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THERE IS NO NIGHTMARE IN DAYBREAK. THE CITY IS ABSOLUTELY FINE. PLEASE FORGET THAT IT EVER EXISTED.

Weird and Unfortunate Things Are Happening is an RPG by Unity RPG. The game uses RPG Maker VX Ace as its engine. After five years of development, the game was released on October 19th, 2020. A Steam version of the game was released on February 6, 2023, with a store page here.

Alicia Copeland is a psychic, but doesn't make a big deal out of it. It mostly just means she sees weird monsters sometimes, and can shoo them off. But her beloved niece Dorothy "Dottie" Borders is starting to come into her own psychic powers, and Alicia makes a promise to always support and be there for her, since nobody in her family believed her when she was growing up.

And then suddenly, the town Dottie lives in disappears off the face of the earth. Daybreak has never existed, at least, to everyone except Alicia. She finds her way inside the erased city, pulled into the extradimensional Vedim Space, which is now full of monsters as well as the mysterious forgotten deities who call themselves Evocations- the inhabitants of the Derleth Expanse- and who are binding themselves to humans.

Alicia encounters an Evocation named Elothu the Patient, who explains that he is an Outer Evocation, a.k.a the kind who are friendly to humans, and that the ones responsible for Daybreak's disappearance are the Inner Evocations. He decides to help her find Dottie and binds himself to her. Along the way, she teams up with Miriam Goodwin, a jerkish, gun-toting secretary who just wants to find her way out, and Lamar Arlington, Dottie's kind teacher who wants to protect as many people as he can. Together, they must venture through Daybreak and Vedim Space, fighting the forces of the four Inner Evocations in order to save Dottie from being used for their mysterious and fiendish plan.

The gameplay is a mix of typical RPG mechanics and Survival Horror- unlike most RPGs, supplies like healing items are very limited, forcing you to ration out the ones you do find. The local merchant only sells weapons and armor- and you do not get money from battles, only obols (coins that serve as the currency of the monster world). In addition, instead of Random Encounters, the game has an “encounter bar” that fills up for every step you take- a battle initiates when it is full (later areas also have Pre-existing Encounters). And because the entire game takes place in Daybreak and the dimensions it has fused with, there are no safe towns to run to. This all combines to create a tense experience where you are constantly on your toes and have to watch your every step (though you can adjust the difficulty at any time if you find it too hard).


This game provides examples of:

  • Absurdly High Level Cap: The game's level cap is 99, but you won't even reach half that by the end of the game. Even going through the Bonus Dungeon will only add about 10 or so levels if you're battle happy.
  • Accidental Murder: Right before the boss fight of Atkinson Middle School, the party learns that the various vines they had to destroy in order to reach Queen Inez contained the souls of the children she abducted. The humans are aghast to learn this, while the Evocations are told to shut up when viewing things pragmatically.
  • Action Girl: Three of the party members are women fighting off eldritch monsters in a near-abandoned town:
    • Alicia, with bats and Psychic Powers.
    • Miriam, with guns.
    • Dottie, with knives. Though her true area of expertise is her psychic prowess and versatility.
  • Alien Invasion: Overlapping somewhat with The Legions of Hell, the inhabitants of the Derleth Expanse, led by the Inner Evocations, have taken over the city of Daybreak and turned it into a pocket dimension, intending to turn it and all of Earth into a copy of their destroyed homeland. Luckily, the Outer Evocations, Zlonyth, and some friendly Derlethians are also there to aid the heroes in fighting back, though the Outers seem to have their own wicked agendas for Earth.
  • Aliens Speaking English: The extra-dimensional inhabitants of the Derleth Expanse, ranging from lowly monsters to the full-blown eldritch gods called Evocations, are fully capable of communicating with the humans of Daybreak. They have their own language as well, but it's a Cipher Language with a direct translation to English letters, plus a handful of cyphers that correspond to certain words.
  • Anaphora: The Makyo Superboss, the Progressive Nautilus's Badass Boast talks about itself. "I":
    I am progress... I am decay... I built the past... I will destroy the future... I am a pelagic marine mollusk of the cephalopod family Nautilidae... AND I WILL CONSUME YOU!!!
  • Animate Inanimate Object: Multiple different kinds:
    • Point and Clicks (Animate computer mice)
    • Mystic Books, books that fly.
