Video Game: Street Pass Mii Plaza
The plaza itself.StreetPass Mii Plaza
is a program that is preloaded on the Nintendo 3DS
, that serves to demonstrate the system's StreetPass function. When a player passes by another 3DS owner (who uses the program), that user's Mii
will be collected in the main plaza along with some information about them. Miis can also be gathered in the plaza through some other methods, including invitations in certain games and by transferring special golden-pants Miis obtained online.
The program also contains several game modes. One is Puzzle Swap
, in which your goal is to collect pieces of pictures from 3DS owners you pass by. When a picture is complete, it will become a 3D diorama. The difficulty in collecting all the pieces comes from the methods used to get them: at the start, you only have one piece from one picture. You can get pieces with Play Coins, but only for pictures you've already unlocked, and even then you might get duplicates. The only way to guarantee a new piece, or to unlock a new picture (other than those that Nintendo sends out on occasion) is to StreetPass someone who has a piece you don't have. Some pictures have rare pink pieces, which you can't obtain with Play Coins, only from someone else (thus the pink pieces must spread from one person, who got it as their first piece in one of the new pictures).
The other free mode is a light RPG-ish game, known in the US as Find Mii
and in Europe as StreetPass Quest
. Your main Mii
has been captured, and so you must venture out to rescue him or her by recruiting people from Street Pass or hiring warriors with Play Coins. After clearing the game twice, a sequel is unlocked which introduces many new features, including the ability to use potions in battle, as well as a branching world map.
There are also other game modes that can be purchased, including Mii Force
(a space shooting game in which collected Miis improve your ship's durability and firepower), Flower Town
(a gardening game in which StreetPass hits help your plants grow), Warrior's Way
(a war game in which your army grows based on the plaza populations of people you StreetPass), and Monster Manor
(a dungeon-exploration game which lets you build the map as you collect StreetPasses).
Tropes used in StreetPass Mii Plaza as a whole
- And Your Reward Is Clothes: You earn Plaza tickets for doing specific tasks, which are exchangeable for a variety of hats and even entire outfits. You also earn hats directly from the Find Mii games, plus specific hats for accomplishments regarding the four DLC games (the Pixel Mario hat just for downloading the update, plus each game gives one hat at purchase and one hat for completing it).
- Anti-Frustration Features: Don't have Miis for the games? No problem! You can hire generic dog or cat characters (depending on which one you stated to prefer in your Mii info) or get Puzzle Swap pieces for a few Play Coins each. However, in Puzzle Swap, you can get blue pieces with Play Coins, but pink pieces cannot be obtained via Play Coins; you must StreetPass other players for pink pieces.
- Anti-Poop Socking : You can only earn 10 Play Coins per day; you earn 1 Play Coin per 100 steps counted, so you'll hit the limit at 1,000 steps. Furthermore, you can only have up to 300 Play Coins at any one time.
- Bunnies for Cuteness: Appear when a brown character uses magic in Find Mii, and one called "Salesbunny" sells the extra games. The Salesbunny can also sell you potions in Find Mii II.
- Cap: Without the update with the downloadable games, if you StreetPass one person more than 99 times, they will still say that you have met 99 times.
- Color-Coded for Your Convenience: A Mii's shirt color affects the powers they provide in Find Mii and Mii Force, and Monster Manor notes a weapon's elemental affinity by color. (Colors also play a gameplay role in Monster Manor's map pieces and Flower Town's flowers, but don't represent unique traits.)
- Damn You, Muscle Memory: After playing around in StreetPass Mii Plaza you might find yourself pressing and holding R in an attempt to speed up other games.
- Everyone Rating: The ESRB has rated all of the game's Downloadable Content so far this.
- Fake Longevity: It affects all the games but is especially apparent in Mii Force and Warrior's Way, as both of those only let you attempt one level each for every batch of StreetPasses you collect (you get three attempts at the level in Mii Force, but you're still limited to just the one level).
