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Inside the mysterious hut in the creepy mansion's courtyard, we find...

...OK, for real: Inside we find...


"My name is Catherine...but everyone calls me 'Mama Cass.' I'm the keeper of the cemetery!"
...singing legend Mama Cass. If I knew more Mamas and the Papas songs, I'd have a relevant quote here.
...Holy Christmas, "California Dreamin'" was theirs? I thought that was the Beach Boys. ...Oh, apparently, it is, but the version with which I'm most familiar is indeed from the Mamas and the Papas. Actually, the version with which I'm most familiar is from the band on Sweatin' to the Oldies 3, which imitates the Mamas and the Papas version.
All right, this aside is going a bit far from the source. Anyhow: Mama Cass is apparently called "Mom Kath" in the production art, but a) the katakana say "mama", and b) come on.

"I can't move. I can't even go outside!"
Mama Cass explains that she was cursed by her "good-for-nothing son" and is frozen in place. She asks us kind-hearted, ambulatory adventurers to go break the curse. Apparently, the "good-for-nothing son" - gee, who could that be - used a ring to curse his mother; Mom guesses that her son just threw it away when he was done.

"I see! In order to break the curse on Mama Cass, we need the ring that cursed her, don't we?"
The increasingly-misnamed Fairy of "Wisdom" shows up to state what has already been stated.

"Maybe the Professor knows something! Why don't we ask him?"
The Fairy confirms herself to be a complete idiot by suggesting that the insane, murderous vivisectionist will help us resolve the situation he most probably caused out of the kindness of his heart.

"Yeah, let's ask him!" / "No, let's not." / "Huh?! WHAT?!"
Obviously, I picked the third option here.

In the other end of the house, we find...transparency issues.

And a cooktop. Which we can't use yet.

"There's some firewood out in back of the cabin!"



If you examine the fireplace, Mama Cass will remark that her cat, while not cursed, is frozen from the cold inside the cabin - Cass can't tend the fire in her stock-still position, see. Throw a few logs on the fire and light the fireplace with the Ark of Courage, and the cat will move from its previous position to sit by the flames - revealing that it was previously nestled on one of the books for which we're looking.
Also, if the embossed titles are to be believed, these books are all on fingers. Appropriate for a Dr. Frankenstein, though, I guess. Wonder if there are volumes on eyes, teeth, and neckbolts.

"Could you give my son a message for me? Tell him: 'Get off your high horse and quit decorating your room with pictures of yourself!'"

"My boy left me. He said he hated being a gravekeeper!"

"He said that one day, he'd find a way to make everyone scream!"
Ma Cass also lays down a bit of backstory on the Professor.
SFT sent a child to deal with this person, I'd like to remind you.

"Thank you for giving me water! I finally feel better!"
I also found a vase of wilted flowers in the corner. Going back to World 1 to fill up my empty jar with water, though, resulted only in a spirit appearing to play another card game. I'm getting sick of this being the only reward for finding hidden stuff.
Eventually, though, I find myself at another dead end and am left with no choice but to...*sigh*...follow up on game's suggestion and labor under the pretense that the Professor will be Willy Wonka here.

"I cast it deep into the bowels of the earth!"
To the surprise of no one, Monstrorum reveals that he is Cass's son and revels in the fact of how he cursed his mother and threw the ring where no one could find it. The idiot fairy flies out to express shock and alarm at this revelation.

"Was it YOU who dropped a stone into the Well of Wonders?"
Here we have another of the game's weird triggers. If you fool around with this well before speaking with Monstrorum, nothing will happen. If you do so after the chat, though, dropping a stone down the well will result in an angry spirit flying out.

"Oh, Spirit of the Well! I APOLOGIZE for this person dropping that stone."
Idiot Fairy gets all passive-aggressive and sanctimonious. Yeah, you're the one carrying this operation. We're just your bumbling dead-weight pal.

"Burn that ring in the fireplace, and that should break the curse..."
Anyhow, we get Monstrorum's ring for our troubles, and as with all evil rings, Mama Cass orders us to CAST IT INTO THE FIRE!

"Looks like that broke the curse! Lordy! Lordy! Thank you!"
That does break the curse, but it's not as if Mama Cass gets up. I mean, c'mon. Animating people is expensive.