    • Flying Toasters
  • Anti-Grinding: If the player fights enough battles in an area, the encounter gauge will turn yellow and fill more slowly. Subverted when the clinic introduces alarm robots, who can summon an enemy team on contact and respawns when the player reenters the room.
  • Apocalypse How: A smaller scale regional example, but near total extinction within it; Alicia arrives in Daybreak only a few hours after it disappeared, but most of the town is already dead, kidnapped, or transformed beyond recognition.
  • Arbitrary Skepticism: From when Alicia first encounters Miriam:
    Alicia: You're okay with the crazy monsters and the city being all messed up, but you can't deal with psychic powers?
    Miriam: ... Point.
  • Bait-and-Switch: Miriam initially seems to be the Badass Normal of the party, a staple of games influenced by EarthBound, until she bonds with Farduon the Scourge and gains psychic abilities in her own right.
  • Batter Up!: Alicia, uses bats to attack.
  • Big Bad Duumvirate: The four Inner Evocations- Ailtur the Noxious, Moror the Voracious, Chagora the Enraged, and Phritotch the Unknowable- are the entities who turned Daybreak into a hellhole pocket dimension and kidnapped Dottie in order to use her powers to revive their mother, Xelanyel the Matriarch, and turn the planet into a copy of their ruined home Derleth. While Phritotch is officially their leader, they act more like equals, with the other three having a lot of autonomy and being willing to disobey her orders.
  • Boss-Altering Consequence: The hardest-to-reach ending, based on travel time, and its resultant boss, can be seen by getting to the end of Makyo, then turning back just before the last boss of the area and going on the path to the normal end. The normal end boss fight progresses like normal except that there's another phase involving information from the revelations given in the ending from completing Makyo instead.
  • Boss Rush: Uniquely, the Final Boss is essentially this; the four Inner Evocations will take turns possessing Xelanyel and will use the same attacks they used against you in their first fights, before Xelanyel swallows them all and transforms into an unstable monstrosity with original attacks for the final phase (or, in the third ending, is possessed by the Firstborn).
  • Blob Monster: Slimes and their variants:
    • Slimes
    • Wretched Blobs
  • Breaking the Fourth Wall: One NPC in Makyo says this:
    Why aren't the characters reacting to any of this crap? Is all of this even canon!?
  • Brutal Bonus Level: Makyo, only accessible after beating the game. Enemies and bosses that lurk there are far more powerful than anything else, there are five long floors to wade through, the area is very maze-like, and the encounter bar never turns yellow (Random Encounters happen when the encounter bar fills up with each step, and when it turns yellow, it fills up slower- but not here). And of course, it is home to one of the game's Superbosses. Even the in-game NPCs warn you not to go there.
  • Cap: The inventory stack on items are capped at 50, and any above that simply disappear. Not that you're likely to ever have this happen since inventory items are so limited and never sold at shops.
  • Cast from Hit Points: Alicia's Basic skills beyond her basic Bash, whose costs are written in orangey-yellow text, unlike the Psychic skills, which use blue for their numbers and consume PSI.
  • Cooldown: In addition to PSI or HP costs, some specific powerful abilities also have cooldowns to offset their utility or low cost.
  • Cosmic Horror Story: Hoo boy, where to start? An invasion by a group of beings from another dimension? The fact that such beings have power that is so immense that the only reason the heroes have any chance against them is that another group of beings is empowering the heroes? Or maybe the fact that the ending implies that the same beings empowering the heroes have sinister designs for Earth and have just successfully removed the only beings that might have opposed them? Despite the cartoonish art style, this is very much a tale of cosmic horror.
  • Counter-Attack: Alicia's Batting Stance applies a buff that allows her to counter physical attacks while drawing them in, while Miriam has an innate passive that gives her a chance to counter as well.
  • Cypher Language: Some of the NPC "denizens" encountered speak one of two symbol-based languages instead of regular text, but each symbol corresponds to an English letter and it's possible to decipher what they're saying. A code that just turns all the text to English is the reward for fighting the Final Boss and continuing your save file.
  • Dark Reprise: The first main battle theme is a peppy tune that plays during Random Encounters and other normal fights. The version that plays when the party fights Amethyst is a slowed-down and somber version that functions as Sad Battle Music to reflect the fact that the enemy is a Tragic Monster.
  • Déjà Vu: If the player chooses to continue playing after beating the Final Boss, Alicia will be shown entering the final hub area with the strange sensation that she's already been there before.