- Many of the Plaza Tickets come across as this, however, especially "Earn all of the titles" in Mii Force. There are 120 of them, and you can only earn one each time you finish a stage. Expect to do some major grinding on Platinum Beach again and again long after you've obtained all of the other Plaza Tickets for that game. Other major contenders are the ones for battling 300 other players in Warrior's Way (downright impossible for late-comers and for people in low-population areas) and completing all 50 Puzzle Boxes in Monster Manor.
- Flower Town is not completely innocent of this either: While it contains no Plaza Tickets whatsoever that encourage repetitive work, the Rare Breeds are exactly what their name implies. Getting them is a Luck-Based Mission where your odds are pretty low, to where some of the most devoted players still don't have all 21 of them.
- Final Boss: Present in every game except Puzzle Swap and Flower Town. Beating them will unlock either their hat or a hat version of them.
- Find Mii: Ultimate Ghost
- Find Mii II: Dark Lord
- Mii Force: Gold Bone
- Warrior's Way: Emperor Fynalle
- Monster Manor: The rematch with Arzodius
- Lost Forever: Miis deleted from the plaza can't be returned, unless you StreetPass that person again. Also, invited Miis moved to the Mii Maker will be deleted as well, and also can't be brought back. But the most important thing to remember is that the special Miis given out by Nintendo, while they act like normal StreetPassed Miis in that they give you a Puzzle Swap piece and can be used in Find Mii, act like invited Miis (that is, are deleted from the Plaza) if you try to copy them to the Mii Maker. Unlike invited Miis, there is no warning for this. And if you return the Mii from Mii Maker to the plaza, it will just count as an invited Mii and can no longer be rehired in the Find Mii games. So if you get one of those rare Miis, leave it in the plaza. Tomodachi Life makes this very very difficult to resist. Though one could always just copy the rare Mii from memory.
- Luck-Based Mission: Results in any and all games depend on what kind of people you StreetPass with (or depending on where you live, whether you can find anyone to StreetPass with at all). There are ways around this, but they all make you cough up Play Coins in exchange, and you're probably still at the mercy of whatever Miis the game decides to give you. Nintendo's slowly been making it easier to rack up StreetPasses, however, such as getting the last 6 people to visit a Nintendo Zone in your plaza when you visit said Nintendo Zone. There are ways to turn most wireless routers into a Nintendo Zone of your own (nicknamed HomePass) that can mimic any other already-existing Nintendo Zone (presumably one in a heavily-populated location or a collective one used only in this manner) and thus essentially get an infinite amount of hits, but you might consider this to be cheating and it requires non-trivial amount of effort to accomplish that has a risk of ruining your router. However, simply setting a router's SSID to "attwifi" during a "National Street Pass Weekend" (which happened during Halloween weekend and Thanksgiving weekend in the United States) will net faraway Street Passes without the need for modification.
- Achievements are worse. One requires getting the same random puzzle piece three times in a row. Since the update drove the number of possible pieces above a thousand, it's less than a Million-to-One Chance.
- Market-Based Title: All of the minigames other than Puzzle Swap have different names between North America and Europe, although even Puzzle Swap has a name in Japanese that translates to "The Journey Of A Piece Collector", which explains the walking motif better.
- Meaningful Name: Salesbunny, which is appropriate, as he is the only way to purchase the Downloadable Content for the game. His name is proven, as the track that plays when the player meets him is "Meeting Salesbunny".
- Missing Secret: Even if you buy all the available games, you're going to have one empty square next to the Find Mii I & II option. Subverted since it's reserved for "go back to the Plaza gate", used when you receive a StreetPass while already in the Plaza.
- Munchkin: Many players will change their Mii Color to simply provide the most benefits throughout the games as opposed to their genuine favorite color. Unlike typical Munchkins, these guys are people who you want to encounter, seeing as how they can help you get past difficult levels with ease.
- No Fair Cheating: The games will deter you from Save Scumming in their own ways. For example, in Find Mii, if you close the game while you're in the middle of a session, all the unused Miis will be discarded and you'll have to wait for a new batch of StreetPasses to continue. In Warrior's Way, if you close the game in the middle of a session, the game will admonish you the next time you start it up. Do it again, and it'll start removing solders from your army. There's a way around this though: the game will only punish you if you quit twice in a row in the middle of a battle, so starting up the game and quitting right away before trying again will remove the penalty.
