Kokoro Fuyukawa || 冬川こころ (
i_am_seagull) wrote2012-05-07 04:21 pm
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Fuyukawa Kokoro || Application to Clock Town
Player Information
{Player Name}: World
{Personal Journal}: I reserved under Kokoro's
i_am_seagull but my personal journal is
worldrescue.
{Age}: 19
{Timezone}: GMT -7
{Other Characters}: None.
{Optional: How did you find this game?}: Plurk!
Character Information
{Character Name}: Kokoro [first] Fuyukawa [last]
{Character Age}: 20
{Canon}: Remember11: The Age of Infinity
{Canon point}: After the time loop in the "Disaster End" in Ending 17.
{History}: The wiki page is awful and makes no sense. I'm going to try to explain Kokoro's history very simply to supplement this summary. I will only be explaining the history relevant to Kokoro, as the entire game's history is very complex and confusing (and also incomplete - the game company went bankrupt and had to release a largely unfinished product, in which most of the important plot points are left unexplained).
Remember11: The Age of Infinity is a visual novel in the Infinity Series developed by the company KID. It is the third in the trilogy, but is also a stand-alone game in which no prior knowledge of the other two games is required. None of the characters from the previous two games appear or are mentioned in this one.
Kokoro is one of two playable characters. Not much is known about Kokoro's past prior to the beginning of the game. Kokoro is a third-year student with a major in Sociology and (presumably) a minor in Anthropology at Kyumeikan Women's University. Fascinated with discovering the reasons why people act the way they do around others, Kokoro embarks on a research project in which she decides to study a killer named Keiko Inubishi: a young girl with Disassociative Identity Disorder who masacred a dozen or so patients at a General Hospital one night armed only with a pair of scizzors. Kokoro is given a permit to travel to northern Japan and visit the psychiatric hospital "SPHIA" where Inubishi is being held, and takes HAL flight 18.
During the flight, a young 11-year-old boy named Yuni Kusuda takes interest in her. On the flight all by himself, he decides to move seats and sit with Kokoro so he won't be so bored. While the boy is young, he is extremely bright, and Kokoro takes a shining to him immediately. The two become friends, and spend most of the flight chatting with eachother.
Halfway through the flight, the plane encounters a blizzard. The engines fail and flight HAL18 crashes into Akakura Mountain with only five survivors - Kokoro, Yuni, an older man named Seiji Yomogi, a lawyer named Lin Mayuzumi, and another Kyumeikan student, Hotori Suzukage. Yomogi, a very experienced mountain climber, rescues the other four from the wreckage. However, upon discovering that she has an injury, Yomogi leaves Hotori to die, believing that she will only their chance for survival. Kokoro, Yuni, Mayuzumi and Yomogi eventually make it to a shelter cabin on Mount Akakura, where they will spend the next seven days awaiting rescue.
Rescue never arrives. Their supplies depleted, Kokoro, Yomogi and Mayuzumi starve, and then in one last attempt to search for help, are killed in an avalanche. Yuni is the only survivor, who was following far behind them and managed to take shelter behind a tree when the avalanche hit. He is rescued a mere six hours later.
Fast forward two years. Lin Mayuzumi's boyfriend, a young scientist named Satoru Yukidoh, discovers how to manipulate time. He creates a time loop in which it may be possible to rescue Mayuzumi - and, in turn, save Kokoro and Yomogi as well. In order for this to work, he opens a wormhole that allows himself to enter into the past and take over Kokoro's body, so that he can instruct them in how to survive the tragedy. Unfortunately, during the creation of this wormhole, there is an accident and Satoru's memory is almost completely erased. He forgets his plan and is stuck in Kokoro's body in the shelter cabin, confused and disoriented. Another thing he didn't expect was for Kokoro to take over his body during the time that he is occupying hers...
