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* DevelopersForesight: The game generally allows you to progress through the map in whatever path you desire. However, any room where being able to use the Bubble Wand would allow you to easily skip a huge portion of the intended puzzle will have a hummingbird placed in it, ready to pop any bubbles as soon as they're created.

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* DevelopersForesight: The game generally allows you to progress through the map in whatever path you desire. However, any room some of the rooms where being able to use the Bubble Wand would allow you to easily skip a huge portion of the intended puzzle will have a hummingbird placed in it, ready to pop any bubbles as soon as they're created.created, while others have vines dangling from the ceilings that will prevent bubbles from rising far enough to enable skips - these vines will also impede the use of the Frisbee/Disk in attempting sequence breaks.

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* ShoutOut: The Ghost's appearance is very clearly modeled after Blache/Shiro from ''Film/{{Hausu}}''.

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* ShoutOut: ShoutOut:
**
The Ghost's appearance is very clearly modeled after Blache/Shiro from ''Film/{{Hausu}}''.''Film/{{Hausu}}''.
** There are two EasterEggs revolving around player characters from other indie games:
*** [[spoiler: Once the yo-yo has been collected, holding the item use button with it selected as well as the jump button for five seconds will make your character transform into the fox from ''VideoGame/{{Tunic}}''.]]
*** [[spoiler: After meeting an unknown pre-requisite, pressing up on the D-Pad 4 times will turn you into Gomez from ''VideoGame/{{Fez}}''.]] Note that for both Easter Eggs, moving or using the Animal Flute or [[spoiler:Wheel]] will revert you back to your usual appearance.
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** Almost every tool in your arsenal serves as this in some way. Most items will be introduced as having one specific functionality, but will turn out to have another that only becomes apparent upon closer experimentation. For example, the Animal Whistle is initially introduced as being solely used to wake up sleeping creatures, but [[spoiler:it turns out to also function as a WarpWhistle, and as a way to input musical codes which unlock certain collectibles]].

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** Almost every tool in your arsenal serves as this in some way. Most items will be introduced as having one specific functionality, but will turn out to have another that only becomes apparent upon closer experimentation. For example, the Animal Whistle is initially introduced as being solely used to wake up sleeping creatures, creatures and expose rooms to a temporary source of illumination, but [[spoiler:it turns out to also function as a WarpWhistle, and as a way to input musical codes which unlock certain collectibles]].
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* OneHundredPercentCompletion: The game overall is a bit nebulous about this, consisting of puzzles in a variety of difficulty. It doesn't explicitly track progress, but the community has been gradually fleshing out what is entailed in each layer:

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* OneHundredPercentCompletion: The game overall is a bit nebulous about this, consisting of puzzles in a variety of difficulty. It as it doesn't explicitly track progress, but much progress. Its content largely consists of puzzles of varying difficulty and obscurity, informally organized into 4 tiers or "layers" by the community has been gradually fleshing out what is entailed in each layer: community:



** "Layer 2" consists of puzzles which most players will likely realize exist but may not have a clear concept of how to solve. Completing this layer requires finding all 64 eggs, [[spoiler:finding all the extra tools not required for the Normal Ending, lighting all candles with the nine hidden matches, and collecting a variety of figurines by such means as speedrunning the game and getting through the entire game without dying]].
** "Layer 3" includes the most obscure puzzles in the base game, to the point that some players may not realize the puzzles even exist to begin with. The main goal of this is [[spoiler:to locate the 16 Secret Bunnies hidden throughout the map]], although it could be argued that the [[spoiler:Egg Room song puzzle]] belongs here as well.

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** "Layer 2" consists of puzzles which most players will likely realize exist but may not have a clear concept of how to solve. Completing this layer requires finding all 64 eggs, [[spoiler:finding the secret "true" ending, finding all the extra tools not required for the Normal Ending, normal ending, lighting all candles with the nine hidden matches, and collecting a variety of figurines by such means as speedrunning the game and getting through the entire game without dying]].
** "Layer 3" includes the most obscure puzzles in the base game, to the point that some players may not realize the puzzles even exist to begin with. The main goal of this is [[spoiler:to locate the 16 Secret Bunnies hidden throughout the map]], although it could be argued that the [[spoiler:Egg Room song puzzle]] belongs here as well. map.]]