- Old Save Bonus:
- You can set it up so that Miis join your plaza from other sources, such as race opponents in Mario Kart 7. They don't give you any benefit in most games, but they do count towards the accomplishments for collecting a certain number of Miis, and they can add to the armies of you and people you encounter in Warrior's Way.
- Miis from prior passes can also be repurchased with Play Coins to be used again in Find Mii, Find Mii II, and Mii Force. They cost more than getting a Mii at random, but they're helpful if they're a high level or have a shirt color needed to pass a specific obstacle.
- Product Placement: As of the DLC update, if you get three or more Miis at once who all played the same game last, you'll be asked if you want to see more information about that game in the eShop.
- Socialization Bonus: Most games have this, of course. You can get through them using Play Coins, but getting StreetPasses from others gets you more benefits and allows you to get through the games much more quickly.
- Take Your Time: Your Mii is locked in a cage? Space pirates are ravaging the galaxy? You haven't watered your flowers in days? You've got an army at your borders? You're trapped in a giant haunted mansion without food or water? No problem! You can put off playing any of the games for any amount of time without anything happening.
- Tech Demo Game: For StreetPass.
Tropes used in Puzzle Swap
- Anti-Frustration Features: If a StreetPassed Mii doesn't have any new pieces that you don't, the game will spare you from searching their collection and just tell you. As for buying pieces with Play Coins, you may get duplicates but only for panels that are unfinished (not counting pink pieces).
- Color-Coded for Your Convenience: Blue pieces are available by paying Play Coins, while pink ones must be received from StreetPasses.
- Product Placement: Puzzle panels feature Nintendo characters and are used to promote recent games. This can even extend beyond Nintendo products: one of the Japan-exclusive panels is a Big Mac, most likely to promote them as one of the main locations for a StreetPass relay.
- Random Number God: It is inadvisable to spend Play Coins over using StreetPasses to get new pieces as your chance of getting a new piece is percentage-based which is calculated on the number of blue pieces a panel has over the number of blue pieces already collected. As a result, you'll end up wasting a lot of precious Play Coins on just trying to complete a Panel that only needs one more Blue Piece. What's even more worse is that every Incomplete Panel you have is factored into the equation when you buy a Puzzle Piece which will cause you to lose more Play Coins on Panels that are +80% Complete. Thankfully, Complete Panels are never factored into the equation. (Easy Panels: 1/15 chance, Medium Panels: 1/20 chance, Hard Panels: 1/32 chance)
- Socialization Bonus: Being able to choose what puzzle pieces you want that the other person already has, as opposed to being subject to the whims of Random Number God and being given the same piece multiple times when buying them with Play Coins. Pink pieces are also only available when trading with other people and can't be gotten randomly with Play Coins.
Tropes used in Find Mii/StreetPass Quest
- Anti-Frustration Feature: The option to rehire specific old allies in Find Mii II. The color-specific shields are bad enough, but some rooms are impassible without at least two miis of the same color. Fortunately, if you have two appropriately colored miis in your plaza and six play coins, no problem.
- Ascended Glitch: You could use rehired old heroes in Find Mii I by rehiring them in II, then leaving and starting I instead. After the DLC update, the rehire option was just added to the Find Mii I menu so you could do it directly.
- Big Bad: The Ultimate Ghost in the first game, and the Dark Lord in the second.
- Bigger Bad: In Find Mii II, the Dark Lord is revealed to have been this for the first game.
- Cap: Level 7. This also influences the magic from Dark Green Miis.
- Color-Coded Characters: The Miis will have a certain Elemental Power depending on their shirt color.
- Color-Coded for Your Convenience: The color of the enemy's shield will tell you exactly what shirt color of hero (or heroes, in the case of the shadowlight shield) would shatter it.
- Combination Attack: An addition in the sequel. They generally do more damage than the characters would seperately (equalling that of the combined levels of the two Miis plus one), generally don't miss and get an additional hit by default. If they also have the same colored shirt, they will be able to use an enhanced version of their spell.
- Damage-Sponge Boss: Most of the bosses: since you rarely have many high-leveled Miis available, they'll usually take a good number of Miis to take down.
