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Video Game / Break In (Roblox)
aka: Break In

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Break In is a Survival Horror Roblox series created by Cracky4.

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  • Attack Its Weak Point: The final fight against Scary Larry and Scary Mary has players attacking the wind up key on their back to disable them. This is justified in the Origins ending in Break In 2 as it's revealed to be the source of their power.
  • Bribing Your Way to Victory: The gamepasses can help one player who can fork over Robux through giving leftover money from previous gameplay rounds, double the energy obtained from sleeping, and classes that make the game much easier.
  • Cool Old Guy: Uncle Pete is rich and proves himself a badass in Break In 2. He even takes out Scary Mary in a single blow where it took the roboticized Scary Larry three smashes to her stand just to scare her off.
  • Face–Heel Turn: It's not easy, but you can become a purger yourself in both games if you know what to do. In the first, one player takes Scary Larry's crowbar after his defeat and (presumably) takes out their companions, while the second has Scary Mary readily accept the party as purgers, only for the Dream Team to show up and stop both Mary and the player.
  • Greater-Scope Villain: It's implied in the Origins Ending that Scary Larry and later Scary Mary aren't the highest on the hierarchy, as the Headmaster assigned Mary to create the keys in the first place, indicating they were behind the purges.
  • Lightmare Fuel: This game is quite lighthearted compared to the scariness of the film it's based off. The ringmaster of the Purge, Scary Larry, looks cartoonish, clownlike, and is really a robot, his minions attack with crowbars flimsily, and the battle with the rolling-pin-wielding pizza delivery purger is complete with cheesy Italian music.
  • Never Say "Die": It is constantly mentioned that you shouldn't mess with the purgers or you will be "defeated." The sequel mentions Scary Larry was "defeated," yet it also notes that his body has gone missing from the scene, implying he was actually dead, although it does turn out he was alive the whole time. Averted in the secret ending of 2, as Scary Mary screams "WHY WON'T YOU DIE."

    Tropes applying to Break In 
https://static.tvtropes.org/pmwiki/pub/images/scarylarry.jpg
The purge has begun. Villains on the loose.

Move in day! There are white brick balconies, an absence of drapes, nostalgic pictures lining the walls and the smell of new house. A wooden staircase leads upstairs where 12 beds wait lamely for occupants. The night may be stormy, but there are 11 unfamiliar players for you to meet, and a house full of secrets waiting to be discovered. Oh, and the murderers. I almost forgot to mention the murderers.

The game can be played here.


  • Berserk Board Barricade: The player is tasked with doing this on the second day, and has to board up every window in the house.
  • Big Bad: Scary Larry, the main perpetuator of the Purges.
  • But Thou Must!: Regardless of how well the room windows are boarded up, at least one will always get broken into. The downstairs hall window will also always be destroyed too.
  • Delivery Guy Infiltration: On the final night, one of the purgers disguises as the pizza delivery guy to get the door open.
  • Glass Cannon: The Guest, with high enough energy, can practically annihilate enemies due to their Classic Sword dealing triple damage, but receives much more damage in return, and cannot be healed with medkits used by other players.
  • Harder Than Hard: The Guest's main purpose is to make runs much harder, as they start with barely any energy, gamepasses such as extra cash and double energy don't work for this class, and they take more damage. Furthermore, they cannot be healed with medkits used by other players, forcing them to scavenge for healing items that help them. The only saving grace is that their Classic Sword deals much more damage.
  • Multiple Endings:
    • Good Ending: You managed to defeat Scary Larry and escape unscathed.
    • Evil Ending: Same as above, but instead of escaping, one of the players equips the golden crowbar, and presumably kills everyone with it.
    • Secret Ending: With the help of Uncle Pete's pet mouse Louie, you manage to find Pete's truck key, and as you drive away from the Purge, you come near Scary Larry's house, and then proceed to vandalize his house for what he did to your neighborhood. Eventually, Scary Larry arrives home to find that his house was wrecked, and thanks to a bomb that one player sets off, blows up both him and his house.
  • Ominous Knocking: On the first night this will happen, though it is merely the pizza delivery guy. On the final night in the house, this happens again, but this time it is the purgers.