Two years in the future, Kokoro, who had just experienced the plane crash, wakes up in the institution where Satoru works: SPHIA. Not realizing she is in another person's body, she introduces herself as Fuyukawa Kokoro to the main Psychiatrist, Kali Utsumi - only to be slapped across the face. Utsumi's husband was Yomogi, and he died with Kokoro two years ago - Utsumi believes that she is being teased, and gets angry. Confused, Kokoro wanders about the facility in search of other people, and to her great surprise, finds Yuni there. During the creation of the wormhole, Yuni's past self, who just survived the plane crash, was exchanged with his present self - so the survivor of two years finds himself again back at the crash site, and the boy who had not yet been to the Shelter Cabin wakes up in SPHIA. The Yuni at SPHIA is also disoriented, wondering how he got there. Relieved nonetheless, Kokoro hugs him. Yuni asks if a woman named Kokoro also made it to the facility, and when Kokoro announces that she is Kokoro, Yuni gets angry. "There's no use fooling me. Kokoro is a girl!" he says, and presents her with a mirror. Kokoro faints from the shock of discovering she is now a man..
..And wakes up in the Shelter Cabin.
From here on out, Satoru and Kokoro frequently switch bodies. Every once in awhile, Kokoro will be pulled from her body in the shelter cabin and her consciousness will be inserted in Satoru's body, and vice versa. Eventually, Kokoro discovers from a newspaper in the future that she has died in the past. And so using this ability to travel through time, Satoru and Kokoro, and to some extent, Yuni, must discover a way to work together to save the people at the Shelter Cabin and change their fate - despite the fact that Satoru and Kokoro can never, ever meet.
Satoru comes up with an idea to use a notepad in his room to communicate. When Satoru is in his own body, he leaves Kokoro written messages. When Kokoro is in Satoru's body, she responds. At the Shelter Cabin, Kokoro also discovers she had a small voice recorder with her that she was planning to use to record her conversations with Inubishi Keiko, and her and Satoru take turns recording messages to eachother using that method as well.
It isn't long before their switching of consciousness gets them into a lot of trouble. Lin Mayuzumi becomes angry when she hears Satoru, in Kokoro's body, introduce himself as "Satoru Yukidoh" - the same name as her current boyfriend. Mayuzumi, a paranoid woman who witnessed Yomogi leave Hotori behind, makes plans to murder Kokoro and the others. In the other timeline, a hidden assailant makes numerous attempts on Satoru's life - poisoning his food, coming after him with a knife, trying to drown him in the bath. Could it be the murderer Keiko Inubishi, the once-girl now-woman who is also being held at SPHIA? (Kokoro never finds out who it is, though believes it is Keiko. However, she is wrong: the time loop has caused Keiko Inubishi's body to be occupied by Hotori Suzukage's personality, while Keiko Inubishi died in the crash in Hotori's body in her place. Hotori, in Keiko's body, is a kind and harmless woman. The real assailant is a scientist who knows Satoru, and is irrelevant to Kokoro's path).
The swapping of consciousness, and never having the chance to speak face to face, also takes a toll on Kokoro and Satoru themselves. When odd things happen, they blame the other for it. For example, as a result of the wormhole, occasionally other people enter into Kokoro's or Satoru's bodies - people who turn out to be very young children. Not understanding what happened to them or that what they are doing is wrong, they do things such as eat all of the rations in the Shelter Cabin, and stab a resident of SPHIA to death with a knife. When Kokoro and Satoru discover what they think the other has been doing in their body, they turn against eachother and grow suspicious. It is up to the player (who always plays as only one character the entire seven day cycle, with only one perspective each playthrough, either Kokoro's point of view or Satoru's) to trust the other personality and discover a way to survive.
With their efforts combined, Kokoro and Satoru can, eventually, discover ways in which the Shelter Cabin residents can be saved. However, that is not the ending that I am taking Kokoro from. It is discovered that if they fail or are killed, they will wake up at the beginning of the seven-day cycle: the wormhole has actually become an infinite time loop a la Majora's Mask. If either one of them dies (ex. they are killed by Mayuzumi or Satoru's assailant), their memories of the previous cycle are erased, and they must start again until they can make the correct decisions. If they merely fail and the seventh day comes to an end in which there is no hope, the cycle resets and the two of them get to keep their memories from the previous cycle.
There are over 33 endings to Remember11. I will be taking Kokoro from Ending 17, in which she fails to find a way to save the Cabin Residents, but does not die, and is planted at the start of the loop once more. This ending is bleak: Kokoro loses hope, and the game ends with Kokoro laying down in the snow on the First Day and singing madly to comfort herself... insinuating she has given up trying to be saved.