** The rocky area in the top left has the Ghost. It initially appears when you attempt to take the Disk from the statue near the entrance and will stalk you between rooms until you either put the Disk back or replace it with the Mock Disk. [[spoiler:It reappears when you end up having to take the Mock Disk out again, forcing you to outrun it through the entire level until you place the Mock Disk on the altar at the end of the region, seemingly destroying the Ghost and unlocking the door to the flame.]]
** The jungle-like area in the top right has the Chameleon. It initially appears seemingly asleep when you pass through the early area of the region, but after you progress far enough you properly confront it, at which point it attacks using its sticky tongue and globs of poison.

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** The rocky area in the top left has the Ghost. It initially appears when you attempt to take the Disk from the statue near the entrance and will stalk you between rooms until you either put the Disk back or replace it with the Mock Disk. [[spoiler:It reappears when you end up having to take the Mock Disk out again, forcing you to outrun it through the entire level until you place the Mock Disk on the altar at the end of the region, seemingly destroying again sealing away the Ghost and unlocking the door to the flame.]]
]] [[spoiler:And if you're looking for rabbits, you'll likely have to outwit it a ''third'' time, though this encounter is potentially much shorter.]]
** The jungle-like area in the top right has the Chameleon. It initially appears seemingly asleep when you pass through the early area of the region, but after you progress far enough you properly confront it, at which point it attacks using its sticky tongue and globs of poison.



** The machine-themed area in the bottom right has the Ostrich. Though you only confront it at the very end of the region, its presence is felt earlier, as the rooms leading up to it have the machinery powered by the Ostrich running on a giant treadmill.

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** The machine-themed area in the bottom right has the Ostrich. Though you only confront it at the very end of the region, its presence is felt earlier, as the rooms leading up to it have the machinery powered by the Ostrich running on a giant treadmill. treadmill and at one point the Ostrich attacks you directly.



** One of the puzzles in the jungle area consists of a very narrow hallway with a sleeping chinchilla and a button behind some glass. The button unlocks a nearby door, behind which is a chest containing an egg, but the glass wall prevents you or any of your tools from reaching it. You ''can'' use the Animal Flute to wake up the chinchilla, but that will cause it to move ''towards'' you, and you'd need it to move ''away'' from you in order to step on the button. The solution? [[spoiler:Throw a firecracker in order to scare the chinchilla, causing it to run away from the light and onto the button. It's not ''too'' challenging, and you might end up figuring it out simply by trying every tool in your inventory, but it stands out because it's ''the only time in the entire game'' where scaring the chinchillas is required in order to solve a puzzle.]]

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** One of the puzzles in the jungle area consists of a very narrow hallway with a sleeping chinchilla and a button behind some glass. The button unlocks a nearby door, behind which is a chest containing an egg, but the glass wall prevents you or any of your tools from reaching it. You ''can'' use the Animal Flute to wake up the chinchilla, but that will cause it to move ''towards'' you, and you'd need it to move ''away'' from you in order to step on the button. The solution? [[spoiler:Throw a firecracker in order to scare the chinchilla, causing it to run away from the light and onto the button. It's not ''too'' challenging, and you might end up figuring it out simply by trying every tool in your inventory, but it stands out because it's ''the only time in one of the entire game'' very few times where scaring the chinchillas ''scaring'' animals is required in order to solve a puzzle.]]



** [[spoiler:The secret island unlocked by getting the True Ending has 20 rabbit statues, but only 16 Secret Bunnies are known to be legitimately obtainable in the game. Given that those 16 Bunnies are all that's needed to complete the BDTP puzzle, it's doubtful that there are any more that can be legitimately found... but it's also unclear why four of the statues have no rabbits present. (Notably, a seventeenth Bunny has been determined to exist within a secret room on the same screen where you obtain the E. Medal, but as of right now there is no known way to obtain it other than by exploiting glitches to teleport into the room, and some players have reported that getting the seventeenth Bunny can corrupt your save file.)]]

