Locations
General Layout
(Credits to Addamas for the map)The 16 students from Hope's Peak Academy woke up inside of a mysterious outdoor camping site. As far as they could see, they were fenced in- and not even the shorelines offered a way out, with machine guns being stationed not too far off the coast. Every angle of the campsite was in the line of sight of at least a single security camera.
A tall fence surrounds the entire campsite, leaving no angle open to squeeze through. The sturdy, crossed wire leaves too little room to be grappled and scaled. Even if it were possible, the low hum and occasional crackle coming from the construction indicate that doing so would be an unwise idea. Lest one wants to meet a quick and uncomfortable end, the fence is best steered clear of.
There is only a single exit, but it is a locked gate. There seems to be some sort of control pad next to it, perhaps to open the way to the outside. Without a password, it doesn't seem like a viable way to get out.
There is only a single exit, but it is a locked gate. There seems to be some sort of control pad next to it, perhaps to open the way to the outside. Without a password, it doesn't seem like a viable way to get out.
A small patch of forestry isolates the fire pit from the rest of the camp. It hosts a few stray rocks as seating. The fire clearly hasn’t been lit in a while. There's some sticks for roasting marshmallows, but the monsters who locked you up gave you none to roast.
A gathering place carved from stone, fashioned after an old greek outdoor theatre. Standing on the stage gives you a nice view out onto the lake. It could probably seat, well, a whole summer camp’s worth of kids.
16 cabins are arranged next to one another. Each cabin is labeled with the intended owner. There’s an iron bar over all but one of the cabin doors, locked into place. The cabins each have a number and a nameplate:
1: Hitsugami
2: Saitou
3: Matsuo
4: Tsuin
5: Hamazura
6: Dawnray
7: Mizuno
8: Yukimori
9: Fuduka
10: Hisakawa
11: Emiya
12: Hart
13: Usui
14: Iclyn
15: Fuchs
16: Himura
The inside of each cabin is identical. It looks a bit desolate— the space was likely made to accommodate about 8 people instead of just one. Inside there’s a bed, a nightstand beside it, and a closet. The closet is filled with changes of clothing, each the same outfit as the one you awoke in, as well as a few towels. Placed on the nightstand are toiletries for you to use, as well as a key to your cabin. Bathrooms are absent.
1: Hitsugami
2: Saitou
3: Matsuo
4: Tsuin
5: Hamazura
6: Dawnray
7: Mizuno
8: Yukimori
9: Fuduka
10: Hisakawa
11: Emiya
12: Hart
13: Usui
14: Iclyn
15: Fuchs
16: Himura
The inside of each cabin is identical. It looks a bit desolate— the space was likely made to accommodate about 8 people instead of just one. Inside there’s a bed, a nightstand beside it, and a closet. The closet is filled with changes of clothing, each the same outfit as the one you awoke in, as well as a few towels. Placed on the nightstand are toiletries for you to use, as well as a key to your cabin. Bathrooms are absent.
There’s a building that looks to be an office or headquarters area. It’s pretty big- this is probably where the business side of the camp is taken care of. However, trying the door shows that it’s locked.
An eating area. The tables and chairs are wooden, and definitely were made with functionality in mind rather than comfort. There’s access to the kitchen, so those who are so inclined can cook their meals. The storage is stacked with a variety of foods, so famine isn't a pressing concern. Still no marshmallows.
A place to shower and use the bathroom. Nothing of real interest, other than there’s only one unisex bathroom area, rather than two separate ones- however, showers and toilets are both in stalls that can be locked from the inside, so privacy is still possible.
There are few different cabins that look to be made for activities. One holds a bunch of art supplies, so you would guess it to be some sort of crafting room. Another is less of an activity cabin and more of a store room for sporting equipment. The third and final one seems to be an area for campers to go and listen to presentations. There’s some binders in the back room from frequent presenters- some on camp safety and what do in an emergency situation, some on plant identification, some on how to start of fire- they’re pretty much all on camping stuff. The major thing of note is that all of these are written in English. Did you somehow get from Japan to here!? There’s also a projector- one of the one’s where you put transparent sheets over it and write in marker, you know?
There’s a dock, along with a green hut that holds all the canoes. Paddling around shows that there are other docks, but the ever looming threat of machine gun fire leads you to reconsider visiting them for the moment.
Down another path are five different cabins, each looking more modern than anything else on campus. Opening them reveals different rooms, all of which seemed styled to a specific student. All of them are labeled as such:
The five labs are as follows:
RESEARCH LAB FOR [NAME]
SHSL [TALENT]
The five labs are as follows:
This cabin has a whole wall dedicated to CDs of every rhythm game known to man. Not only that, but a slew of appliances and game consoles are stacked in every corner. With the amount of floor space, it's easy enough to drag anything short of the two-player game station in the corner anywhere needed to play. There’s also a Hydration Station (a cooler with some bottled water and sports drinks).
A space containing tons of maps and tools used to commit heists. There’s also some cacti by the window, and a sink decked out with a water can and soap. In the far corner is a collection of stuffed animals.
A workshop containing a desk with some tools and several containers filled with miscellaneous items, from office supplies to pieces of broken electronics to old articles of clothing.
This lab is filled with all sorts of computer setups for all of your hacking needs- though there’s no wifi connection, unfortunately.