"Looks like that broke the curse on Mama Cass! Thank goodness!"
*Sigh.*
Anyhow, Cass gives us a torch with which to thaw the frozen door of the cold-storage room. Odd item for her to give us, odd way to tackle the problem, but at least it's progress.

Let's pause before we leave for a shot of a nice home.

When we get back to the freezer room, this little cretin is waiting.
You know what's also waiting behind the door?


A Tyrant, that's what. Or at least the headless body of one.
The first game did a RPG-survival horror segment quite well, so its sequel has earned a poke at one of survival horror's big guns. This is a heck of a turn for this kid's game, though.


More shots of the isolation chamber. We'll be investigating this.


Anyhow, there's a console here to get the body out of cold storage, but Pickay can't recall how to operate it. This is the first place where you'll have to infuse someone with the Fairy of "Knowledge"; upon doing so, Pickay'll remember that he needs a screwdriver to open up the panel. He recalls that the Professor left his in the "usual place"...

...which is, of course, the place behind the portrait where the fairy was imprisoned.

"Yer a boy, Remy, so yer OK tinkering with machinesh, right?"
Oh, Lord.
(Incidentally: In looking up miscellanea on this game, I discovered that Felys/Alice was rendered an "easy mode" of sorts by having certain quests eliminated from her path. I checked a walkthrough, and, sure enough, she doesn't have to go get the screwdriver. I know Alice is supposed to come from something resembling early-20th-century Earth, but come on, man.)

Anyhow, once you unscrew the panel - and infuse Pickay with the Fairy of Wisdom again - he'll tell you which candy-colored buttons to push on the panel so that the cryo-case opens. Get ready for a Tyrant knife fight!
Actually, what's really happening is far worse, isn't it? Our goal here is to get Monstrorum body parts so he can construct a bioweapon to destroy us. It's like we're helping Umbrella.

"Tha' torch you used to open the door - that's Mama'sh, right?"
This just signals a break in the plot - Pickay's gonna go off to help Monstrorum assemble his monstrosity, and they won't be done until Remy returns the torch to Mama Cass and has collected five Books of Wisdom. Which I haven't at this point - I'm missing one. I have the one from the casket, the one that was lying on top of a bookshelf, the one from the barrel room, and the one from Mama Cass's hut. I make the rounds, but I find anything, so for the second time, I am forced to resort to a walkthrough.

And it's a good thing I did pretty much right off the bat instead of insisting on trying to solve it on my own, as Theatre of Illusions had another joker up its sleeve. You have to rearrange the books on the shelf in the starting area to match those in Monstrorum's study. Which I did. To no effect. It turns out that there are three identical sequences of books right next to each other on the same shelf, all of which must be identically rearranged in order to call forth the spirit who gives you the fifth Book of Wisdom. The points you have to examine are right next to each other on one continuous shelf, with nothing to differentiate them visually or give a clue that there are separate points to examine. Any reasonable person would think that you were just being taken to the same screen no matter where you clicked on the shelf. Of all the questionable design decisions in the game so far, this is the worst.

Anyhow, dropping by the cryo chamber after getting the five books reveals that the tube is now empty. Uh-oh. Tyrant on the loose; time to take out our knife.

"The profeshur hash the lasht book, so thish makesh shix! That meansh they're all together agin!"
The game thinks that lisp is just so adorable.
Naturally, Monstrorum cheated and hid one of the books from us on his very person, the "What have I got in my pockets?" of scavenger hunt locations. Pickay fesses up with the unsurprising information that Monstrorum needs the books in his experiments, so he'll be taking them back now, thanks.


"Pickay! What does the professor intend to do with the Books of Wisdom?"

"He's going to use them in some demonic experiment to create a horrible monster, isn't he?!"
No shit, Sherlock.
Appealing to Pickay's better nature by mentioning the potential casualties is, naturally, futile; he claims he "believesh in the profeshur," and, somehow, he hijacks the books. From someone twice his height & armed. I guess we were distracted by the fairy's staggering stupidity.
So what're we gonna do about the theft?

"I just know they'll give 'em back once they're done." / "We've gotta get them back, no matter what the cost!" / "You should just give up on becoming an Ark."
Now, I know how much we all wanna say #3. But #2 is what I chose, which prompts the fairy to stutter that we have to stop the experiment. We rush through the door, only to come face to face with the ultimate biological weapon:

The Purple Pieman from '80s Strawberry Shortcake.