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** [[spoiler:The secret island unlocked by getting the True Ending has 20 rabbit statues, but only 16 Secret Bunnies are known to be legitimately obtainable in the game. Given that those 16 Bunnies are all that's needed to complete the BDTP puzzle, it's doubtful that there are any more that can be legitimately found... but it's also unclear why four of the statues have no rabbits present. (Notably, a seventeenth Bunny has 9 more bunnies have been determined discovered to exist within a secret room on in certain closed-off rooms outside the same screen where you obtain boundaries of the E. Medal, regular map, but as of right now there is are no known way ways to obtain it them other than by exploiting glitches to teleport into the room, and or using cheats. Further, some players of these "extra" rabbit rooms have reported that getting the seventeenth Bunny can switches in them that, when triggered, corrupt your the save file.file and may erase player progress.)]]
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** "Layer 3" includes the most obscure puzzles in the base game, to the point that some players may not realize the puzzles even exist to begin with. The main goal of this is [[spoiler:to locate the 16 secret rabbits hidden throughout the map]], although it could be argued that the [[spoiler:Egg Room song puzzle]] belongs here as well.
** "Layer 4" is the game's ultimate layer of secrets, consisting of puzzles meant to go unnoticed by the entire community for months or even years after the game's release. Currently the only known aspects of this are [[spoiler:the BDTP puzzle (which requires both solving the Egg Room song puzzle and collecting all the rabbits) and reaching the Time Capsule island (which requires tracking down several Unicode messages hidden in obscure parts of the game)]], but it's suspected there are others waiting to be found.

to:

** "Layer 3" includes the most obscure puzzles in the base game, to the point that some players may not realize the puzzles even exist to begin with. The main goal of this is [[spoiler:to locate the 16 secret rabbits Secret Bunnies hidden throughout the map]], although it could be argued that the [[spoiler:Egg Room song puzzle]] belongs here as well.
** "Layer 4" is the game's ultimate layer of secrets, consisting of puzzles meant to go unnoticed by the entire community for months or even years after the game's release. Currently the only known aspects of this are [[spoiler:the BDTP puzzle (which requires both solving the Egg Room song puzzle and collecting all the rabbits) Bunnies) and reaching the Time Capsule island (which requires tracking down several Unicode messages hidden in obscure parts of the game)]], but it's suspected there are others waiting to be found.



** [[spoiler:The secret island unlocked by getting the True Ending has 20 rabbit statues, but only 16 Secret Bunnies are known to exist in the game. Given that those 16 rabbits are all that's needed to complete the BDTP puzzle, it's doubtful that there are any more legitimately obtainable... but it's also unclear why four of the statues have no rabbits present. (Notably, a seventeenth Bunny has been determined to exist within a secret room on the same screen where you obtain the E. Medal, but as of right now there is no known way to obtain it other than by exploiting glitches to teleport into the room, and some players have reported that getting the seventeenth Bunny can corrupt your save file.)]]

to:

** [[spoiler:The secret island unlocked by getting the True Ending has 20 rabbit statues, but only 16 Secret Bunnies are known to exist be legitimately obtainable in the game. Given that those 16 rabbits Bunnies are all that's needed to complete the BDTP puzzle, it's doubtful that there are any more that can be legitimately obtainable...found... but it's also unclear why four of the statues have no rabbits present. (Notably, a seventeenth Bunny has been determined to exist within a secret room on the same screen where you obtain the E. Medal, but as of right now there is no known way to obtain it other than by exploiting glitches to teleport into the room, and some players have reported that getting the seventeenth Bunny can corrupt your save file.)]]
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Spelling/grammar fix(es)


* SequenceBreaking: Some puzzles can be circumvented by getting certain items early and using them cleverly to jump to places that should not be accesible yet.

