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Tear Jerker / Jimmy and the Pulsating Mass

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As a Moments subpage, all spoilers are unmarked as per policy. You Have Been Warned.


  • Practically everything surrounding Jimmy's Grandma. It's sad enough that Jimmy had to go through seeing his grandmother pass away at such a young age, but her presence in-game feels all the more heart-breaking. She manifests in Jimmy's imagination as a Computer A.I. relegated to the Iron Flamingo, and initially comes off as an overly controlling presence trying to keep the family imprisoned. As time goes on, however, it becomes apparent that she just wants to see her family again, and spending time with her by talking through the consoles causes her to relent and allow Jimmy some security access. Late in the game, when you revisit the now ship-wrecked Iron Flamingo, and after restoring power to the ship, Jimmy's Grandma allows you access to a new room to see her. It turns out however that she isn't satisfied with a simple visit, and plans to trap you with her forever, by any means necessary. After the ensuing battle, Jimmy's Grandma once again feels guilt for her actions, declaring that being brought back in this form was a mistake. She never wished harm upon anyone, she simply missed her family that much.
  • The fate of the toys Jimmy stops playing with. They will eventually be thrown into a furnace and forgotten about forever. Gunther, the one in charge of destroying the toys, has a monologue about how the way each child plays with a toy and makes up characteristics for them gives the toy life and makes them unique and real. But when a child stops playing with a toy that life slowly drains away as they gather dust. If you've gone to fight Turnbuckle in his fortress, he's desperately clinging to life and doesn't want to be forgotten. After he's defeated, he's pleased that Jimmy went out of his way to do so, and excitedly asks if his fortress — which he repurposed into a haunted house for Jimmy — was an enjoyable experience.
  • The entire subplot involving Cordelia Mouse and her family. After completing Mr. Cat's dungeon you are greeted with a room with a bloodied up bed and reddish trail leading into the closet. After a cut to black you see the rest of the Mouse family in their backyard crying in front of a newly built grave. All of the family members do not feel like talking, and even Mrs. Mouse, after all the hard times she gives Jimmy, assures him not to feel bad, and that he tried his best. But that's not the end of it; later on Mrs. Mouse gets ill because she is filled with so much regret that she has stopped eating and became very weak. Jimmy is asked to bring Timothy Mouse back home, to which everyone is huddled around Mrs. Mouse's bed. She says her final words and then she too passes away. There are now two more gravestones in the backyard from when the game first started. The entire realization of everything that happened to this poor family is completely devastating.
  • Literally everything about the underlying plot of Jimmy having cancer, especially towards the end of the game when you get to glimpse Jimmy's reality. The empathy sequence from defeating the Phoenix all but shows that Jimmy has become a Death Seeker waiting to be free from his self-loathing and crippled body.
  • When you return to the Central Hub after the Pulsating Mass takes over, you'll have to go about looking for Nexus Points in newly accessible locations. Collecting each Nexus Orb gives a brief narration of how Jimmy and his family are coping with his hospitalization.
    • Jimmy's own Nexus Orb shows how he feels trapped within his ill body. He's aware of everything around him, but he's left too weak to physically react to anything.
    • Helga's Nexus Orb shows Jimmy feeling her clutch onto his hand, struggling to never let him go.
    • Buck's Nexus Orb lets us know of Buck taking out his frustration over his helplessness on the surrounding furniture.
    • Andrew's Nexus Orb shows him bluntly asking the doctor to cure him, but it's evident he's putting up a front.
    • Jonathon's Nexus Orb not only details his backstory, which makes his circumstances even more tragic, but also lets us see Helga discover the abandoned teddy bear from within the closet, wondering how long her son's been keeping the secret from her.
  • The Pulsating Mass asks, "How could I have raised such a stupid boy?" The Pulsating Mass says, "I'm so disappointed in you, Jimmy." The Pulsating Mass asks, "How could you, Jimmy?"
  • After you've defeated the Pulsating Mass, the credits roll, and you are returned to Jimmy's home where he can reunite with every party member he's had on his journey and return to travel the overworld through his closet. However, the BGM of his home has been replaced with "A Closing Window," a hollow Dark Reprise of the comforting "An Open Window" that would normally play. Try to leave the house through the front door, and Helga will beg Jimmy to stay and spend a little more time with his family, which is a bit off-putting for what is meant to be a happy ending. At this point, you'd have realized that this is all Jimmy's Dying Dream, his victory over the Pulsating Mass doesn't miraculously cure him, and no amount of Level Grinding will fix that. Once you do step out, it's a one-way trip to the game's true ending where Jimmy succumbs to his disease — the world is devoid of color, as if his dream world is dying with him, and he can't turn back as he's even forgotten what his home looks like. His last moments involve gaining the strength to finally forgive himself before passing peacefully. Downer Ending indeed...
  • The very final superboss of the game, at the bottom of the Heart Prison, is a fight against Lars, Andrew, Helga, and Buck all at once, who have already forgotten Jimmy and want to prevent him from coming back home. On top of being hellishly difficult, the fight offers no catharsis at all — the item he gains from completing the dungeon doesn't change anything important, and his family simply fades away while taunting Jimmy about how nothing he can do will make them love him again.

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