Let's Play Corpse Party if PAST END Part 3: Psyche-d out!
(gods, that title is lame -.-') ... Huh? OH! Right ... *ahem*
With a wheel in hand, we can progress past two fire doors blocking our way to the last area of the school. And because Akari is a klutz, make sure you have a way to lock the gears in place. After that, there's a puzzle to get rope that is rather annoying in how you're supposed to solve it. I mean, we've already had a room that locks you in and forces you to game over, so why wouldn't you think the same happens here? Anyway, with the rope in hand, we can finally get to the last area, where like in the original, Akari needs to save Yoshiki from his own psyche. And it is here that we have yet another one of those trapping rooms. Seriously, point me toward the guy who thought making trapping rooms required for progression was a good idea in a game where early on a trapping room results in a game over. (;¬_¬)