- Dangerously Genre Savvy: In Find Mii II, Ultimate Ghost will only use its rain attack if you try use magic on your Miis without getting rid of its Level Down gas first.
- Disc One Final Boss: Armored Fiend in the first game and the Ultimate Ghost in the sequel.
- Distressed Damsel / Distressed Dude: Your Mii. In the sequel, his/her son and daughter get this treatment as well.
- Excuse Plot: Your Mii (and his/her children in the sequel) has been kidnapped by monsters. Go recruit warriors using StreetPass and rescue them.
- Extended Gameplay: The Secret Quest has more areas, new enemies and a different Final Boss.
- Final Boss: The easiest way to know who's the Final Boss in this game is to see if it is holding your Mii. Not with a cage either, but physically grabbing your Mii.
- Generic Doomsday Villain: In Find Mii II, your Mii remarks on this regarding the Dark Lord.
- Giant Space Flea from Nowhere: Ultimate Ghost in the 1st game and the Dark Lord/Emperor in the 2nd game.
- Hoist by His Own Petard: In II, Ultimate Ghost's rain debuff will screw you over if you try to buff your Miis without eliminating its level down gas first.
- I Don't Like the Sound of That Place: Plenty of examples in II. Hm, a fork in the road. Let's take... Mount Malice? Nevermind, how about the... Forest of Sorrow. Huh. Well, at least there's a third way that leads to... Diabolical Altar.
- Moon Logic Puzzle: How do you get rid of overwhelming poison in a room? By dispelling it with a sandstorm, of course!
- New Game+: You have to complete the game more than once to get all the hats.
- One-Hit-Point Wonder: A single enemy attack will cause a Mii to flee. A Mii will also leave if he/she casts a spell or uses a potion (in Find Mii II). Quite annoyingly, mummies attack before your Miis do, possibly scaring off Miis before they can do anything (thankfully this preemptive attack has low accuracy for weaker mummies, though they often appear in pairs, and Rampaging Mummies appear alone but are guaranteed to scare off a Mii).
- Palette Swap: Some of the enemies you can fight in the 2nd game are this trope; the Dark Emperor, who you can fight in the Secret Quest is a dark green, red-eyed version of the Dark Lord.
- Quirky Bard: Brown Miis. Also Dark Green Miis, with a collection of Miis at level 7; they cannot be boosted beyond level 7, making their magic superfluous.
- Royals Who Actually Do Something: Just before the monsters broke in and kidnapped them, the Prince was going to help the peasants work the fields, while the Princess was going to tutor local children. Unfortunately this only applies to the Excuse Plot, as during the actual game the most they can do from inside those cages is shout hints at the player.
- Smash Mook: Golems and larger Ghosts give this impression.
- Socialization Bonus: Being able to level any StreetPassed character up to 7 if you meet them multiple times, when the wanderers you can hire with Play Coins can only be level 1 or 2.
- Standard Status Effects: Light Green Miis and Light Blue Miis put enemies to sleep or freeze them respectively. The Dark Lord/Emperor is immune to these.
- Status Buff: Dark Green Miis' spells doubles the next hero's level, Orange Miis give others an extra attack, and Pink Miis guarantee the remaining Miis do only critical hits for the rest of the battle but greatly reduce their accuracy.
- Strong Family Resemblance: In the second game, the prince and princess look identical to your Mii aside from their hair. This gets lampshaded. It's especially amusing to see the princess if your Mii has facial hair. You can choose to make the resemblance even stronger if you earn and then wear the Prince or Princess wig.
- This Looks Like a Job for Aquaman: Miis with black or white shirts are extremely useful in dim or brightly lit rooms, against certain enemies weak to their magic (only about 3 enemies each), and against enemies armed with Shadowlight Shields, but their magic is completely useless, or even hindering, in all other situations. The latter two were introduced in Find Mii II, as well as brightly lit rooms, making magic from heroes in white specialized for one dark room and heroes in black completely useless in Find Mii I.
- Useless Useful Spell:
- Thankfully averted when it comes to status spells. Since every Mii is a One-Hit-Point Wonder and casting a spell tires them out instantly, poison, freeze and sleep work on everything 100% of the time, with the latter 2 giving you 1-3 extra attacks for whoever attacks the sleeping/frozen enemy.
