was crafted by the student of a famous ceramic artist.)
Troue: (I can see him presenting the jar to his teacher as thanks for everything he's done for him...)
Troue: (Ah, their relationship makes me all warm and fuzzy inside. They were so close and respectful of each other, just like a real father and son.)
Troue: (Hmm, maybe I should buy this. Wonder how much it costs?)
Troue: (Oh, this must be the price tag. Let's see... One, two, three, four...)
Troue: (Whoa, that's a lot of zeros! I never knew antiques were so expensive!)
Troue reflexively places the vase carefully back where it came from.
Troue: (Oh well. Guess I won't be buying it after all...)
Troue: (Huh? Did something fall?)
Looking down, Troue notices a ragged-looking doll lying in the street.
Assuming it must have fallen from a shelf somewhere, he picks it up to put it back in its place.
Troue: ...!
Young Girl: Nooo! Let go! Let gooo!
Ruffian: Can it, brat!
Young Girl: Eep!
Troue: What was that?
...!
Troue grips the doll tightly in both hands and focuses his attention.
Troue: (It's a lost girl. She's desperately searching for her mother while clinging to the doll...)
Troue: (There's a man in a bandana lurking in the shadows—someone the girl doesn't know. He's reaching out and stuffing her into a large sack...)
Troue: (That's where the memory ends. The girl must have dropped the doll then.)
Troue: (I just witnessed a kidnapping, didn't I? When was this memory from? What did the area look like?)
He focuses further, carefully inspecting the surrounding antiques in the memory, all the way down to their shadows.
Troue: (This happened just moments ago! I might still be able to catch the culprit!)
Troue: (I have to save that little girl!)
Determined, Troue places one hand on the ground to find out which way the man fled.
Troue: (Urgh, there are so many people's memories all mixed together... I'll have to search for the kidnapper's. Let's see...)
Troue: That way!
Kidnapper: Kehehe, I had no clue she was the baron's daughter. Guess I can expect a nice, fat ransom!
Baron's Daughter: U-ungh...
Monster: Hissss!
Baron's Daughter: Eek! N-no! Don't eat me!
Kidnapper: Tch, awake already? I'm busy writin' a friendly note to your old man right now, so put a sock in it, will ya?
Baron's Daughter: No... Let me... go!
Realizing her arms and legs are tied tightly to the chair, the girl's face goes pale.
Kidnapper: Better pipe down if you know what's good for you. Got it?
Baron's Daughter: Eep!
Feeling a cold blade pressed against her neck, she begins to tremble.
Troue's Voice: Hey, are you in there? Answer me, please!
Kidnapper: What the! Who the hell are you?
Troue's Voice: You're the one who kidnapped that poor little girl, aren't you? Is she in there with you? Release her immediately!
Kidnapper: Tch! It ain't polite to spy, y'know!
Kidnapper: Heh! If you want her, you'd better cough up the dough—ten million rupies, to be exact! Otherwise I can't guarantee she'll stay in one piece—
Troue's Voice: Hyah!
Troue: Sorry, I must have left my wallet in my other pants. But I won't be paying you a single rupie regardless—that girl is not your merchandise to sell!
Kidnapper: What! Did this guy seriously just cut through a steel door?
Troue steps over the two halves of the door and approaches the kidnapper.
Kidnapper: Don't think you've got the upper hand here!
All right, you creepers! Get 'im!
Shouting orders, the man opens the door to a cage containing a pack of monsters.
Monsters: Graaaaah!
Troue: Sacred blade Durandal, bestow upon me Roland's memories... and grant me the power to fight!
As if in response to Troue's voice, the sword in his bare hand emits a faint light.
Troue: Hup!
Kidnapper: No way! He took 'em all out in an instant!
Troue: Haaaaah!
Baron's Daughter: Eep!
Troue: ...!
Troue: (I've got to keep the bloodshed to a minimum. Unlike me, that little girl won't forget all this in the morning.)
Troue: Change of plans!
Troue grabs this kidnapper's wrist with his empty hand and grips it tightly.
Troue: Pleasant dreams!
Kidnapper: What're you doin'!
Giant Monster: Grrr...
Suddenly, an enormous shadow appears behind Troue, and the kidnapper finds himself face-to-face with a monster the size of a fortress.
A violent snort brushes the man's cheek, and warm saliva dribbles down his face from between the creature's bared fangs.
Kidnapper: Wh-where the hell did that thing come from! G-get... Get away from me!
Giant Monster: Groooooar!
Kidnapper: Gyaaah!
Baron's Daughter: Huh?
The kidnapper's body goes rigid as he lets out a shriek and passes out from fear.
Troue: Phew.
Troue pulls his gloves out of his pocket and puts them back on.
Troue: Don't worry, everything's all right now. Here, let me untie you.
Baron's Daughter: Why'd that mean man fall asleep?
Troue: Who knows? Maybe he had a scary dream.
Troue: There, you're free. Can you walk?
Baron's Daughter: Yeah...
Troue extends a gloved hand to the girl and gently helps her to her feet.
Troue: You must have been really scared. But you're safe now. Oh, and here—I believe this is yours.
Baron's Daughter: Hey! My dolly!
Troue: She's the one who told me you were in danger.
Baron's Daughter: She talked to you?
Troue: Er... Yes! She said, "My precious friend is in danger!" That she did.
Baron's Daughter: Wow!
Baron's Daughter: My mommy gave me this dolly! She goes on trips with me, sleeps with me... We're always together!
Troue: She's a very lucky doll to have such a caring owner. I hope you'll make many more happy memories together.
Baron's Daughter: We will! And we won't forget you either, mister! We'll remember you forever and ever!
Baron's Daughter: Thanks for saving me! You were super strong—and super cool too!
Troue: W-well... I'm just glad you're safe. And I'm honored you'll remember me. Now then, let's get you home.
Holding hands so as not to get separated, Troue and the little girl head out of the room.