"At long last, I've done it! I've finally realized my dream - to put a heart into this beast!"

"Do you understand? You are my sixth monster: codename M-06!"
Can a creature like this really be the ultimate biological weapon?

"'M-06?' What are you talking about? And...w...who are you?"

"'Monster'? Why do I have to be your monster?"

"Uh-oh. Did I make a mistake in the experiment again?"

"H-hey! You there! Don't just stand around gawking! Do something about him - quickly!"
Exit Monstrorum, stage right. The creature moves to give chase...


"D...drat! M...my body... It won't do what I tell it to..."
It can't control what it does.

Approaching Ferguson at this point will yield a bit of backstory:
"I worked in a bakery. I was closing up the shop when I was suddenly attacked by a huge black dog..." He then lost consciousness and woke up in the lab. Ferguson mentions that there had been rumors in his village of a mad professor who had been using his dog to kidnap people for his experiments. He wants to help bring the professor to justice, but it's all he can do to stand, poor guy.
We follow Monstrorum, but he's locked the doors behind him. We're given the option of trying to bust it ourselves or asking either Ferguson or Pickay to help.

"Let's gooo!"
Selecting Ferguson will cause him to marshal his limited proprioception to bust down the doors. It's time to settle this!

"...Uh-oh."


Cornered, with nowhere to turn, Monstrorum pulls his very last trick out of his hat: he almost walks off the right of the screen...but keeps on walking in place right at its edge, causing the game to hang. Granted, this is a very effective gambit, one that I have yet to counter, which is why this LP has been on hold.
I've tried the other options at the door screen to see if they produced an alternate cutscene that bypass the glitch, but no; asking Pickay to help is predictably ineffective, and trying yourself does no good. This is obviously an emulation issue, and I've tried a few other PlayStation emulators besides ePSXe, but the problem is universal. (I got a physical copy of the game, but it produces the same results in the emulators as the ROM.) My only recourses are to a) spend time fiddling with the 10,000 mysterious settings available on PlayStation emulators; b) hit up emulation message boards, which probably won't be interested in ferreting out how to play an obscure sequel to a semi-obscure pseudo-successor to a 16-bit RPG known to the gaming public mostly for being very tough; or c) restart the entire game as Felys/Alice and hope that the glitch doesn't affect her. Which it probably does. But I gotta try.
I should probably finish up (for the time being) with some general impressions of the game. I do have to say that I was getting kind of fed up with Maboroshi Gekijou by the end of my initial time with it: World 2 was dragging on for too long, and the poorly-designed event triggers were wearying. Silverfingertips, with his obvious Jack Skellington inspiration, sinister behavior, and a name that's creepy in ways that weren't intended, is not as charming a mascot character as the devs apparently believed. The worlds I visited weren't as unique or inspired as those of the original Mystic Ark - but they were well-realized enough to be visually interesting, and the little I've learned of what's ahead (from reading the instruction manual) is promising in terms of more unique settings.
It's an interesting choice to follow up an RPG with an adventure title - but that's what the SFAM Mystic Ark obviously wanted to be in the first place, and it's very evident that the makers are more comfortable in focusing on the gameplay elements in which they're really invested, to the point where Maboroshi Gekijou's actual RPG accoutrements (i.e. the battles) are outright unwelcome. Minus the occasional - OK, frequent bad triggers, it does work as an adventure/puzzle title. The game can look rough graphically in that PS1-era way - and even in ways that are just the result of poor art choices and ham-handedness with polygons (smooshed faces, etc.) - but that isn't a deal-breaker. The card game system is not particularly challenging, and it's frustrating how many extra discoveries lead only to more cards, but it's a nice change of pace.
In brief, the game's weirdness part of its appeal; it's an unmistakable product of PS1-era experimentation, when developers were trying to use the freedom of the CD-ROM drive & 3D to make games in ways that hadn't been attempted before - with results that weren't always successful, but interesting. It's original enough a game that I think it deserves some attention - and it does retain its predecessor's Alice in Wonderland feel. I'm intrigued enough where I would like to get to the end and see if there's something here.
So: eventually, I will get around to playing as Alice and getting up to the point where Remy's game glitched out in the emulator. Regardless of the results, I will report back with info on how her playthrough in the first two chapters differs from Remy's. If that approach fails, then I'll begin investigating possible fixes - though there's no guarantee I'll get results. Until then!
.