- Played straight with Green Miis in a party of level 7s; if the other players' levels are at maximum, Green magic has no effect whatever.
- Brown Miis summon a Wandering Hero. Heroes summoned this way can be one level stronger than the Brown Mii... but are just as likely to be a level lower, and even more likely to just be the same level. So it's typically useless except for shooting the moon against colored shields or if the Brown Mii is level 1 anyway.
- Wrong Genre Savvy: Any player who has been using potions or magic to defeat the enemy will be in shock when they find out that Ultimate Ghost reborn can debuff the player's buff magic, and Dark Lord/Emperor is immune to sleep, freezing or poisoning.
- Yin-Yang Bomb: Can be said for a Combination Attack from Black and White Miis, which is the only way to break Shadowlight shields.
Tropes used in Mii Force/StreetPass Squad
- Adorable Evil Minions: The standard mooks of the Gold Bone Gang look the least threatening.
- Color-Coded for Your Convenience: The favorite colors of the Miis and mercenaries you hire reflect the weapons you get when docking with their Mii pods.
- Continuing Is Painful: In Arcade Mode, continue pain varies between Normal and Hard difficulty. In normal, you can restart the stage if you have any pods left over that haven't been destroyed, but your score is reset. In hard mode, you start all over.
- Dem Bones: The Gold Bone Gang.
- Feed It a Bomb: Three enemies in Level 2-3 take heavy damage if you shoot the Bomb Blaster into their gullet. These are the stone dragons, the small plants, and Queen Jasmine, the big plant.
- Ferris Wheel Date Moment: Referenced in Level 3-3, the Ferris Wheel-themed level of the amusement park planet.
- Letting the Air out of the Band: Happens during the Game Over sequence. Gold Bone would taunt the Mii Force for failing to do the mission, and as the Game Over text appears, the backing music ominously slows down.
- Nonindicative Name: Only the leader of the Gold Bone Gang is actually gold.
- No Damage Run:
- One of the three goals on each level (besides just completing it) is to finish the level without being hit.
- The Hard difficulty on the unlockable Arcade Mode limits you to one squad member, essentially making it a No Damage Run of the entire game.
- Pinball Scoring: In the second sense—all scoring is done in multiples of 10 during play, and then you receive 1 point for each squadmate you keep by the end.note Thus, the ones digit in the score indicates how many people you've held onto, with a 0 indicating finishing with all 10.
- Quirky Bard: Dark Green Miis, again. Few areas require a bouncing projectile, and the ones that do can also be bypassed by Light Green Miis.
- Scoring Points: The game tracks your highest score in each level, as well as the top six scores overall per level of you and anyone you StreetPassed.
- Shoot 'em Up
- Socialization Bonus: The only game to avert it in gameplay, as passing other players gives no benefit over hiring Miis with Play Coins. However, Passed Miis will contribute to your high score list.
- The Something Force
- Space Pirates: The Gold Bone Gang.
- The Starscream: After the final battle against him, Skully will suggest you and him team up to overthrow Gold Bone and take over the gang. You automatically refuse, however.
- Super Star: Grab a turbo/carnival gem and all the Mii pods you've collected so far will temporarily form a ring around you, making you invincible and letting you fire all of them simultaneously: if you have less than 8 pods when you collect one, any missing cardinal directions will be filled in by a generic Attack Drone much like the one golden Miis give you.
Tropes used in Flower Town/StreetPass Garden
- Gotta Catch 'Em All: There are 80 plant breeds that can be cultivated, with the majority of them being available in several different colors.
- Ill Girl: Anne, the woman who sends in job requests to cheer up her favorite soccer player. She doesn't mention it at all in her own requests, but a couple others refer to a sick woman in their requests and completing those quests unlock more in Anne's quest chain, indicating she's the one they're talking about. Later requests from her sister Beth and Ted the soccer player in question reveal that she makes a full recovery and marries Ted.