    Tropes applying to Break In 2 
https://static.tvtropes.org/pmwiki/pub/images/breakin2.png
This Camping trip has been a disaster.

A family lost with no help in sight, rain, hail and thunder made an unpleasant night, they took to the forest for shelter from harm, but the tall trees above could not keep them calm, they travelled along, their aching legs tired, their hope for a rest had almost expired, but there, in the distance! A wonderful find! A building, abandoned, surely no one would mind? They ventured forth, they knew what to do, it was finally time for Break In 2.

The game can be played here.


  • Action Girl: The true leader of the purgers is Scary Mary, a distaff counterpart to Scary Larry specifically mentioned to be stronger and more evil.
  • Actionized Sequel: The first game was about surviving a group of purgers. Here, you instead purge their lair instead, and there exist optional sidequests where you defeat purgers.
  • All Your Base Are Belong to Us: In an inversion of the first game, you break into the purgers' lair to take it over.
  • And I Must Scream: It's apparent that Scary Larry did not consent to being transformed into a robot, if him spelling out the words "HELP ME" with his spikes was of indication.
  • Anti-Frustration Features:
    • While the contents of containers were shared between all players in the original, meaning if anybody took anything, nobody else could, here every player gets their own container inventories independent from the others, meaning nobody has to worry about anybody else taking vital items. The sole exceptions are special unique items such as Uncle Pete's key.
    • The annoying kid will ask for a specific item in exchange for Scary Larry's hat, but you can universally beat him up for it instead, as giving him what he wants only gives you an achievement.
    • After getting Scary Larry's mask, the mudfield will lose its slowing effect and the sinkholes.
    • Detective Bradley Beans' theory board recaps the events of the original game, but if you're unfamiliar, two pictures in the right place will turn the red string between them green.
    • If you have leftover money by the time wave 3 ends, Scary Mary's lab has some vending machines you can get supplies from in case you're running low. In addition, completing a puzzle in the computer room will allow the party to take away a medkit.
  • Assist Character: If you help them, Uncle Pete, Twado and Bradley will assist in fighting the purgers.
  • Big Bad: Scary Mary, the true leader of the purgers.
  • Big Damn Heroes: During the fight with Scary Larry, a creaky floorboard can be opened up to summon your NPC team to help fight the purgers. The floorboard is absent during the secret ending, but the evil ending plays it straight, unfortunately for you.
  • Bragging Rights Reward: Level five in either stat is usually agreed to not be very worth it. Nothing in the game requires strength over level four, and the difference between four and five is negligible.
  • Canine Companion: Twado is available as a partner to hold off against the purgers, though reaching him and arriving back safely requires the player to avoid sheets of ice.
  • Disney Villain Death: Funnily enough, this one only happens on the Evil ending, where Twado bites the player on the leg, causing them to fall into the lava and die.
  • The Dog Bites Back:
    • During the boss fight against a robotized Scary Larry can instead hit the pillar where Scary Mary is standing at.
    • In the Evil ending, the Dream Team arrive after Scary Mary's test is beaten, swiftly knocking her out and aiming to stop you as well for turning to the dark side.
  • Everyone Went to School Together: The Origins ending reveals that Mary, Larry, Barry, the Twins and the Headmaster all were at the same school together.
  • Face–Heel Turn: As a youth, Larry was no harm and was mostly motivated by his infatuation with Mary. Then Mary implanted a key in him, sealing away his conscience.
  • Fighting from the Inside: In spite of being turned into a giant robot head, Scary Larry builds enough willpower to defy Scary Mary by first bringing out a single spike rather than a pattern of spikes, then having a pattern of spikes spell out "HELP ME".
  • Heel–Face Turn: In the secret ending, Scary Larry saves the player from Scary Mary at the last second, and seemingly joins them in avoiding the next purge. Having been turned into a giant robot head probably doesn't endear much love between the two.