  • Developer's Room: Finding the Left and Right Triangles and seeking out a hidden room in Makyo allows you to open a secret door leading to Neo Vinclum. It's loaded with Bragging Rights Rewards, references to the rpgmaker.net community, and a heartfelt message from Unity RPG thanking the player for being so diligent in their completion of the game.
  • Disc-One Final Dungeon:
    • City Hall and the Playroom, two dungeons that alternate between each other, are this from the perspective of the heroes, who believe that their journey will end once they save Dottie from there and beat up Mayor Trautman. However, the player is aware that Phritotch is the real leader of the Inner Evocations and will still have to be fought afterwards.
    • The Temple of Rebirth sure has final dungeon vibes, with otherworldly architecture, new battle music, and all sorts of creepy enemies. However, once you clear it, after a quick detour you end up in the real final dungeon, Uratheul. It has all of the above from the Temple of Rebirth alongside insane length.
  • Dramatic Irony:
    • Throughout the third arc, the party believe that Mayor Bryan Trautman is the Big Bad and final enemy, and that their journey will end once they defeat him and rescue Dottie. However, cutscenes prior make it clear to the player that "Bryan" is being possessed by Chagora the Enraged, who is himself The Dragon to Phritotch the Unknowable.
    • A more tragic example happens in the same arc, as one of the bosses is Amethyst. To Alicia, Miriam, and Lamar, Amethyst is just another monster to be defeated, but the player knows that Amethyst is a sympathetic character and Tragic Monster who bonded with Dottie, whom the party is trying to rescue.
  • Dunce Cap: The Dumbass Ghosts wear such caps, "DUNCE" being written from the tip to the bottom.
  • Earn Your Bad Ending: What do you get for clearing the super difficult Brutal Bonus Level Makyo, which includes trekking down 5 large floors, fighting super strong enemies, and beating one of the game's hardest bosses? A glorified Game Over where you release The Firstborn, who wipes out the Inner Evocations along with the rest of the Earth.
  • Eldritch Location: Vedim Space and the Derleth Expanse, being extradimensional, and if you try to flee the Expanse away from the direction the plot is going, you basically run in place.
  • Endgame+: After beating the final boss, a voice implied to be Zlonyth asks you if you are satisfied with the journey or if you would like to be taken just before the Final Boss. Do so and Alicia has a bit of Déjà Vu, but also the Hell Key, which is needed to open the way to Makyo, becomes available.
    Perhaps you wish another round, an opportunity to try your hand against the Matriarch, the final fight, another time. Perhaps instead, you feel there is some missing item you should try to track down right before that final fight. All these goals can be accomplished: Simply say the word and I can take you back, with all you've gotten, to that final fateful time. Skills and levels, stats and powers, restored items: in your prime.
  • Eyes Do Not Belong There: Mystic Books have an eye in the center of their open pages, trees in Vedim Space are covered in eyeballs, and various other items and location fixtures have random eyes.
  • Failed a Spot Check: The party makes it to Dottie's house, only to find it's empty. When they run into Viola and Erick, the two remind them that today is a school day, so Dottie would have been at school the moment the Derleth invasion started.
  • Faux Furby: The Fearby enemy is a Furby-like creature with big feet and worm-like tentacles sticking out.
  • Foreshadowing:
    • Upon first meeting her, Sadie expresses her support for Mayor Trautman, claiming that he has done “wonderful” things. This seems weird until she is revealed to be Phritotch, who Trautman was allied with, possessing Sadie.
    • At an early point, Sadie mentions having lost her mother and how in pain she is from it. This takes on a whole new meaning later on- turns out that wasn't Sadie talking about her human mom, but Phritotch taking about Xelanyel, and the entire plot is being driven by her desire to bring her mother back.
    • In City Hall, one of the notes describes a "dark place in the Expanse, an underworld of lost souls that holds a path to an even greater darkness". Said place is Uratheul and Makyo, The Very Definitely Final Dungeon and Brutal Bonus Level, respectively.
  • Fire and Brimstone Hell: Subverted with Uratheul, the local Planet Heck (or one-half of it, anyway). The party is expecting it to be this, but when they enter they see a watery, dull, and somewhat pretty wasteland. They even lampshade the subversion.
    Dottie: Is this Uratheul? It looks kinda pretty.
    Miriam: I was expectin' more fire and brimstone.
  • Flavor Text: Most items and some skills have small bits of text describing them.
