Protagonist (Menagerie II: Presentable Liberty)

The protagonist of Presentable Liberty is never seen, but is referred to as a male in one of Doctor Money's letters. He is forced to be locked inside of a "prison cell" which is revealed to be an elevator room inside a multi-story building in the standard ending. He receives things from the 4 people who send letters to him: a poster, 5 confetti poppers and 5 video games, installed in Doctor Money's Portable Entertainment Product (abbr. PEP) from Mr. Smiley, a poster and a cake from Charlotte, a poster, a table and a "little bug friend" from Salvadore, and a poster from Doctor Money.

If he opens the cell door after Doctor Money tells him not to, he will find a displaced elevator button in the same floor inside the corridor, attaches the button on the broken wire in the room, closes the door and operates the elevator, reaching the ground floor and escapes the building. He will shortly find Charlotte's pastry store only to find her dead behind a locked door, leaving him a last letter to read.

If he decides to stay inside the cell for 30 seconds without opening the door after Doctor Money tells him not to, he will explain that the protagonist was innocent for being in jail, chosen by him to be immune to the virus, therefore was injected with a shot after being imprisoned (it may date back before the start of this game), which turns out to be a working antidote not released in public. As a result, his organs will be the world's most sought-after resource. The protagonist dies later after clearing all games in PEP, in the 17th day of imprisonment, never hearing from Salvadore, Mr. Smiley and Charlotte again, and supposedly killed by Doctor Money, and his organs are extracted for sale.

Unanswered Questions
There are several of these in the game that have yet to be explained, and are not questioned.
 * How did Charlotte find your address?
 * How did the letters get to you before the people?
 * Considering the fact that Salvador's letters said the building is locked.
 * Was any of it real?
 * It depends on perspective. It could represent multiple ideas, such as the crippling depression of loneliness, or how "video games" separate a large number of kids from reality, or how you have problems (not literally) you want to talk about but the people you can talk to are "strangers" to you).