...OK, for real: Inside we find...


"My name is Catherine...but everyone calls me 'Mama Cass.' I'm the keeper of the cemetery!"
...singing legend Mama Cass. If I knew more Mamas and the Papas songs, I'd have a relevant quote here.
...Holy Christmas, "California Dreamin'" was theirs? I thought that was the Beach Boys. ...Oh, apparently, it is, but the version with which I'm most familiar is indeed from the Mamas and the Papas. Actually, the version with which I'm most familiar is from the band on Sweatin' to the Oldies 3, which imitates the Mamas and the Papas version.
All right, this aside is going a bit far from the source. Anyhow: Mama Cass is apparently called "Mom Kath" in the production art, but a) the katakana say "mama", and b) come on.

"I can't move. I can't even go outside!"
Mama Cass explains that she was cursed by her "good-for-nothing son" and is frozen in place. She asks us kind-hearted, ambulatory adventurers to go break the curse. Apparently, the "good-for-nothing son" - gee, who could that be - used a ring to curse his mother; Mom guesses that her son just threw it away when he was done.

"I see! In order to break the curse on Mama Cass, we need the ring that cursed her, don't we?"
The increasingly-misnamed Fairy of "Wisdom" shows up to state what has already been stated.

"Maybe the Professor knows something! Why don't we ask him?"
The Fairy confirms herself to be a complete idiot by suggesting that the insane, murderous vivisectionist will help us resolve the situation he most probably caused out of the kindness of his heart.

"Yeah, let's ask him!" / "No, let's not." / "Huh?! WHAT?!"
Obviously, I picked the third option here.

In the other end of the house, we find...transparency issues.

And a cooktop. Which we can't use yet.

"There's some firewood out in back of the cabin!"



If you examine the fireplace, Mama Cass will remark that her cat, while not cursed, is frozen from the cold inside the cabin - Cass can't tend the fire in her stock-still position, see. Throw a few logs on the fire and light the fireplace with the Ark of Courage, and the cat will move from its previous position to sit by the flames - revealing that it was previously nestled on one of the books for which we're looking.
Also, if the embossed titles are to be believed, these books are all on fingers. Appropriate for a Dr. Frankenstein, though, I guess. Wonder if there are volumes on eyes, teeth, and neckbolts.

"Could you give my son a message for me? Tell him: 'Get off your high horse and quit decorating your room with pictures of yourself!'"

"My boy left me. He said he hated being a gravekeeper!"

"He said that one day, he'd find a way to make everyone scream!"
Ma Cass also lays down a bit of backstory on the Professor.
SFT sent a child to deal with this person, I'd like to remind you.

"Thank you for giving me water! I finally feel better!"
I also found a vase of wilted flowers in the corner. Going back to World 1 to fill up my empty jar with water, though, resulted only in a spirit appearing to play another card game. I'm getting sick of this being the only reward for finding hidden stuff.
Eventually, though, I find myself at another dead end and am left with no choice but to...*sigh*...follow up on game's suggestion and labor under the pretense that the Professor will be Willy Wonka here.

"I cast it deep into the bowels of the earth!"
To the surprise of no one, Monstrorum reveals that he is Cass's son and revels in the fact of how he cursed his mother and threw the ring where no one could find it. The idiot fairy flies out to express shock and alarm at this revelation.

"Was it YOU who dropped a stone into the Well of Wonders?"
Here we have another of the game's weird triggers. If you fool around with this well before speaking with Monstrorum, nothing will happen. If you do so after the chat, though, dropping a stone down the well will result in an angry spirit flying out.

"Oh, Spirit of the Well! I APOLOGIZE for this person dropping that stone."
Idiot Fairy gets all passive-aggressive and sanctimonious. Yeah, you're the one carrying this operation. We're just your bumbling dead-weight pal.

"Burn that ring in the fireplace, and that should break the curse..."
Anyhow, we get Monstrorum's ring for our troubles, and as with all evil rings, Mama Cass orders us to CAST IT INTO THE FIRE!

"Looks like that broke the curse! Lordy! Lordy! Thank you!"
That does break the curse, but it's not as if Mama Cass gets up. I mean, c'mon. Animating people is expensive.

