[It won't be difficult to find Battler after the trial, if Vriska so chooses. He's standing out on the beach, staring up at the darkening sky. It's been a dramatic day, so apparently he's choosing to end it by being dramatic himself.]
[So everyone's having lots of fun with these hallucinations, aren't they? After he's done arguing with people who aren't actually there, Battler tries to get himself together a little and decides to seek out one of his fellow Sirens. Maybe there's something that needs to be discussed about tonight? Or something?
As soon as he lays eyes on Fie, though, all thoughts of secret murder club discussions leave his head. He stops and stares, transfixed by what he's seeing.]
[Once the meeting is over and the Sirens start making their way back from the hidden hut, Battler pauses for a while near the end of the path. He's got a piece of paper in his hand and is staring at it, expression a mixture between sadness and determination.
He might be a little distracted, but now might be a good time to approach him for a private chat before everyone returns to the village.]
Memory: "That bastard can't escape this island until tomorrow either...!" [ep1] (Significant Negative) Game: Love stories for Morgan and the Green Knight (not played) Day: 260 Form: A candied apple. 5/6 uses left.
Memory: Blue machine gun to counter the red sword [ep4] (Significant Neutral) Game: Treasure hunt with Peter (not played) Day: 255 Form: A small golden treasure chest, palm-sized. Open the chest to receive your memory. (Untaken)
Memory: A proper wedding [ep6 Tea Party] (Significant Positive) Game: Anon confessions (not played) Day: 251 Form: A brightly coloured party cracker marked with a giant red WARNING!! label. You will need a friend or teammate to hold one end while you pull on the other—resulting in a shared memory. SURPRISE! (shared with Roxas)
Memory: Beatrice's funeral [ep7] (Significant Negative) Game: Cats and dogs and hot dogs (not played) Day: 249 Form: Condiment packets; each labeled and with a little dotted curve on the corner that says ‘TEAR ME.’ One is KETCHUP, one is MUSTARD, and one is RELISH! You have to eat the entire packet to get the memory. 2/3 uses left.
Skill: NEVER GETTING TOO WET EVEN IN THE MIDDLE OF A TYPHOON?? Game: Castle defence with Hansel and Gretel (Not played) Day: 244 Form: A slice of bread. It's a little stale, but edible.
THE POWER OF NARRATIVE CONVENIENCE. Umineko characters run around in the rain a lot, but no one ever gets too wet. Fancy clothes and papers carried in pockets don't get ruined, there's never any mention of anyone needing to dry down with a towel or change clothes, ridiculous birdlike hairstyles retain their form immediately after stepping inside. It's not immunity to getting wet by any means, simply a guarantee of staying pretty and cozy.
Memory: Making games is almost as hard as reviving witches [ep6] (Significant Negative) Game: Cassandra's Winter Wonderland Day: 230 Form: A box of three christmas crackers! Pop a cracker to receive a memory. 2/3 uses left.
Memory: First Twilight and Detective's Authority [ep5] (Trivial Negative) Game: Nimue and Odile's argument game Day: 228 Form: A miniature goblet, with a slightly less miniature glass vial. Fill the goblet and drink to receive your memory. 2/3 uses left.
Skill: ~Proper behavior for a high-class gentleman~ Game: Chance's polls and booster tasks Day: 227 Form: A foil-wrapped chocolate coin stamped on both sides with a sheaf of wheat.
Pretty much what it says on the tin! Along with things like which fork to use with which dish and an extra infusion of awareness on politeness and tact, this also includes knowledge of the Ushiromiya family's traditions: the order of succession, who's allowed to wear the family crest and who isn't and so on.
Battler is pretty rusty with most of the stuff in this skill due to six years of disuse and won't bother with it most of the time anyway because a)wow who gives a crap and b)wow his family's traditions are total bullshit