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* SequenceBreaking: Some puzzles can be circumvented by getting certain items early and using them cleverly to jump to places that should not be accesible accessible yet.
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* ShoutOut: The Ghost's appearance is very clearly modeled after Blache/Shiro from Film/{{Hausu}}.

to:

* ShoutOut: The Ghost's appearance is very clearly modeled after Blache/Shiro from Film/{{Hausu}}.''Film/{{Hausu}}''.
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* SequenceBreaking: Some puzzles can be circumvented by getting certain items early and using them cleverly to jump to places that should not be accesible yet.
** The Bubble allows you to use it as a stepping stone to climb to ledges and ladders ahead of time, and several puzzles can be bypassed by just jumping to the normally inaccessible ladder.
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* FreezeFrameBonus: During the opening cutscene, immediately after the fourth flame disappears, an image of [[spoiler:the Manticore's face]] flashes on-screen for a split second.
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** [[spoiler:The secret island unlocked by getting the True Ending has 20 rabbit statues, but only 16 rabbits are known to exist in the game. Given that those 16 rabbits are all that's needed to complete the BDTP puzzle, it's doubtful that there are any more... but it's also unclear why four of the statues have no rabbits present.]]

to:

** [[spoiler:The secret island unlocked by getting the True Ending has 20 rabbit statues, but only 16 rabbits Secret Bunnies are known to exist in the game. Given that those 16 rabbits are all that's needed to complete the BDTP puzzle, it's doubtful that there are any more...more legitimately obtainable... but it's also unclear why four of the statues have no rabbits present.]] (Notably, a seventeenth Bunny has been determined to exist within a secret room on the same screen where you obtain the E. Medal, but as of right now there is no known way to obtain it other than by exploiting glitches to teleport into the room, and some players have reported that getting the seventeenth Bunny can corrupt your save file.)]]
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** The rocky area in the top left has the Ghost. It initially appears when you attempt to take the Disk from the statue near the entrance and will stalk you between rooms until you either put the Disk back or replace it with the Model Disk. [[spoiler:It reappears when you end up having to take the Model Disk out again, forcing you to outrun it through the entire level until you place the Model Disk on the altar at the end of the region, seemingly destroying the Ghost and unlocking the door to the flame.]]

to:

** The rocky area in the top left has the Ghost. It initially appears when you attempt to take the Disk from the statue near the entrance and will stalk you between rooms until you either put the Disk back or replace it with the Model Mock Disk. [[spoiler:It reappears when you end up having to take the Model Mock Disk out again, forcing you to outrun it through the entire level until you place the Model Mock Disk on the altar at the end of the region, seemingly destroying the Ghost and unlocking the door to the flame.]]

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* OneHundredPercentCompletion / EasterEgg: The game overall is a strange case where these two concepts seem to overlap. The game consists of puzzles in a variety of difficulty, and while the game doesn't explicitly track progress, the community has been gradually fleshing out what is entailed in each layer:

to:

* OneHundredPercentCompletion / EasterEgg: OneHundredPercentCompletion: The game overall is a strange case where these two concepts seem to overlap. The game consists bit nebulous about this, consisting of puzzles in a variety of difficulty, and while the game difficulty. It doesn't explicitly track progress, but the community has been gradually fleshing out what is entailed in each layer:



* GuideDangIt: While part of the fun is discovering the game some things, mainly the PostEndGameContent can be harder to figure out.
** A good example is the kangaroo who appears in random screens. [[spoiler: you need to throw fire crackers to scare it off so it drops an item 3 times to access another item.]]