Proof of Friendship: Scene 3

Troue receives an antique pot from the girl's mother as a reward for the rescue. Later, he explains to (Captain) that peering into the memories of the holy blade Durandal allows to him to fight. He promises to use less formal language in the future in hopes of appearing more friendly.



Rackam: That pot you bought looks pretty pricey. Didn't know you had that kinda money on ya.
Troue: Oh, well... It's a rather long story. You see, while I was waiting for you all...
Troue explains that his Gift of Visions helped him uncover a kidnapping, and he ended up defeating the culprit and saving the child.
Rackam: And here I thought you were just lookin' at antiques! I'm impressed you made it out in one piece.
Troue: It's all thanks to this sword. Even a ruffian commanding a throng of monsters didn't stand a chance against it.
Rackam: Huh. I did hear you used to be a knight...
Troue: Afterward, the little girl's mother asked if there was anything I wanted.
Troue: So I mentioned offhand that I was interested in this pot, but I never dreamed she'd purchase it to thank me. I feel rather guilty...
Rackam: Hahaha. In that case, you oughta just accept it. You did more than enough to deserve it, in my book.
Troue: Perhaps...
Troue: I truly am thankful for her generosity. I'm sure this will help me remember everything that transpired today.
Filled with gratitude, Troue hugs the pot full of memories close.
After dinner, Troue returns to his room and displays his new pot on an otherwise bare shelf.
Troue: (The shelf's still mostly empty, but I hope someday it'll be filled with memorabilia.)
Troue: Yes? Come in.
The door swings opens to reveal (Captain).
  1. Rackam told me everything.


Choose: Rackam told me everything.

Troue: Er... About the kidnapper, you mean? Did you need to follow up with me on something?
(Captain) tells Troue that it was surprising to learn he was so adept at fighting.
Troue: Is it really that strange? Rackam reacted the same way too, in fact.
  1. Because of the amnesia thing.
  2. You don't forget how to fight?


Choose: Because of the amnesia thing.
Choose: You don't forget how to fight?

Troue: Oh... Have I never told you about Durandal?
Troue: In that case, allow me to let you in on the secret behind my fighting ability. Would you mind taking a seat?
As (Captain) sits down, Troue removes his gloves and picks up his sword.
Troue: This is the sacred blade Durandal, once wielded by a hero named Roland.
Troue places his empty hand on (Captain)'s.
Troue: Now then, pleasant dreams.
Troue: On a faraway island lived Roland, a knight in service to a beautiful kingdom. He was hailed as the most valiant fighter in the realm.
Troue: In the defense of his kingdom, he faced advancing armies of ten thousand men, as well as monsters that ravaged the land.
"Press forward, men! Victory is within our grasp! The time has come to annihilate the enemy!"
Troue: When Roland raises his voice, it invokes a curious surge of strength. No matter how dire the situation, hope is always on the horizon.
Troue: "Our hero, Roland! Bring victory to the kingdom!" The people cheer at the top of their lungs as the knight lifts his blade high.
Troue: Well, that should give you an idea. Alas, there isn't enough time in the world to view all the memories inhabiting this sword.
  1. Was that one of your dreams?
  2. Why did you show me this?


Choose: Was that one of your dreams?

Troue: That's right. It felt quite real, much like when you're actually dreaming, correct?
Go to "Continue 1"


Choose: Why did you show me this?