{Personality}:
Kokoro is kind, honest, and altruistic to a fault. She is meant to represent the Anima in Jungian Psychology, the feminine archetype of the unconscious mind. Her name means "Heart," indicative of her warm and impulsive personality. She is the foil to Satoru's intelligent and analytical character. Kokoro refers to herself as an idealist who prefers to choose the romantic or hopeful option, such as choosing to believe in the existence of a loving God and a life after death over the choice that one may not exist. She is cheerful, polite, creative, and has a significant silly streak (such as jumping on and cuddling with Yomogi when he least expects it just to cheer him up, and loudly complaining when she's expected to use the bathroom in Satoru's body). She believes there is good in everyone and anything bad that happens from their words or actions is just a result of pressure from the environment. Throughout the game, Kokoro can be given the chance to warm up to even the cruellest of characters - such as Mayuzumi, who hates her. When the four shelter cabin residents begin to fight over who should manage the food, Kokoro can choose between herself, Yomogi or Mayuzumi. If Kokoro chooses herself, she mentions that she did so because she wants Yomogi not to feel so stressed and have one less burden taken away from him. If Kokoro chooses Mayuzumi, Kokoro insists to the others that she trusts and believes in her, and that Mayuzumi wouldn't betray her, despite the fact that Mayuzumi is actually already plotting to kill her. If Kokoro chooses Yomogi, Yomogi insists that Kokoro do it because she has inspired him into believing that they can pull through. Even if Kokoro eventually dies from freezing or starving to death, she claims that she was surrounded by blessings her whole life, and welcomes death. Finally, when Mayuzumi has a panic attack on Day 7 because she realizes she is going to die, Kokoro comforts her, hugs her, and has a long conversation with her to soothe her. She even goes so far as to pretend that Satoru has taken over her body (when he really hasn't at that point) so that Mayuzumi and he can have one last chance to talk. Mayuzumi, of course, realizes that Kokoro is only acting, but thanks her for her kindness nonetheless.
But because of her blind trust in others, she is also oblivious and very easy to mislead. Mayuzumi and Yomogi frequently take advantage of Kokoro's kindness to harm her. For example, should Kokoro entrust Mayuzumi with the food, Mayuzumi may eat it herself. If Yomogi is too stressed and he snaps, if Kokoro trusts his judgment completely and does not intervene, Yomogi will kill the others and try to take advantage of Kokoro sexually. Even when they run out of food and everyone believes Satoru ate the rest of the rations in her body, Kokoro decides that there must have been a reason for it and Satoru would never do anything to hurt them on purpose. Alternatively, if Mayuzumi eats the food, Kokoro will plead for Yuni and Yomogi to forgive Mayuzumi because she realizes Mayuzumi is terrified of dying. If this happens, near the end of the game, Mayuzumi will insist that there is civilization down the mountain despite what Yomogi said. Kokoro can be convinced by her, as she does not learn well from her mistakes, and the two girls will run into the blizzard to their deaths.
Kokoro is inquisitive, never turning down an opportunity to learn more about a person or place. She loves people, and will always attempt to get to know a person better regardless of whether or not they like her. While she is a clever university student, she isn't very intelligent per se, as she prefers to rely on gut feelings and instinct rather than thinking things through. At the end of the game, Kokoro has a gut feeling that a supply crate might have been dropped for them when a helicopter flew by. She ventures out for hours in a terrible blizzard, wasting previous energy, and suffering extreme frostbite as a result- and she was wrong. There was no supply drop. Worse still, the others may follow her out of concern or suspicion, and they are all killed by the cold because of her mistake. In her grief, Kokoro may also be driven to suicide, acting on the impulse to kill herself when the others die because of her.