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* GuideDangIt: While part of the fun is discovering the game game, some things, mainly particularly the PostEndGameContent PostEndGameContent, can be harder exceptionally hard to figure out.
** A good example is The recurring encounters with the kangaroo who appears in random screens. [[spoiler: Kangaroo, which are necessary to overcome if you want to reach a post-endgame item. [[spoiler:You need to throw fire crackers firecrackers to scare it off; each time you do so, it will drop one of three pieces of the K. Medal. The detail of scaring it off with firecrackers isn't ''too'' difficult to figure out by itself- the game has already taught you by this point that some enemies are WeakenedByTheLight, and the firecrackers are basically your only offensive option. However, the tricky part is that there are only certain rooms the Kangaroo can appear in, and the Kangaroo doesn't always show up in a room immediately upon entering; so unless you already know exactly where it drops spawns, you might have to resort to just waiting around a while in empty rooms to see if it shows up.]]
** One of the puzzles in the jungle area consists of a very narrow hallway with a sleeping chinchilla and a button behind some glass. The button unlocks a nearby door, behind which is a chest containing
an item 3 times egg, but the glass wall prevents you or any of your tools from reaching it. You ''can'' use the Animal Flute to access another item.]]wake up the chinchilla, but that will cause it to move ''towards'' you, and you'd need it to move ''away'' from you in order to step on the button. The solution? [[spoiler:Throw a firecracker in order to scare the chinchilla, causing it to run away from the light and onto the button. It's not ''too'' challenging, and you might end up figuring it out simply by trying every tool in your inventory, but it stands out because it's ''the only time in the entire game'' where scaring the chinchillas is required in order to solve a puzzle.]]
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* GuideDangIt: While part of the fun is discovering the game some things, mainly the PostFinalBossContent can be harder to figure out.

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* GuideDangIt: While part of the fun is discovering the game some things, mainly the PostFinalBossContent PostEndGameContent can be harder to figure out.
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Added DiffLines:

* GuideDangIt: While part of the fun is discovering the game some things, mainly the PostFinalBossContent can be harder to figure out.
** A good example is the kangaroo who appears in random screens. [[spoiler: you need to throw fire crackers to scare it off so it drops an item 3 times to access another item.]]
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Added DiffLines:

* ShoutOut: The Ghost's appearance is very clearly modeled after Blache/Shiro from Film/{{Hausu}}.
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* OneHitKill: Being crushed, eaten, or touched by a ghost will kill you instantly.
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** When you first enter the [[spoiler:fast travel hub room]], going down will reveal a seemingly empty room containing a small lake. As you approach the water, a large fish will repeatedly breach the surface, but nothing will seem to happen as a result of this, and aside from triggering the animation in the first place you can't interact with the fish in any way. However, astute players will notice that [[spoiler:the fish will always pop out of the water in the exact same orientations: twice facing right, twice facing left, twice facing downward, and twice facing upward. It's actually teaching you the exact sequences of button inputs necessary to use the Animal Whistle to teleport back to the hub room directly above.]]

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** When you first enter the [[spoiler:fast travel hub room]], going down will reveal a seemingly empty room containing a small lake. As you approach the water, a large fish will repeatedly breach the surface, but nothing will seem to happen as a result of this, and aside from triggering the animation in the first place you can't interact with the fish in any way. However, astute players will notice that [[spoiler:the fish will always pop out of the water in the exact same orientations: twice facing right, twice facing left, twice facing downward, and twice facing upward. It's actually teaching you the exact sequences sequence of button inputs necessary to use the Animal Whistle to teleport back to the hub room directly above.]]

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* MeaningfulBackgroundEvent: During the lead-up to the Ostrich boss fight, you pass by a couple of rooms with cats trapped in cages, meowing plaintively at their confinement. At first it's easy to shrug this off as an environmental detail to emphasize the Ostrich's control over the area, but after you defeat the Ostrich, the cages don't automatically open and the cats can still be heard meowing sadly. [[spoiler:This is a clue that you can free them yourself, and indeed that you ''have'' to do so in order to unlock the Wheel, which is required for unlocking certain collectibles.]]