- Luck-Based Mission: You'll never know what kind of seed you'll get from crossbreeding your flower with others' until it happens, and even then there are up to three flowers it can become with different percentages of probability. However, observant players can narrow down the possibilities of this second part:
- The shape of the seed correlates directly to the flower that will grow; if one of the parent plants has a different seed shape then you can rule that possibility out.
- Watch your flower as the seed is being formed; the lights that surround it will the the same color as the flower that will come from the seed. The color wheel only indicates what colors the seeds will inherit.
- Named After Somebody Famous: Mr. Mendel is named after Gregor Mendel, a monk known for gardening.
- No Antagonist: Unlike the other games introduced by Salesbunny, there are no bad guys, or fighting, for that matter.
- Oblivious to Love: Ms. Blossom. After completing Buddy's job, The Dude's Wish (he wants to give a short, Gloria family plant, preferably one romantic), with a perfect rating, Ms. Blossom mentions that he gave the plant to her later, but can't seem to figure out why he did.
- Punny Name: Poppy, who runs the seed shop, as spelled out by the shop name "Poppy's Seeds".
- Scrapbook Story: By paying attention to requests that come in, you can see some storylines emerge. Following just one person's requests in order will give you the basics, but the game leaves it up to the player to connect the dots between different people - for instance, one requester is a doctor, another is a food critic, and a third is a chef; but by reading between the lines you realize one of the doctor's patients being treated for overeating is actually the critic, and the critic also visited the chef's restaurant.
- Serious Business: Watering plants. Unlike most examples it's a lot friendlier as no one is actually competing for anything, they just like helping out other gardeners.
- Socialization Bonus: People you've StreetPassed with multiple times have a better chance of producing a seed that might be able to grow into a rare plant. (Though they'll still have this quality even if rehired with Play Coins.)
- To Be a Master: Your goal is to be named a Master Gardener by growing 20 different types of flowers.
Tropes used in Warrior's Way/StreetPass Battle
- Anti-Frustration Features: Spying. Otherwise the game would be more of a Luck-Based Mission every single fight.
- Blood Knight: The advisor/butler Wentworth. He's the one who constantly encourages your Mii to conquer the world right from the get-go.
- Cap: 9,999,999 soldiers.
- Critical Hit: If you have 1 win and 1 loss and at least half as many troops remaining as your enemy, you have a chance of performing a Critical Strike that's guaranteed to defeat the last enemy group.
- Defeat Means Friendship: Many of the warlords you defeat are surprisingly OK with you taking over, and trust you to run their country well. A portion of troops from defeated armies will also eagerly join you.
- The Dev Team Thinks of Everything: If you Streetpass someone who has nobody in their Plaza, and thus their troop includes only themselves, their dialogue will be different when joining you.
- Everyone Calls Him Barkeep: The Emperor's name, Fynalle, is only mentioned before deciding to fight him. He is referred to elsewhere in-game and in the soundtrack as the Emperor. His Smash Bros trophy is also titled The Emperor, but does make mention of his actual name.
- Exclusive Enemy Equipment:
- Some generals have exclusive types of units. Naturally they are better than normal units. Ninjas always have the advantage and Berserkers will take out 2/3 of units of their type and 4/5 of enemies they are superior to.
- Only the AI warlords can have, for example, two Cavalry units at a time. You and other players are limited to having one of each type of troops.
- Final Boss: Emperor Fynalle.
- The Last of These Is Not Like the Others: Unlike other StreetPass Mii Plaza games, a Mii's favorite color doesn't affect the gameplay at all. Depending on the Mii, this can be a good thing.
- Level Scaling: When you first prepare to invade, the size of the opposing army will be proportional to your army's size. This is especially annoying with the final fight—his army will be at least eight times the size of your army!
- Luck-Based Mission:
- Somewhat on the subject of mercenaries. You are alerted that mercenaries will usually have more units than advertised but on occasion you will be alerted that many more units than expected are coming in which case you could be getting about ten times your expected amount.
- The final battle is entirely luck-based, courtesy of being unable to spy on the enemy and the battle itself is 5 rounds of straight Rock-Paper-Scissors.
- Punny Name: Almost every single enemy general/warlord, climaxing with Emperor Fynalle.