And yet, Kokoro is also very brave and altruistic. Honestly believing that there may be a supply drop nearby, she ventures out into a raging blizzard in the name of saving her newfound friends without a second thought. During the plane crash, she shields Yuni's body with her own, praying to God that even if she dies, Yuni will be spared. In Satoru's body in SPHIA, Kokoro bravely fights the assailant after Satoru's life, unarmed, without screaming or breaking down. Even Satoru is impressed with Kokoro's nerve, as he thanks her in a note for standing her ground and being so brave during a problem that should have had nothing to do with her. If trouble brews and Mayuzumi begins to attack, Kokoro will always jump in front of Yuni and protect him above all else. And when Mayuzumi lifts an axe above Kokoro's head, Kokoro does not fight her and only looks Mayuzumi in the eye - because she bravely decides that Mayuzumi is better than that and will change her mind. During a scene where Yuni faints from cold and someone must carry him to safety, Kokoro can volunteer - and may die from the overexertion.
Finally, because Kokoro is coming from Ending 17, at first she may approach things with more caution than her normal Day 1 counterpart. During Ending 17, she is pushed so far as to give up on herself, and so may begin to doubt her own abilities. She has begun to realize her own faults, and may think twice before betting her life on something. This does not mean that she is depressed or that she is prone to mope, however - in the end she signals that she has given up by laying down and singing a cheerful song to calm herself down, after all. And this only happened because of extreme circumstances, and as she is terrible at learning from her mistakes, before long she will revert to her old, trusting, selfless personality - for better or for worse.
{Other important facts}: Kokoro's name is spelt with k's in the English translation, but as "Cocoro" in the Japanese release. You may see some discrepancies on the wiki, for instance.
About Kokoro's major, at one point in the game it mentions her major is in Sociology, but later on the game also explains she takes Anthropology towards her degree. So I'm going to assume Anthropology is her minor as I said above.
Also, if you need me to expand on anything else involving this ridiculous plot, I will do my best. Since the game was unfinished, the developer's released some Dev's Notes in which the bare-bones plot is explained. It's still confusing and involves a lot of Quantum Mechanics, but I can go into more detail about them if you want.
{First Person Sample}:
[A petite, unimposing woman inches out of the Clock Tower, peeking her puppylike brown eyes slowly around the wood door. Realizing she is in no danger, she takes a few careful steps until the door shuts behind her. Cloaked in a heavy winter jacket, the girl shrugs it off as she steps out of the tower's shadow and looks to the sky. Sunlight. She speaks to no one at all with equal amounts wonder and relief.]
It's so warm...!
[As it's only spring, it really isn't so warm. Still, delighted with her newfound freedom, she laughs. Her lips are frostbitten and chewed and her hands are purple, but none of this seems to matter. She stretches her arms towards the sky.]
Mmm~ Feel that breeze~.
[It's when she finally spots the moon, a bit too large in the sky, that she jumps in surprise. The unfamiliarity of this place begins to dawn on her and she takes a few steps back, surveying the area cautiously. Smoothing out her skirt to make herself presentable, she nervously but politely approaches the nearest person, hiding her frostbitten hands behind her back. Despite everything, she finds the courage to smile.]
Ah... Excuse me...
[She pauses to shuffle in her knee-high boots, understanding she is about to ask a very strange question. Her cheeks regain their colour as she blushes slightly with embarrassment. She'd asked too many of those, recently.]
My name is Kokoro Fuyukawa.
Um... Can you tell me where I am?
{Third Person Sample}:
As the guards had advised her it was a poor idea to leave without a weapon, this place was as good a place to start her search as any. Kokoro had done a perfect circle of Clock Town since then. It was a relief to find that all the sectors connected at the south - it would be impossible to get lost.
Her first stop after gaining her bearings was to eat. As she stood in line for the Soup Kitchen, Kokoro hummed to herself thoughtfully. The man with the masks had said that he needed to leave this place in ten days. She needed to find the thief that stole the mask before then. Was ten days enough time to do so much? Her gaze wandered to the sky - what an odd moon. Surely, nothing bad would happen in such a short time?
Nodding to herself, convinced, she perked up. She'd get the mask back and go home - her real home, not the Shelter Cabin. Certainly if he had said he could bring her back to her own world, the mask salesman could also send her back home. And Yuni, Yomogi, and even Mayuzumi... she could save them, this time. This place was her real second chance.
She accepted her food with a grateful "Thank you!" and took a seat. She ate quickly and determinedly. After swallowing the last of her soup, Kokoro smiled, stretched and took off at a brisk pace.
Here she had food, water, clothing, heat, and ten days.
What was the worst that could happen?