Troue: Er... That's a good question. Habit, I suppose?

Continue 1

Troue: Durandal was one of the antiques that belonged to the father of the princess I served.
Troue: Her Highness gifted it to me, saying that a sword containing memories of a hero could prove useful.
Troue: I trained myself by imitating the memories residing in Durandal, and eventually managed to become recognized as a knight myself.
Troue: Objects remember things on my behalf, so even if I forget, I can still manage somehow. They're truly invaluable to me.
As Troue smiles, (Captain) points out something from the dream.
  1. Roland looks a lot like you.


Choose: Roland looks a lot like you.

Troue: Huh? Do you really think so?
Troue: That's odd. I had heard Durandal originated in a foreign land, so I don't see how that could be possible. Unless...
Troue: What if I wasn't originally a citizen of Her Highness's kingdom?
Troue: I wonder... If I traveled to the kingdom Roland hails from, would I be able to learn something about my past?
  1. Let's search for it together!


Choose: Let's search for it together!

Troue: Are you sure you don't mind? I'd really appreciate that!
Troue: It seems my journey finally has a purpose. I'd better write it down so I don't forget.
Troue opens his notebook and writes "Goal: Locate the island of the hero Roland."
Troue: I'm trying to keep my notebook updated with everything I need to remember, but it sounds like I'll be doing a lot more writing in the future.
Troue: Remembering isn't exactly easy, but the joy it gives me wins out. After all, I want to make as many memories as I can.
Troue: I'm glad I left on this journey. I'm blessed to have you and the rest of the crew by my side.
Troue: Haha. Forgive me for springing that on you. I wasn't sure I'd be able to tell you tomorrow, so I wanted to express myself while I had the chance.
Troue: (Oh yeah... Tomorrow my head will be empty again, just like it was this morning. And this warmth in my chest will be gone too.)
Troue: (I'll have to start all over from square one. I'm sure this happy feeling will come back to me again, but still...)
Baron's Daughter: My mommy gave me this dolly! She goes on trips with me, sleeps with me... We're always together!
Baron's Daughter: And we won't forget you either, mister! We'll remember you forever and ever!
Troue: (I don't really have a sense of what "always" truly means. And I can't even promise to remember someone.)
Troue: (I wonder if it makes (Captain) sad, being forgotten day after day...)
Princess Celine: Enough, you worrywart! When you talk like that, it makes you sound so distant and unfriendly!
Troue: Huh?
Princess Celine: If you want proof that we're always together, then you'd better do something about the way you speak!
Princess Celine: But I'm a princess and you're a knight? That doesn't matter! We're the only ones left in this whole kingdom anyway!
Princess Celine: Hand over that notebook! I'll write it down for you! And I expect you to read it every day so you can fix that habit of yours!
Troue: What was that?
Troue looks down at the page in the notebook he had unconsciously touched.
There in Celine's handwriting are the words "No more formal speech! Stop acting distant!"
Troue: (Now that I think of it, I guess I do speak formally to everyone. Maybe it makes me seem like I'm keeping them at arm's length...)
  1. What's wrong?


Choose: What's wrong?

Troue: Well... I have a question for you, and I'd like you to answer honestly.
Troue: Do you think the way I speak makes me seem distant?
  1. Not at all.
  2. Maybe a little.


Choose: Not at all.

Troue: Really? Are you sure you're not just being nice?
Troue: No, you must be trying to spare my feelings. You're about the same age as Her Highness, after all...
Go to "Continue 2"


Choose: Maybe a little.

Troue: I-I see... So you agree. I suppose I do have an air of aloofness, don't I?

Continue 2

Saying this, Troue begins pacing the room restlessly.
Troue: Her Highness was above me in status, so it was impossible for me to stop being formal to her.
Troue: But it's not like (Captain) and I are all that different rank-wise... Actually, wait. We are captain and crewmate—does that count?
Troue: Still, the other crew members all speak pretty casually to the captain, so maybe not doing so is more rude...
  1. You can talk however you want.


Choose: You can talk however you want.

Troue: No, this is important! We're fellow crewmates who are going to be traveling together for a long time!
Troue: I've made up my mind! I'm going to stop speaking so formally! I've had enough of being distant and unfriendly!
Troue draws a circle around Celine's words and writes "Stop speaking formally to (Captain)!" in big, bold letters.
Troue: Mm... Haah...
Troue: Er, so... (Captain), if I may—
No! (Captain), I've got something to say!
Troue: I-I hope the two of us can be even closer b-buddies someday!
Due to his forgetfulness, Troue is intent on cherishing the connections and memories he has.
Just what sort of memories will result from his slightly misguided efforts? Only time will tell.