  • Good Wings, Evil Wings: The Animate Inanimate Object enemies known as Mystic Books have pairs of bat wings.
  • The Gunslinger: Miriam, a former secretary, uses guns to shoot monsters.
  • Gradual Regeneration: The Devil Charm, which gives 5% HP regeneration per turn. Flavor Text:
    A devil mask for a costume party, touched by a higher being.
  • Honest Axe: One of the Fools Spaces has you drop a broken key in a pond, upon which a fairy will ask if you dropped the broken one or shiny golden one. Naturally, choosing the broken one gives you a fully-repaired Fools Key while lying gives you nothing. Similarly, throwing in Alicia's starting bat, "Margaret," and answering truthfully will result in a stronger version of the weapon.
  • Idiosyncratic Difficulty Levels: Dream-related titling, as seen here, from easiest to hardest:
    • Daydream: "I just want to relax and enjoy the weird and unfortunate events."
    • Lucid Dream: "I like how things have been so far. Don't want it super hard."
    • Bad Dream: "I'd like a bit more challenge, please. That'd be cool."
    • Nightmare: "Basically, I'm not happy unless I'm at a constant risk of death."
  • Interchangeable Antimatter Keys: Fool's Keys, whose description is clear about them being Reduced to Dust on use:
    Can open a secret chest, but will turn to dust afterwards.
  • Life Meter: Both player characters and enemies have them:
    • The player characters' can be seen in battle, with current Hit Points enumerated at the right edge of the bar, and also outside battle, in the status menu.
    • The enemies' are seen when they take damage, and when being selected as the target of skills. There are only a few who don't have a bar- the late-game boss William, the Final Boss Xelanyel, and two of the Superbosses, the Progress Nautilus and Cephtil.
  • Little Miss Badass: Dottie is the youngest out of the 4 party members by far, but she's still easily able to hold her own alongside the others. Her psychic powers are so potent, she's the only human capable of dealing Eldritch-type damage.
  • Lotus-Eater Machine: Vinclum, the dream realm that the party is briefly trapped in after defeating Phritotch acts as one.
  • Marathon Level: Both The Very Definitely Final Dungeon and the Brutal Bonus Level are this:
    • Uratheul is a giant realm split into a hub area and five-interconnecting mini-dungeons, each of which is big enough to be a dungeon in their own right, and each one contains a boss. In addition, it also houses an optional mini-dungeon where you can collect Fortune Tickets. Add the short, two-room entrance with enemies and the path to the Final Boss and you have a massive area fit for a finale.
    • Makyo is, like the above, split up into five mini-dungeons, but this time they are connected linearly. While there are fewer bosses, the enemies make up for it by being the toughest in the game. This will ensure your trek takes a while.
  • Meaningful Name: Makyo, the Brutal Bonus Level and Hell equivalent, is named after the Japanese word for "realm of demons/monsters".
  • Mood Whiplash: In the Playroom, one of the bosses is Amethyst, a Tragic Monster with Sad Battle Music. If the boss is almost depleted of HP but is still alive, an Apharligg pops up out of nowhere and finishes her off, then attacks the party as a much more ominous and creepy soundtrack plays.
  • Multiple Endings: There are three.
    • The normal end can be achieved by simply beating the game as normal. The Inner Evocations successfully revive their mother, Xelanyel- but it turns out she does not actually want to hurt humans, so they have to possess her to make her do what they want. After the subsequent battle, they are all devoured by Xelanyel, who dies again. Vi and Erick are unable to leave as they are undead, so Zlonyth decides to take care of them. The heroes and survivors escape Daybreak, but it has vanished from existence, so they elect to find a new life. The Stinger then reveals that Elothu, Ginyagu, and Isanir may have been using the heroes all along for their own plans.
    • The second ending is seen in the Endgame+, by beating Makyo. With the seals broken, the Firstborn is unleashed and promptly destroys Daybreak, the Inner Evocations, and the entire planet.
    • The third ending can be seen by getting to the end of Makyo, then turning back just before the last boss of the area and going on the path to the normal end. Everything goes as before until the Firstborn possesses Xelanyel and becomes the True Final Boss. After her defeat, the ending goes the same way it did before, but in The Stinger, the Firstborn shows up and asks the Outers what they are planning.
  • My Name Is ???: Unnamed people are called "???" until their names are given, and just black silhouettes, until identified fully. Except for the Evil Mask enemy and the Firstborn, who are never identified by actual names.