{Questions and comments?}: Should you choose to accept this app OH BOY WHEN DOES THE GAME OPEN :D
{Player Name}: World
{Personal Journal}: I reserved under Kokoro's
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
{Age}: 19
{Timezone}: GMT -7
{Other Characters}: None.
{Optional: How did you find this game?}: Plurk!
Character Information
{Character Name}: Kokoro [first] Fuyukawa [last]
{Character Age}: 20
{Canon}: Remember11: The Age of Infinity
{Canon point}: After the time loop in the "Disaster End" in Ending 17.
{History}: The wiki page is awful and makes no sense. I'm going to try to explain Kokoro's history very simply to supplement this summary. I will only be explaining the history relevant to Kokoro, as the entire game's history is very complex and confusing (and also incomplete - the game company went bankrupt and had to release a largely unfinished product, in which most of the important plot points are left unexplained).
Remember11: The Age of Infinity is a visual novel in the Infinity Series developed by the company KID. It is the third in the trilogy, but is also a stand-alone game in which no prior knowledge of the other two games is required. None of the characters from the previous two games appear or are mentioned in this one.
Kokoro is one of two playable characters. Not much is known about Kokoro's past prior to the beginning of the game. Kokoro is a third-year student with a major in Sociology and (presumably) a minor in Anthropology at Kyumeikan Women's University. Fascinated with discovering the reasons why people act the way they do around others, Kokoro embarks on a research project in which she decides to study a killer named Keiko Inubishi: a young girl with Disassociative Identity Disorder who masacred a dozen or so patients at a General Hospital one night armed only with a pair of scizzors. Kokoro is given a permit to travel to northern Japan and visit the psychiatric hospital "SPHIA" where Inubishi is being held, and takes HAL flight 18.
During the flight, a young 11-year-old boy named Yuni Kusuda takes interest in her. On the flight all by himself, he decides to move seats and sit with Kokoro so he won't be so bored. While the boy is young, he is extremely bright, and Kokoro takes a shining to him immediately. The two become friends, and spend most of the flight chatting with eachother.
Halfway through the flight, the plane encounters a blizzard. The engines fail and flight HAL18 crashes into Akakura Mountain with only five survivors - Kokoro, Yuni, an older man named Seiji Yomogi, a lawyer named Lin Mayuzumi, and another Kyumeikan student, Hotori Suzukage. Yomogi, a very experienced mountain climber, rescues the other four from the wreckage. However, upon discovering that she has an injury, Yomogi leaves Hotori to die, believing that she will only their chance for survival. Kokoro, Yuni, Mayuzumi and Yomogi eventually make it to a shelter cabin on Mount Akakura, where they will spend the next seven days awaiting rescue.
Rescue never arrives. Their supplies depleted, Kokoro, Yomogi and Mayuzumi starve, and then in one last attempt to search for help, are killed in an avalanche. Yuni is the only survivor, who was following far behind them and managed to take shelter behind a tree when the avalanche hit. He is rescued a mere six hours later.
Fast forward two years. Lin Mayuzumi's boyfriend, a young scientist named Satoru Yukidoh, discovers how to manipulate time. He creates a time loop in which it may be possible to rescue Mayuzumi - and, in turn, save Kokoro and Yomogi as well. In order for this to work, he opens a wormhole that allows himself to enter into the past and take over Kokoro's body, so that he can instruct them in how to survive the tragedy. Unfortunately, during the creation of this wormhole, there is an accident and Satoru's memory is almost completely erased. He forgets his plan and is stuck in Kokoro's body in the shelter cabin, confused and disoriented. Another thing he didn't expect was for Kokoro to take over his body during the time that he is occupying hers...