  • If You Kill Him, You Will Be Just Like Him!: During the Evil ending, a message warns that if you finish off Bradley, you'll be just as bad as the purgers. You accept the offer, but Twado stops you.
  • Infinity +1 Sword: The legendary weapons from the vending machines are much more powerful than the various crowbars, though one of them is randomly buffed to deal extra damage to purgers per run.
  • Multiple Endings:
    • Normal Ending: Scary Mary is defeated, and in spite of what appears otherwise, Scary Larry is alive an un-robotized, albeit unconscious. However, Scary Mary escapes to perform another purge, which is to happen in 8 days.
    • Secret Ending: After getting all three of Scary Larry's items, Scary Larry begins transforming back to his non-robotic self, and just as Scary Mary prepares to finish off the player, Scary Larry blocks the finisher, before knocking out Scary Mary and imprisoning her into the cell where Uncle Pete was held at. He then reveals that the Twins are still out there and the next purge will begin in 8 days.
    • Evil Ending: Just when the player is about finish off Detective Bradley Beans, Twado bites them in the leg, causing them to fall to their molten death. The Dream Team then rest somewhere, revealing that they dealt with Mary offscreen, but the Twins are still out there, and the game ends with the Twins sneaking up on the Dream Team.
    • Origins Ending: After assisting Detective Bradley Beans in solving the second maintenance room puzzle, which reveals the existence of Scary Barry and the Headmaster, before they head off to engage Scary Mary, Bradley tells them that he managed to figure out the pasts of Scary Mary and Scary Larry. Going through all the memories, it's revealed that Larry had a love interest in Mary, but Mary laughs upon reading his love note. After creating the keys that would enhance one's strength at the expense of their consciousness, Mary, alongside Barry manipulates Larry into having a key inserted into his back, and then Mary inserts a key into Barry's back before having Scary Barry insert a key into her back.
  • Non-Standard Game Over: Fail to defeat the purgers in the three waves in time and Scary Mary will arrive with backup, ending the game prematurely.
  • Optional Boss: The Pizza Boss can be fought by having level 4 Strength, and successfully defeating it unlocks the Golden pizza for everyone to chow down for health.
  • Plot Allergy: Detective Bradley Beans is a heavy sleeper, but he's allergic to mice. It's a good thing Uncle Pete can give you his pet rat if you beat the Pizza Boss, as it'll wake up Bradley and have him join your NPC team.
  • Sequel Hook: The ending reveals another purge will begin in eight days. The secret ending tops this with Scary Larry warning that the family will have to get to a safehouse, and that another force, the Twins, will lead the purge even in Scary Mary's absence after her defeat. The Evil ending shows the twins sneaking up on the Dream Team. The Origins ending also reveals the existence of Scary Barry and the Headmaster.
  • Tempting Fate: In the Evil ending, Bradley notes that the Dream Team will have to worry about the Twins during the purge coming in eight days... only for the Twins to sneak up on them.
  • Time Management Game: While there are various sidequests, the player has three in-game waves to perform them before the final battle against Scary Mary.
  • Violence Really Is the Answer: An annoying kid with Scary Larry's hat will ask you for food in exchange for the hat. Alternatively, you could just beat him up for it.
  • What the Hell, Player?:
    • Choosing to beat up the annoying kid for Scary Larry's hat will cause the game to call you out for it and void the "Reformed" badge.
    • In the Evil Ending, it's pretty obvious that the Dream Team felt betrayed by you for joining the purgers.

 
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Alternative Title(s): Break In

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Evil Ending

Just when the player is about finish off Detective Bradley Beans, Twado bites them in the leg, causing them to fall to their molten death. The Dream Team then rest somewhere, revealing that they dealt with Mary offscreen, but the Twins are still out there, and the game ends with the Twins sneaking up on the Dream Team.

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