- Random Event: Sometimes, battlefield conditions would be unfavorable to a certain unit type, giving that type a guaranteed matchup disadvantage for that battle.
- Shaggy Dog Story: Once you beat the game, should you choose to continue, you lose control of all the territories you conquered. Here We Go Again.
- Socialization Bonus: Zigzagged; the number of soldiers you get from StreetPasses may or may not be more than the amounts you can hire with Play Coins; it all depends on who you pass. There's also the catch that if the StreetPass is from someone else with Warrior's Way, you have to win against them in order to claim soldiers from them (though if you just greet them, they might give you some soldiers randomly, but far less than what you could win).
- Tactical Rock-Paper-Scissors: Cavalry beat Archers beat Infantry beat Cavalry. It's made even more noticeable in that they even have the hand symbols for rock, paper, and scissors.
- Unexpected Gameplay Change: A mild example. Rather than organize three groups to duke out against the Emperor's forces you use one giant group and select which type of unit the armor should switch to in order to cut down the Emperor's army and hopefully end with more units than him after five rounds.
- Villainous Breakdown: Emperor Fynalle is furious when you beat him and swears revenge.
- World Domination: Your eventual goal.
Tropes used in Monster Manor/StreetPass Mansion
- Big Bad: Arzodius, the demon king, who is responsible for kidnapping everyone inside of the haunted manor, and who rules over the ghosts inside.
- Big Boo's Haunt
- Cap: 255 HP
- Color-Coded for Your Convenience: There are 5 weapon types (white, red, yellow, blue, and green). Monsters have similar types, and you do more damage if you hit one with the same weapon color of its type (i.e. using a white blaster on a white enemy.)
- Combination Attack: Should you find someone with a weapon you can have them help you in combat if you meet up with them after laying their piece.
- Critical Annoyance: At low health, though you will only get the beeping in battles.
- Deal with the Devil: The researcher wanted Arzodius to save his sick daughter; Arzodius asked for a gateway between worlds in exchange, resulting in...
- Demonic Possession: Arzodius to the researcher who once owned the manor.
- Disc One Final Dungeon: The twenty-fifth to thirtieth floors, which have different music and overall seem to be the finale of the game. Once you've beaten the Disc One Final Boss/Climax Boss, you are treated to a Left Hanging ending and the credits roll. Continue, however, and it's revealed that the manor actually has fifty floors and your escape from the manor was all an illusion by Arzodius.
- Fighting from the Inside: Iris quotes the trope by name in the True Final Boss battle, noting that it's a possibility that the researcher is still there somewhere. It probably explains the distressed phone call which led you and Iris to the manor in the first place.
- Golden Ending: If you slog through all fifty floors and beat the True Final Boss; Cue the Sun, and you escape the manor for real. And the place is surprisingly neat and beautiful when it's daytime. Also, you get clues as to the identity of the researcher and his daughter...
- Meaningful Name: Iris in the 3 main languages: her US name is Iris Archwell, which is a pun on "I research well", her UK name is Ella Mentree, which is a pun on "elementary" and her Japanese name is Sheila Bell, which is a pun on the Japanese verb for "shiraberu" or "investigate".
- Ms. Exposition: Iris tells you everything you need to know about the haunted manor and its backstory.
- New Game+: Once you beat the game, you can restart with your last equipped weapon, and your current HP total.
- Pre Existing Encounters: Represented by the red dots on the grid, triggered by placing a block over them. As you reach the higher floors, invisible versions start appearing.
- Random Encounters: Sometimes when you open a door and enter a new room for the first time.
- Reckless Sidekick: Iris goes off exploring the haunted manor by herself. And when you come in to investigate (and get trapped in the manor as well), she insists on going off exploring herself (after explaining the basics to you in the tutorial, of course).
- Socialization Bonus: StreetPassed Miis offer a more varied selection of rooms depending on how many times you've passed them (1-5, as opposed to a static 3 from hired investigators) as well as the possibility to appear in one of the newly-created rooms after you take their piece: regular Miis will give you a small number of gems and possibly a puzzle box; other Monster Manor owners will let you choose either teaming up for stat boosts or items (a random item and any puzzle box out of the ones they've solved so far).