"Looks like that broke the curse on Mama Cass! Thank goodness!"
*Sigh.*
Anyhow, Cass gives us a torch with which to thaw the frozen door of the cold-storage room. Odd item for her to give us, odd way to tackle the problem, but at least it's progress.

Let's pause before we leave for a shot of a nice home.

When we get back to the freezer room, this little cretin is waiting.
You know what's also waiting behind the door?


A Tyrant, that's what. Or at least the headless body of one.
The first game did a RPG-survival horror segment quite well, so its sequel has earned a poke at one of survival horror's big guns. This is a heck of a turn for this kid's game, though.


More shots of the isolation chamber. We'll be investigating this.


Anyhow, there's a console here to get the body out of cold storage, but Pickay can't recall how to operate it. This is the first place where you'll have to infuse someone with the Fairy of "Knowledge"; upon doing so, Pickay'll remember that he needs a screwdriver to open up the panel. He recalls that the Professor left his in the "usual place"...

...which is, of course, the place behind the portrait where the fairy was imprisoned.

"Yer a boy, Remy, so yer OK tinkering with machinesh, right?"
Oh, Lord.
(Incidentally: In looking up miscellanea on this game, I discovered that Felys/Alice was rendered an "easy mode" of sorts by having certain quests eliminated from her path. I checked a walkthrough, and, sure enough, she doesn't have to go get the screwdriver. I know Alice is supposed to come from something resembling early-20th-century Earth, but come on, man.)

Anyhow, once you unscrew the panel - and infuse Pickay with the Fairy of Wisdom again - he'll tell you which candy-colored buttons to push on the panel so that the cryo-case opens. Get ready for a Tyrant knife fight!
Actually, what's really happening is far worse, isn't it? Our goal here is to get Monstrorum body parts so he can construct a bioweapon to destroy us. It's like we're helping Umbrella.

"Tha' torch you used to open the door - that's Mama'sh, right?"
This just signals a break in the plot - Pickay's gonna go off to help Monstrorum assemble his monstrosity, and they won't be done until Remy returns the torch to Mama Cass and has collected five Books of Wisdom. Which I haven't at this point - I'm missing one. I have the one from the casket, the one that was lying on top of a bookshelf, the one from the barrel room, and the one from Mama Cass's hut. I make the rounds, but I find anything, so for the second time, I am forced to resort to a walkthrough.

And it's a good thing I did pretty much right off the bat instead of insisting on trying to solve it on my own, as Theatre of Illusions had another joker up its sleeve. You have to rearrange the books on the shelf in the starting area to match those in Monstrorum's study. Which I did. To no effect. It turns out that there are three identical sequences of books right next to each other on the same shelf, all of which must be identically rearranged in order to call forth the spirit who gives you the fifth Book of Wisdom. The points you have to examine are right next to each other on one continuous shelf, with nothing to differentiate them visually or give a clue that there are separate points to examine. Any reasonable person would think that you were just being taken to the same screen no matter where you clicked on the shelf. Of all the questionable design decisions in the game so far, this is the worst.

Anyhow, dropping by the cryo chamber after getting the five books reveals that the tube is now empty. Uh-oh. Tyrant on the loose; time to take out our knife.

"The profeshur hash the lasht book, so thish makesh shix! That meansh they're all together agin!"
The game thinks that lisp is just so adorable.
Naturally, Monstrorum cheated and hid one of the books from us on his very person, the "What have I got in my pockets?" of scavenger hunt locations. Pickay fesses up with the unsurprising information that Monstrorum needs the books in his experiments, so he'll be taking them back now, thanks.


"Pickay! What does the professor intend to do with the Books of Wisdom?"

"He's going to use them in some demonic experiment to create a horrible monster, isn't he?!"
No shit, Sherlock.
Appealing to Pickay's better nature by mentioning the potential casualties is, naturally, futile; he claims he "believesh in the profeshur," and, somehow, he hijacks the books. From someone twice his height & armed. I guess we were distracted by the fairy's staggering stupidity.
So what're we gonna do about the theft?

"I just know they'll give 'em back once they're done." / "We've gotta get them back, no matter what the cost!" / "You should just give up on becoming an Ark."
Now, I know how much we all wanna say #3. But #2 is what I chose, which prompts the fairy to stutter that we have to stop the experiment. We rush through the door, only to come face to face with the ultimate biological weapon:

The Purple Pieman from '80s Strawberry Shortcake.