Two years in the future, Kokoro, who had just experienced the plane crash, wakes up in the institution where Satoru works: SPHIA. Not realizing she is in another person's body, she introduces herself as Fuyukawa Kokoro to the main Psychiatrist, Kali Utsumi - only to be slapped across the face. Utsumi's husband was Yomogi, and he died with Kokoro two years ago - Utsumi believes that she is being teased, and gets angry. Confused, Kokoro wanders about the facility in search of other people, and to her great surprise, finds Yuni there. During the creation of the wormhole, Yuni's past self, who just survived the plane crash, was exchanged with his present self - so the survivor of two years finds himself again back at the crash site, and the boy who had not yet been to the Shelter Cabin wakes up in SPHIA. The Yuni at SPHIA is also disoriented, wondering how he got there. Relieved nonetheless, Kokoro hugs him. Yuni asks if a woman named Kokoro also made it to the facility, and when Kokoro announces that she is Kokoro, Yuni gets angry. "There's no use fooling me. Kokoro is a girl!" he says, and presents her with a mirror. Kokoro faints from the shock of discovering she is now a man..
..And wakes up in the Shelter Cabin.
From here on out, Satoru and Kokoro frequently switch bodies. Every once in awhile, Kokoro will be pulled from her body in the shelter cabin and her consciousness will be inserted in Satoru's body, and vice versa. Eventually, Kokoro discovers from a newspaper in the future that she has died in the past. And so using this ability to travel through time, Satoru and Kokoro, and to some extent, Yuni, must discover a way to work together to save the people at the Shelter Cabin and change their fate - despite the fact that Satoru and Kokoro can never, ever meet.
Satoru comes up with an idea to use a notepad in his room to communicate. When Satoru is in his own body, he leaves Kokoro written messages. When Kokoro is in Satoru's body, she responds. At the Shelter Cabin, Kokoro also discovers she had a small voice recorder with her that she was planning to use to record her conversations with Inubishi Keiko, and her and Satoru take turns recording messages to eachother using that method as well.
It isn't long before their switching of consciousness gets them into a lot of trouble. Lin Mayuzumi becomes angry when she hears Satoru, in Kokoro's body, introduce himself as "Satoru Yukidoh" - the same name as her current boyfriend. Mayuzumi, a paranoid woman who witnessed Yomogi leave Hotori behind, makes plans to murder Kokoro and the others. In the other timeline, a hidden assailant makes numerous attempts on Satoru's life - poisoning his food, coming after him with a knife, trying to drown him in the bath. Could it be the murderer Keiko Inubishi, the once-girl now-woman who is also being held at SPHIA? (Kokoro never finds out who it is, though believes it is Keiko. However, she is wrong: the time loop has caused Keiko Inubishi's body to be occupied by Hotori Suzukage's personality, while Keiko Inubishi died in the crash in Hotori's body in her place. Hotori, in Keiko's body, is a kind and harmless woman. The real assailant is a scientist who knows Satoru, and is irrelevant to Kokoro's path).
The swapping of consciousness, and never having the chance to speak face to face, also takes a toll on Kokoro and Satoru themselves. When odd things happen, they blame the other for it. For example, as a result of the wormhole, occasionally other people enter into Kokoro's or Satoru's bodies - people who turn out to be very young children. Not understanding what happened to them or that what they are doing is wrong, they do things such as eat all of the rations in the Shelter Cabin, and stab a resident of SPHIA to death with a knife. When Kokoro and Satoru discover what they think the other has been doing in their body, they turn against eachother and grow suspicious. It is up to the player (who always plays as only one character the entire seven day cycle, with only one perspective each playthrough, either Kokoro's point of view or Satoru's) to trust the other personality and discover a way to survive.
With their efforts combined, Kokoro and Satoru can, eventually, discover ways in which the Shelter Cabin residents can be saved. However, that is not the ending that I am taking Kokoro from. It is discovered that if they fail or are killed, they will wake up at the beginning of the seven-day cycle: the wormhole has actually become an infinite time loop a la Majora's Mask. If either one of them dies (ex. they are killed by Mayuzumi or Satoru's assailant), their memories of the previous cycle are erased, and they must start again until they can make the correct decisions. If they merely fail and the seventh day comes to an end in which there is no hope, the cycle resets and the two of them get to keep their memories from the previous cycle.
There are over 33 endings to Remember11. I will be taking Kokoro from Ending 17, in which she fails to find a way to save the Cabin Residents, but does not die, and is planted at the start of the loop once more. This ending is bleak: Kokoro loses hope, and the game ends with Kokoro laying down in the snow on the First Day and singing madly to comfort herself... insinuating she has given up trying to be saved.