A comfortable sitting space. There are rows upon rows of bookshelves littered with all kinds of literature and textbooks, making this the perfect place to study.
Class Trials
Public:
Truth Bullet - Monokuma File 1
The victim is Naomi Fuduka, the Ultimate Linguist.
The victim's body was discovered in Naomi's cabin.
The estimated time of death is anywhere from 10:00 p.m. to 7:00 a.m.
The cause of death was asphyxiation due to the open wound at the throat. No other fatal injuries were detected.
Truth Bullet - Handcuffs
The rules of the handcuffs make it so that people have to stay connected to the person they’re linked to, and can only disconnect 20 minutes a day. This timer resets at midnight.
Truth Bullet - Fish Hook
A large fish hook, covered in blood. Discovered inside of Naomi's hand.
Truth Bullet - Blood Stains
Blood stains Naomi's torso and bed. Its been dry for several hours.
Truth Bullet - Throat Wound
Upon further inspecting the wound at Naomi's throat, it appears deeper than initially assumed.
The deeper part of the wound was not a clean cut.
Truth Bullet - Cabin Door
The door to the cabin is unlocked—on closer inspection, the bar used to “lock” the door isn’t technically unlocked. The locked end had been pulled out of the old wood.
Truth Bullet - CD Case
An CD case without a cover, along with some fragments of the CD inside. Found in Yukimori’s lab trash bin.
Truth Bullet - Aurel Fuchs’ and Momoe Mizuno’s Account
The two claim to have been unable to sleep due to being stuck with each other. For this reason, they both claim it’s impossible for either of them to be the murderer, as they were together the whole night. Additionally, both heard a loud clanging sound during nighttime.
Truth Bullet - Bloodied scissors
A pair of scissors with blood on them. Found near the docks.
Truth Bullet - Shower
One of the shower stalls had been left locked from the inside, with shiny shards and torn pink fabric on the floor. The shower was still running without anyone inside.
1: Hitsugami Ryuma
2: Saitou Izo
3: Matsuo Hibiki
4: Tsuin Taka
5: Hamazura Ginshi
6: Dawnray Flare
7: Mizuno Momoe
8: Yukimori Maiya
10: Hisakawa Hiroki
11: Emiya Shirou
12: Hart Lilly
13: Usui Ayu
14: Iclyn Snow
15: Fuchs Aurel
16: Himura Chikako
1: Hitsugami Ryuma
2: Saitou Izo
3: Matsuo Hibiki
4: Tsuin Taka
5: Hamazura Ginshi
6: Dawnray Flare
7: Mizuno Momoe
8: Yukimori Maiya
9: Fuduka Naomi
10: Hisakawa Hiroki
11: Emiya Shirou
12: Hart Lilly
13: Usui Ayu
14: Iclyn Snow
15: Fuchs Aurel
16: Himura Chikako
Other
The only thing your characters remember was being accepted into Hope's Peak, but before even your first class, your memories got hazy and you can't recall a thing. The next thing you knew, you were here with a slew of strangers. The bear told you they were your classmates, and that your memories of the time you spent together are gone.
Rule #1: Leaving the campground is strictly prohibited. Those who do so will be punished.
Rule #2: “Nighttime” is from 10pm to 7am. You will not be required to be anywhere during this time, but if you’re going to sleep, you must do so within the residential cabins.
Rule #3: You are free to explore the camp however you wish. However, any locked buildings are not to be broken into, excluding residential cabins.
Rule #4: The destruction of cameras or monitors is prohibited, and violence against camp counselor Monokuma is not allowed. Those who do either will be punished.
Rule #5: In order to leave, a student must kill another and get away with it. This will make them “blackened”.
Rule #6: A class trial will be held after a murder, after a brief investigation period. Participation is mandatory.
Rule #7: If the other students successfully find out how the “blackened” is and vote for them, the “blackened” alone will be executed. However, if the remaining students vote for the wrong person, everyone besides the “blackened” will the executed, and the “blackened” will be allowed to leave.
Rule #8: Accomplices are not considered “blackened”. They will be executed with the other students if the “blackened” is not discovered, and will not be executed with the “blackened” if they are discovered.
Rule #9: Rules may be added or altered by Monokuma as need be.
Rule #2: “Nighttime” is from 10pm to 7am. You will not be required to be anywhere during this time, but if you’re going to sleep, you must do so within the residential cabins.
Rule #3: You are free to explore the camp however you wish. However, any locked buildings are not to be broken into, excluding residential cabins.
Rule #4: The destruction of cameras or monitors is prohibited, and violence against camp counselor Monokuma is not allowed. Those who do either will be punished.
Rule #5: In order to leave, a student must kill another and get away with it. This will make them “blackened”.
Rule #6: A class trial will be held after a murder, after a brief investigation period. Participation is mandatory.
Rule #7: If the other students successfully find out how the “blackened” is and vote for them, the “blackened” alone will be executed. However, if the remaining students vote for the wrong person, everyone besides the “blackened” will the executed, and the “blackened” will be allowed to leave.
Rule #8: Accomplices are not considered “blackened”. They will be executed with the other students if the “blackened” is not discovered, and will not be executed with the “blackened” if they are discovered.
Rule #9: Rules may be added or altered by Monokuma as need be.