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* MeaningfulBackgroundEvent: MeaningfulBackgroundEvent:
**
During the lead-up to the Ostrich boss fight, you pass by a couple of rooms with cats trapped in cages, meowing plaintively at their confinement. At first it's easy to shrug this off as an environmental detail to emphasize the Ostrich's control over the area, but after you defeat the Ostrich, the cages don't automatically open and the cats can still be heard meowing sadly. [[spoiler:This is a clue that you can free them yourself, and indeed that you ''have'' to do so in order to unlock the Wheel, which is required for unlocking certain collectibles.]]
** When you first enter the [[spoiler:fast travel hub room]], going down will reveal a seemingly empty room containing a small lake. As you approach the water, a large fish will repeatedly breach the surface, but nothing will seem to happen as a result of this, and aside from triggering the animation in the first place you can't interact with the fish in any way. However, astute players will notice that [[spoiler:the fish will always pop out of the water in the exact same orientations: twice facing right, twice facing left, twice facing downward, and twice facing upward. It's actually teaching you the exact sequences of button inputs necessary to use the Animal Whistle to teleport back to the hub room directly above.
]]
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* MissingSecret: There are a few details in the game that ''seem'' significant, but have yet to be part of any actual puzzles. Of course, given the game's multi-layered puzzles, only time will tell if those secrets are ''actually'' missing or simply extremely well-hidden.
** One room in the jungle has a pair of monkeys throwing small projectiles at you, which can cause damage if they hit their mark. The monkeys are not part of any known puzzle, and there's no known way to make them stop.
** The Well is filled with numerous animal statues, most of which depict animals that can be found elsewhere in the game... but not all of them. In particular, one room prominently features a very large statue of a giraffe, even though no giraffes have yet been found in the game.
** Unlike the other three animals guarding the flames, the Seahorse [[spoiler:cannot be permanently killed. The puzzle in its second boss room simply opens the door to the flame and allows you to escape, and it remains there spraying water at you for the rest of the game.]]
** [[spoiler:The secret island unlocked by getting the True Ending has 20 rabbit statues, but only 16 rabbits are known to exist in the game. Given that those 16 rabbits are all that's needed to complete the BDTP puzzle, it's doubtful that there are any more... but it's also unclear why four of the statues have no rabbits present.]]
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* AlternateRealityGame: The fourth layer revolves around ARG elements that are shared amongst the community, such as [[spoiler:a puzzle where every player got one of 50 individual pieces]].
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* OutsideTheBoxTactic: Some of the second layer puzzles, and pretty much ''all'' of the third layer ones, rely upon this.

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* OutsideTheBoxTactic: Some of the second layer puzzles, and pretty much ''all'' of the third layer ones, rely upon this.this.
* SuspiciousVideoGameGenerosity: A room near some penguins has you pick up a firecracker on the way down, foreshadowing that you have to use it soon against a ''very'' fast ghost.
* WeakenedByTheLight: Ghosts can be banished with firecrackers or other light-emitting objects.
----
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* DevelopersForesight: The game generally allows you to progress through the map in whatever path you desire. However, any room where being able to use the B. Wand would allow you to easily skip a huge portion of the intended puzzle will have a hummingbird placed in it, ready to pop any bubbles as soon as they're created.

to:

* DevelopersForesight: The game generally allows you to progress through the map in whatever path you desire. However, any room where being able to use the B. Bubble Wand would allow you to easily skip a huge portion of the intended puzzle will have a hummingbird placed in it, ready to pop any bubbles as soon as they're created.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OneHundredPercentCompletion / EasterEgg: The game overall is a strange case where these two concepts seem to overlap. The game consists of puzzles in a variety of difficulty, and while the game doesn't explicitly track progress, the community has been gradually fleshing out what is entailed in each layer:
** "Layer 1" consists of the base puzzles needed to complete the game, including getting all the mandatory tools for plot progression, finding the four flames, [[spoiler:placing the flames in their statues at the center of the map, and defeating the Manticore]].
** "Layer 2" consists of puzzles which most players will likely realize exist but may not have a clear concept of how to solve. Completing this layer requires finding all 64 eggs, [[spoiler:finding all the extra tools not required for the Normal Ending, lighting all candles with the nine hidden matches, and collecting a variety of figurines by such means as speedrunning the game and getting through the entire game without dying]].
** "Layer 3" includes the most obscure puzzles in the base game, to the point that some players may not realize the puzzles even exist to begin with. The main goal of this is [[spoiler:to locate the 16 secret rabbits hidden throughout the map]], although it could be argued that the [[spoiler:Egg Room song puzzle]] belongs here as well.
** "Layer 4" is the game's ultimate layer of secrets, consisting of puzzles meant to go unnoticed by the entire community for months or even years after the game's release. Currently the only known aspects of this are [[spoiler:the BDTP puzzle (which requires both solving the Egg Room song puzzle and collecting all the rabbits) and reaching the Time Capsule island (which requires tracking down several Unicode messages hidden in obscure parts of the game)]], but it's suspected there are others waiting to be found.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MeaningfulBackgroundEvent: During the lead-up to the Ostrich boss fight, you pass by a couple of rooms with cats trapped in cages, meowing plaintively at their confinement. At first it's easy to shrug this off as an environmental detail to emphasize the Ostrich's control over the area, but after you defeat the Ostrich, the cages don't automatically open and the cats can still be heard meowing sadly. [[spoiler:This is a clue that you can free them yourself, and indeed that you ''have'' to do so in order to unlock the Wheel, which is required for unlocking certain collectibles.]]
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* InterfaceSpoiler:
** Counting up the number of dots on the uppermost door of the Egg Room will tell you exactly how many eggs there are in the game.
** Zigzagged with the Inventory screen. If you haven't been focusing on collecting eggs, then upon obtaining the Normal Ending, one big tip-off to the fact that there is still quite a bit of the game to go is the fact that your Inventory, which can hold up to eight items, still has at least one conspicuous blank spot. However, [[spoiler:this logic ends up failing to account for the fact that there are actually ''fourteen'' inventory items; two of them (the F. Pack and the B. B. Wand) replace existing ones in your inventory, and for the remaining four the Inventory screen actually expands vertically to accommodate them!]]
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* JigsawPuzzlePlot: You're a blob creature in a well filled with animals. Now go find those four flames! [[spoiler:If anything, the endings only make things ''more'' confusing.]]
* MultipleEndings: The game has two known endings so far.
** Normal Ending: Gather up all four flames, then [[spoiler:make your way to the end of the newly-unlocked fifth area, in which you are chased by a shadowy creature called the Manticore. Reaching the end will allow you to set off a fireworks display, which seemingly kills the Manticore and triggers the credits.]]
** [[GoldenEnding True Ending]]: Gather the four flames and all 64 hidden eggs, then [[spoiler:take the newly unlocked "65th Egg" to the Incubator hidden in the fifth area. Doing so will spawn a second Manticore, which can be tamed by playing the Animal Whistle in a second hidden room in the area. Jump into the tamed Manticore's mouth and you'll be transported into a strange space-like realm outside the Well, where the credits will again play.]]
* MusicSoothesTheSavageBeast: [[spoiler:The second Manticore produced from the 65th Egg becomes passive when you play the Animal Whistle in a room beyond the Incubator room.]]
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* DevelopersForesight: The game generally allows you to progress through the map in whatever path you desire. However, any room where being able to use the B. Wand would allow you to easily skip a huge portion of the intended puzzle will have a hummingbird placed in it, ready to pop any bubbles as soon as they're created.
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Added DiffLines:

%% NOTE: Page is currently under construction. Any assistance is appreciated!

[[quoteright:460:https://static.tvtropes.org/pmwiki/pub/images/animalwell.jpg]]
[[caption-width-right:460:There is more than what you see.]]