{Personality}:
Kokoro is kind, honest, and altruistic to a fault. She is meant to represent the Anima in Jungian Psychology, the feminine archetype of the unconscious mind. Her name means "Heart," indicative of her warm and impulsive personality. She is the foil to Satoru's intelligent and analytical character. Kokoro refers to herself as an idealist who prefers to choose the romantic or hopeful option, such as choosing to believe in the existence of a loving God and a life after death over the choice that one may not exist. She is cheerful, polite, creative, and has a significant silly streak (such as jumping on and cuddling with Yomogi when he least expects it just to cheer him up, and loudly complaining when she's expected to use the bathroom in Satoru's body). She believes there is good in everyone and anything bad that happens from their words or actions is just a result of pressure from the environment. Throughout the game, Kokoro can be given the chance to warm up to even the cruellest of characters - such as Mayuzumi, who hates her. When the four shelter cabin residents begin to fight over who should manage the food, Kokoro can choose between herself, Yomogi or Mayuzumi. If Kokoro chooses herself, she mentions that she did so because she wants Yomogi not to feel so stressed and have one less burden taken away from him. If Kokoro chooses Mayuzumi, Kokoro insists to the others that she trusts and believes in her, and that Mayuzumi wouldn't betray her, despite the fact that Mayuzumi is actually already plotting to kill her. If Kokoro chooses Yomogi, Yomogi insists that Kokoro do it because she has inspired him into believing that they can pull through. Even if Kokoro eventually dies from freezing or starving to death, she claims that she was surrounded by blessings her whole life, and welcomes death. Finally, when Mayuzumi has a panic attack on Day 7 because she realizes she is going to die, Kokoro comforts her, hugs her, and has a long conversation with her to soothe her. She even goes so far as to pretend that Satoru has taken over her body (when he really hasn't at that point) so that Mayuzumi and he can have one last chance to talk. Mayuzumi, of course, realizes that Kokoro is only acting, but thanks her for her kindness nonetheless.
But because of her blind trust in others, she is also oblivious and very easy to mislead. Mayuzumi and Yomogi frequently take advantage of Kokoro's kindness to harm her. For example, should Kokoro entrust Mayuzumi with the food, Mayuzumi may eat it herself. If Yomogi is too stressed and he snaps, if Kokoro trusts his judgment completely and does not intervene, Yomogi will kill the others and try to take advantage of Kokoro sexually. Even when they run out of food and everyone believes Satoru ate the rest of the rations in her body, Kokoro decides that there must have been a reason for it and Satoru would never do anything to hurt them on purpose. Alternatively, if Mayuzumi eats the food, Kokoro will plead for Yuni and Yomogi to forgive Mayuzumi because she realizes Mayuzumi is terrified of dying. If this happens, near the end of the game, Mayuzumi will insist that there is civilization down the mountain despite what Yomogi said. Kokoro can be convinced by her, as she does not learn well from her mistakes, and the two girls will run into the blizzard to their deaths.
Kokoro is inquisitive, never turning down an opportunity to learn more about a person or place. She loves people, and will always attempt to get to know a person better regardless of whether or not they like her. While she is a clever university student, she isn't very intelligent per se, as she prefers to rely on gut feelings and instinct rather than thinking things through. At the end of the game, Kokoro has a gut feeling that a supply crate might have been dropped for them when a helicopter flew by. She ventures out for hours in a terrible blizzard, wasting previous energy, and suffering extreme frostbite as a result- and she was wrong. There was no supply drop. Worse still, the others may follow her out of concern or suspicion, and they are all killed by the cold because of her mistake. In her grief, Kokoro may also be driven to suicide, acting on the impulse to kill herself when the others die because of her.
And yet, Kokoro is also very brave and altruistic. Honestly believing that there may be a supply drop nearby, she ventures out into a raging blizzard in the name of saving her newfound friends without a second thought. During the plane crash, she shields Yuni's body with her own, praying to God that even if she dies, Yuni will be spared. In Satoru's body in SPHIA, Kokoro bravely fights the assailant after Satoru's life, unarmed, without screaming or breaking down. Even Satoru is impressed with Kokoro's nerve, as he thanks her in a note for standing her ground and being so brave during a problem that should have had nothing to do with her. If trouble brews and Mayuzumi begins to attack, Kokoro will always jump in front of Yuni and protect him above all else. And when Mayuzumi lifts an axe above Kokoro's head, Kokoro does not fight her and only looks Mayuzumi in the eye - because she bravely decides that Mayuzumi is better than that and will change her mind. During a scene where Yuni faints from cold and someone must carry him to safety, Kokoro can volunteer - and may die from the overexertion.