  • Nightmarish Nursery: The Playroom, aka the Best Place Ever, is a gigantic nursery-like pocket dimension in Vedim Space that Mayor Bryan Trautman created for his daughter Nancy, and Dottie winds up there when trying to escape his cult. It has giant disembodied doll heads, blocks that spell out LOVE and HATE, Creepy Doll NPCs who mindlessly repeat that this is the Best Place Ever and speak glowingly of it to the point of obsession (and are implied to have once been human beings transformed into dolls), and an unsettling soundtrack with an Ominous Music Box Tune. Also, it's tended to by a creepy Flying Face called the Fun Eater who's idea of a fun game is "How crunchy are you".
  • Not in Front of the Kid:
    • When Alicia finally reunites with Dottie, she briefly censors herself.
      Miriam: (about Elothu) Hey now, Stringbean, you're not gettin' soft on this guy, are you?
      Alicia: I mean, I have a lot more respect for him, but he's still just a little bit of an a-
      Dottie: ???
      Alicia: ...A butthole.
    • A little later, Miriam does not bother to do so, which briefly sets Alicia off.
      Miriam: (to Dottie) Yeah, if you die that'd make all that shit we went though pointless, got it?
      Alicia: MIRIAM! Language!
  • Number of the Beast: Cephtil, the Superboss of the Developer's Room that fights alone, drops 66666 EXP and 3 Prism Pellets.
  • The Old Gods: Evocations are deities so old they've mostly been forgotten, and fall into the Anthropomorphic Personification style of the trope, with each loosely embodying a form of emotion. There's also a divide between the Inner Evocations and Outer Evocations, with the latter viewing the former as slobs who think nothing of consuming humans, while the Inners view the Outers as snobs.
  • Percent-Based Values: The health recovery consumables, but they also have a fixed component as well:
    • Health Drink: "Heals 15% of health +30."
    • Med-Kit: "Heals 30% of health +60."
    • Stellar Vial: "Heals 25% of health +50 to your entire party."
  • Planet Heck: The game has three examples:
    • The Temple of Rebirth, the Disc-One Final Dungeon, is technically this since it was originally located in Makyo, which is one half of the Hell equivalent, until it was ripped out and placed onto Daybreak by the Inner Evocations. It certainly has a ghastly look of a place straight from hell and has some creepy, flesh-like statues and murals.
    • Uratheul, The Very Definitely Final Dungeon, is the Derleth Expanse equivalent of Hell, said by Elothu to be where "condemned miscreants" are imprisoned. While not quite a Fire and Brimstone Hell, it is a rather eldritch-looking place with five sections- a creepy church, a womb-like area, an enchanted forest, and two strange maze-like areas. It also houses the toughest enemies in the main game.
      Isanir: Remain vigilant, humans. You have no idea what lurks in this domain.
      Elothu: Indeed; whatever aesthetic pleasantness you may personally derive from it, this is a place of great import. To be sure, it is not one I would willingly set foot in. Those within are either the descendants of those assigned here by the ancient canonicate or condemned miscreants.
    • Makyo, the post-game Brutal Bonus Level available after beating the Final Boss. It lies under the aforementioned Uratheul, holds the strongest enemies in the game, is a slow descent down five massive floors, and is even being used to imprison the local Satanic Archetype, the Firstborn. Lore-wise, it was actually the original Hell, but the Firstborn was so powerful and dangerous that Makyo, the first Hell, was repurposed solely to seal it away, while Uratheul was built above it as a second Hell to move all the displaced prisoners of Makyo who needed to be evacuated.
  • Portal Painting: "Unforseen Encounters" in the Art Museum contains a Fool who will teleport the party to a Retraux classic JRPG overworld with a few mini-dungeons.
  • Post-Final Level: After the long trek through Uratheul, the finale takes place in the now-transformed Daybreak, an area consisting of six rooms with NPCs but no enemies, and the seventh room where the final battle takes place.
  • Puberty Superpower: Alicia's psychic powers, as she started seeing things that weren't there for other people, when she hit puberty; it also ends up happening to Dottie around a year before the game starts.
  • Punny Name: Some of the enemies:
    • Healicopter: A healing robot, which has a helicopter propeller.