"At long last, I've done it! I've finally realized my dream - to put a heart into this beast!"

"Do you understand? You are my sixth monster: codename M-06!"
Can a creature like this really be the ultimate biological weapon?

"'M-06?' What are you talking about? And...w...who are you?"

"'Monster'? Why do I have to be your monster?"

"Uh-oh. Did I make a mistake in the experiment again?"

"H-hey! You there! Don't just stand around gawking! Do something about him - quickly!"
Exit Monstrorum, stage right. The creature moves to give chase...


"D...drat! M...my body... It won't do what I tell it to..."
It can't control what it does.

Approaching Ferguson at this point will yield a bit of backstory:
"I worked in a bakery. I was closing up the shop when I was suddenly attacked by a huge black dog..." He then lost consciousness and woke up in the lab. Ferguson mentions that there had been rumors in his village of a mad professor who had been using his dog to kidnap people for his experiments. He wants to help bring the professor to justice, but it's all he can do to stand, poor guy.
We follow Monstrorum, but he's locked the doors behind him. We're given the option of trying to bust it ourselves or asking either Ferguson or Pickay to help.

"Let's gooo!"
Selecting Ferguson will cause him to marshal his limited proprioception to bust down the doors. It's time to settle this!

"...Uh-oh."


Cornered, with nowhere to turn, Monstrorum pulls his very last trick out of his hat: he almost walks off the right of the screen...but keeps on walking in place right at its edge, causing the game to hang. Granted, this is a very effective gambit, one that I have yet to counter, which is why this LP has been on hold.
I've tried the other options at the door screen to see if they produced an alternate cutscene that bypass the glitch, but no; asking Pickay to help is predictably ineffective, and trying yourself does no good. This is obviously an emulation issue, and I've tried a few other PlayStation emulators besides ePSXe, but the problem is universal. (I got a physical copy of the game, but it produces the same results in the emulators as the ROM.) My only recourses are to a) spend time fiddling with the 10,000 mysterious settings available on PlayStation emulators; b) hit up emulation message boards, which probably won't be interested in ferreting out how to play an obscure sequel to a semi-obscure pseudo-successor to a 16-bit RPG known to the gaming public mostly for being very tough; or c) restart the entire game as Felys/Alice and hope that the glitch doesn't affect her. Which it probably does. But I gotta try.
I should probably finish up (for the time being) with some general impressions of the game. I do have to say that I was getting kind of fed up with Maboroshi Gekijou by the end of my initial time with it: World 2 was dragging on for too long, and the poorly-designed event triggers were wearying. Silverfingertips, with his obvious Jack Skellington inspiration, sinister behavior, and a name that's creepy in ways that weren't intended, is not as charming a mascot character as the devs apparently believed. The worlds I visited weren't as unique or inspired as those of the original Mystic Ark - but they were well-realized enough to be visually interesting, and the little I've learned of what's ahead (from reading the instruction manual) is promising in terms of more unique settings.
It's an interesting choice to follow up an RPG with an adventure title - but that's what the SFAM Mystic Ark obviously wanted to be in the first place, and it's very evident that the makers are more comfortable in focusing on the gameplay elements in which they're really invested, to the point where Maboroshi Gekijou's actual RPG accoutrements (i.e. the battles) are outright unwelcome. Minus the occasional - OK, frequent bad triggers, it does work as an adventure/puzzle title. The game can look rough graphically in that PS1-era way - and even in ways that are just the result of poor art choices and ham-handedness with polygons (smooshed faces, etc.) - but that isn't a deal-breaker. The card game system is not particularly challenging, and it's frustrating how many extra discoveries lead only to more cards, but it's a nice change of pace.
In brief, the game's weirdness part of its appeal; it's an unmistakable product of PS1-era experimentation, when developers were trying to use the freedom of the CD-ROM drive & 3D to make games in ways that hadn't been attempted before - with results that weren't always successful, but interesting. It's original enough a game that I think it deserves some attention - and it does retain its predecessor's Alice in Wonderland feel. I'm intrigued enough where I would like to get to the end and see if there's something here.
So: eventually, I will get around to playing as Alice and getting up to the point where Remy's game glitched out in the emulator. Regardless of the results, I will report back with info on how her playthrough in the first two chapters differs from Remy's. If that approach fails, then I'll begin investigating possible fixes - though there's no guarantee I'll get results. Until then!
.