''Animal Well'' is a 2D [[{{Retraux}} pixel art]] {{Metroidvania}} released in 2024; it was made by indie developer Billy Basso and published by Bigmode. The game's story, such as there is one, [[JigsawPuzzlePlot is extremely open to interpretation]]: you play as a small blob-like creature who emerges from a flower to find themselves in the titular Well, a decaying stone labyrinth filled with water, machinery, and of course a diverse array of animals. Your primary task is seemingly to track down and retrieve four flames hidden in the remote corners of the map, each guarded by a particularly aggressive creature. But the deeper you dig into the mysteries of the well, the more you realize something much bigger is happening...

In terms of gameplay, the game follows the typical {{Metroidvania}} formula of a non-linear open world map that you gradually explore by unlocking new tools. However, the game heavily de-emphasizes combat; enemies that actually pose a serious threat to you are rare, and the methods of dealing with them are typically either avoidance or distraction. Instead, the focus is on puzzles: almost every item you obtain has more than one use, and you're constantly encouraged to reexamine what you already have to figure out new ways to use it. The game is also designed from the ground up to essentially be an EasterEgg hunter's paradise, featuring several layers of increasingly complex and well-hidden puzzles, some of which the creator expects to remain hidden for years after the game's release.

'''WARNING: Part of the fun of ''Animal Well'' is discovering secrets for yourself. As such, proceed with caution to avoid accidentally spoiling yourself.'''

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!!''Animal Well'' contains examples of the following tropes:

* ArcVillain: While not clearly separated, each of the major areas have one particular animal who seems to have staked it out as their territory and serves as the obstacle you must overcome in order to complete the area.
** The rocky area in the top left has the Ghost. It initially appears when you attempt to take the Disk from the statue near the entrance and will stalk you between rooms until you either put the Disk back or replace it with the Model Disk. [[spoiler:It reappears when you end up having to take the Model Disk out again, forcing you to outrun it through the entire level until you place the Model Disk on the altar at the end of the region, seemingly destroying the Ghost and unlocking the door to the flame.]]
** The jungle-like area in the top right has the Chameleon. It initially appears seemingly asleep when you pass through the early area of the region, but after you progress far enough you properly confront it, at which point it attacks using its sticky tongue and globs of poison.
** The water-logged area in the bottom left has the Seahorse. You confront it twice throughout the level, with both encounters having it spray water at you from its pool at the bottom of the screen, generating bubbles which you must jump on to progress the fight. Notably, it's the only one of the four story bosses that [[spoiler:sticks around after you retrieve its flame, as it is still present in its second boss room for the rest of the game.]]
** The machine-themed area in the bottom right has the Ostrich. Though you only confront it at the very end of the region, its presence is felt earlier, as the rooms leading up to it have the machinery powered by the Ostrich running on a giant treadmill.
** [[spoiler:The fifth region, unlocked by placing all four flames into the statues at the center of the Well, has the Manticore, a shadowy beast which stalks you through the latter half of the level until you manage to defeat it with fireworks at the ending.]]
* BigBad: [[spoiler:The Manticore]] seems to be this, given that the entire game is spent unlocking the area leading to [[spoiler:its lair, at which point it serves as the FinalBoss]]. However, the content found by completing the second layer of puzzles casts doubt upon this.
* ChekhovsGun:
** Almost every tool in your arsenal serves as this in some way. Most items will be introduced as having one specific functionality, but will turn out to have another that only becomes apparent upon closer experimentation. For example, the Animal Whistle is initially introduced as being solely used to wake up sleeping creatures, but [[spoiler:it turns out to also function as a WarpWhistle, and as a way to input musical codes which unlock certain collectibles]].
** Quite early in the game you're introduced to the idea that certain aggressive creatures are WeakenedByTheLight, since the blue ghost entities can be defeated by throwing a firecracker in the room with them. This ends up coming in very handy in [[spoiler:the final area, where you're able to keep hostile creatures, including [[FinalBoss the Manticore]], at bay using the new Lantern item and ultimately defeat the Manticore by setting off fireworks in its vicinity]].
* OutsideTheBoxTactic: Some of the second layer puzzles, and pretty much ''all'' of the third layer ones, rely upon this.

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