    • Cephalopup: A dog's head on-top of a octopus / Cephalopod body. But it's also a dog-for-cat twist on the fellow Mix And Match Critter, the Octocat, when people turn the "-pus" of "Octopus" to be "puss" another way to refer to cats.
  • Pre-existing Encounters: In Vedim Space, monsters appear on overworld, and some of them are placed so they're avoidable.
  • Pure Energy: Treated as a special type of PSI damage. It's effective against Spectral enemies, but unique in that no enemy can resist it.
  • Random Encounters: In Daybreak, combat happens randomly, without contact with visible monsters on the overworld, where it's Justified by them invading from extra dimensions. However, it's played with in that the encounters aren't truly random- rather, an "encounter bar" is slowly filled up with every step you take until it's full, upon which a battle starts. Once enough battles have passed, the bar will turn yellow and fill up more slowly (except in Makyo, where it always stays red).
  • Ret-Gone: The town of Daybreak; the entrance to the town disappeared and taxi drivers have no knowledge of it. Only Alicia remembers. In the ending, the four party members and some other characters make it out, but it's too late to save Daybreak- Lamar in particular notes that it'll be hard to find work with a "Daybreak-sized hole" in his resume.
  • Ripple-Effect-Proof Memory: Alicia, for Daybreak, who remembers that it exists, even though for everyone else, it's been Ret-Gone.
  • Sad Battle Music: The battle against Amethyst, a Tragic Monster who has been developed as a very sympathetic character, has a slowed-down, somber version of the first main battle theme as the soundtrack.
  • School Setting Simulation: Atkinson Middle School, the second major area. Alicia has to find her niece Dottie at her monster-infested school, and one of the teachers, Lamar Arlington, is teaching when the player starts controlling him to fight said monsters.
  • Sequel Hook: After defeating the Final Boss, Polly (the Cultist Superior) is briefly seen among the Daybreak survivors. And after the credits, Elothu and the other Outer Evocations have a laugh at their former human allies, noting that their "contracts" coincidentally benefitted their own hidden agendas. And in the secret third ending, the Firstborn, having been unsealed, joins them.
  • Shoot Out the Lock: Defied: Alicia suggests shooting a locked door in Viola's clinic to bypass it without the necessary key, but Miriam mocks Alicia for thinking it would be as easy as it looks in the movies (Miriam uses a pistol, not a shotgun, and there's a risk of both of them getting hit by shrapnel from the blast).
  • Shout-Out: Now has its own page: ShoutOut.Weird And Unfortunate Things Are Happening.
  • Tragic Keepsake: The Hairpin charm is this for Dottie, as it was the Signature Headgear of Nancy "Amethyst" Trautman, who she befriended only for the friendship to fall apart. Nancy ended up dying only a short time later, so Dottie carries the item in her memory.
  • Underground Monkey: Certain enemies are variations on other enemies that have appeared before:
    • Ghosts:
      Dumbass Ghosts
      Orange, and wearing a Dunce Cap.
      Smartass Ghosts
      Green, and wearing a Square academic cap.
    • Blob Monsters, at least from the name:
      • Slimes
      • Wretched Blobs
    • Mice:
      • Point-And-Clicks, first seen in the Clinic.
      • Double Clicks, seen in Atkinson Middle School.
    • Puppets:
      • Knife Puppet
      • Murder Puppet, which is all pink.
  • The Very Definitely Final Dungeon: Uratheul, a gigantic area split into five interconnecting mini-dungeons and an optional mine minigame where you can collect Fortune Tickets. In order to enter the area with the final boss, you must go through each of the five areas, find a tablet, and use it to shut down a barrier. The enemies and bosses are tough, and it features the return of the encounter bar, a mechanic that went unused for a significant part of the game.
  • Womb Level: Vedim Space, red, with giant hands and mouths being part of the environment, and places made to look like faces.
  • You Must Be This Tall to Ride: A doll NPC in the Playroom had a dream involving this.
    I had a dream that there was a better, more fun place than the Best Place Ever. There was this thing called a “roller coaster” and a “haunted house.” I wanted to go see those things, but the mean clown man said I wasn’t tall enough. I wish real life was as fun as my dreams.
  • Your Princess Is in Another Castle!: Defeating Phritotch-Sadie atop the Disc-One Final Dungeon immediately leads to what at first seems like an epilogue sequence, until the main protagonist realizes there's a very blatant gap in their memory between the fight and now, which quickly leads to learning that they're in an illusion and still trapped in Daybreak.

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