Finally, because Kokoro is coming from Ending 17, at first she may approach things with more caution than her normal Day 1 counterpart. During Ending 17, she is pushed so far as to give up on herself, and so may begin to doubt her own abilities. She has begun to realize her own faults, and may think twice before betting her life on something. This does not mean that she is depressed or that she is prone to mope, however - in the end she signals that she has given up by laying down and singing a cheerful song to calm herself down, after all. And this only happened because of extreme circumstances, and as she is terrible at learning from her mistakes, before long she will revert to her old, trusting, selfless personality - for better or for worse.
{Other important facts}: Kokoro's name is spelt with k's in the English translation, but as "Cocoro" in the Japanese release. You may see some discrepancies on the wiki, for instance.
About Kokoro's major, at one point in the game it mentions her major is in Sociology, but later on the game also explains she takes Anthropology towards her degree. So I'm going to assume Anthropology is her minor as I said above.
Also, if you need me to expand on anything else involving this ridiculous plot, I will do my best. Since the game was unfinished, the developer's released some Dev's Notes in which the bare-bones plot is explained. It's still confusing and involves a lot of Quantum Mechanics, but I can go into more detail about them if you want.
{First Person Sample}:
[A petite, unimposing woman inches out of the Clock Tower, peeking her puppylike brown eyes slowly around the wood door. Realizing she is in no danger, she takes a few careful steps until the door shuts behind her. Cloaked in a heavy winter jacket, the girl shrugs it off as she steps out of the tower's shadow and looks to the sky. Sunlight. She speaks to no one at all with equal amounts wonder and relief.]
It's so warm...!
[As it's only spring, it really isn't so warm. Still, delighted with her newfound freedom, she laughs. Her lips are frostbitten and chewed and her hands are purple, but none of this seems to matter. She stretches her arms towards the sky.]
Mmm~ Feel that breeze~.
[It's when she finally spots the moon, a bit too large in the sky, that she jumps in surprise. The unfamiliarity of this place begins to dawn on her and she takes a few steps back, surveying the area cautiously. Smoothing out her skirt to make herself presentable, she nervously but politely approaches the nearest person, hiding her frostbitten hands behind her back. Despite everything, she finds the courage to smile.]
Ah... Excuse me...
[She pauses to shuffle in her knee-high boots, understanding she is about to ask a very strange question. Her cheeks regain their colour as she blushes slightly with embarrassment. She'd asked too many of those, recently.]
My name is Kokoro Fuyukawa.
Um... Can you tell me where I am?
{Third Person Sample}:
As the guards had advised her it was a poor idea to leave without a weapon, this place was as good a place to start her search as any. Kokoro had done a perfect circle of Clock Town since then. It was a relief to find that all the sectors connected at the south - it would be impossible to get lost.
Her first stop after gaining her bearings was to eat. As she stood in line for the Soup Kitchen, Kokoro hummed to herself thoughtfully. The man with the masks had said that he needed to leave this place in ten days. She needed to find the thief that stole the mask before then. Was ten days enough time to do so much? Her gaze wandered to the sky - what an odd moon. Surely, nothing bad would happen in such a short time?
Nodding to herself, convinced, she perked up. She'd get the mask back and go home - her real home, not the Shelter Cabin. Certainly if he had said he could bring her back to her own world, the mask salesman could also send her back home. And Yuni, Yomogi, and even Mayuzumi... she could save them, this time. This place was her real second chance.
She accepted her food with a grateful "Thank you!" and took a seat. She ate quickly and determinedly. After swallowing the last of her soup, Kokoro smiled, stretched and took off at a brisk pace.
Here she had food, water, clothing, heat, and ten days.
What was the worst that could happen?
{Questions and comments?}: Should you choose to accept this app OH BOY WHEN DOES THE GAME OPEN :D