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  • Anticlimax Boss: The Masterpiece is hyped up to be one of Professor Orange's most powerful creations — an artificial recreation of a godlike being. When you do fight it, intense music starts up as the abomination breaks into an equally intense attack pattern... which lasts for around 12 seconds before the creature abruptly dies with a Letting the Air out of the Band sound effect. It's not a Long Song, Short Scene, though, as the same music and pattern plays for the Cat God (said godlike being) as a full-fledged battle.
  • Crosses the Line Twice: Some of the second half of the game dips into this. Nosferatchu resignedly commenting that the maze is as good a place as any to die? Heartrending. Going into their room, starting up the Smega and sitting through the same extremely drawn out opening for Super Racket, only for it to end immediately after the first serve? Hilarious.
  • Ending Fatigue: The Normal ending drags on just a bit too long, with four different final bosses in sequence broken up two lengthy walking sections talking to Frog about Pink's role in the game and every character in the game respectively. Thankfully there are extensive checkpoints and the fourth final boss cannot kill the player.
  • Ensemble Dark Horse: The Shopkeeper. They're a random, one-off NPC with a simplistic design, little dialogue, and virtually no real role in the story... who is also one of the game's most popular characters due to their hilarious and unexpected boss battle, featuring psychedelic imagery, complex attack patterns, and an absolute banger of a song.
    • Yellow is also quite popular among fans, despite only appearing for ONE ending.
  • Fan Nickname: "Scott Cawthon" for the Light Being, thanks to looking very similar to Scott's Author Avatar Animdude.
  • Fridge Brilliance:
    • The Automated Terror Machine is not required to be killed to finish the second act. Firstly, it's an entirely mechanical and likely soulless construct. The same goes for Barbot/Racebot.
    • The three friendliest denizens of Everhood make up a Fighter, Mage, Thief trio: Rasta Beast, Green Mage, and Blue Thief respectively.
    • Professor Orange's "Quantum Battle" uses the song Barge by Gunnar Olsen, which is a piece of royalty-free music that's part of the Youtube Audio Library. So a battle that isn't a battle uses a song that's not in the game's soundtrack.
    • Green Mage hosting the Medallion Campaign makes even more sense when both Green Mage and Game Master can be made into the acronym "GM".
    • The rematch against Gold Pig is one of the surprisingly easier boss battles in the game thanks to most of their attacks being easily deflectable. This is likely another reason why they wanted to steal Red's arm — since they're very vulnerable to Red's deflection ability, they really didn't want to take any chances.
    • Out of all the game's Bonus Bosses, why is Orange's "Masterpiece" based on The Cat God? Because all of the other ones are perfectly able to be dodged to death. Not only is violence the only resolution to the Cat God's fight since certain sections force the player to deflect, but if Orange had managed to give it even ten more seconds or power, it would have gone into the part of the Cat God's song where it only throws walls at you, which would have killed Red since he hadn't retrieved his arm yet.
    • The Reveal of the White Rabbit transforming into Everhood's sun makes more sense after one learns that in certain europian languages the reflection of sunrays projected onto a darker surface is called a "sun rabbit". These reflections come in bright colors and if they are projected through a handheld prism or mirror, it is possible to make them dart and jump around, just like rabbits. However, knowing this fact, it becomes ambigious whether the game's rabbit is actually the whole sun. Just like the real sun rabbit, it could be merely a tiny fragment of the sun, given the form of an animal, so that it could move and enjoy living on the surface, without being exposed for what it is. Therefore, when rabbit is finally exposed to Red, it could be, just as well, trying to escape back to the sun for safety, but in the process of reconnecting with it, revealed the sun's location.
      • The sun only appearing once Red has to destroy it is a nod to the (now debunked) fact that, from many stars, their light reaches Earth when the actual star has already expired long ago. It is now known to not be true, because, in reality, stars last much longer than that, being able to provide their light to planets like Earth several times. But in game Red is immediately thrown up to kill the sun, so, in a way, the sun only did appear, when it was about to be destroyed.
      • Alternatively, the Everhood's sun, formerly only so bright to illuminate only occasional spots inside Everhood (presumably through its rabbits), became brighter (and thus visible) because it sensed that it was going to be destroyed. That gave it the power to consume much of its resources (aging it significantly) to become hotter and deadlier, and gain the ability to put obstacles in Red's way. But Red has no business in attacking the sun up and close, instead bombarding it with projectiles, to which sun actually had no real defences, apart from being able to trip Red up causing them to stop firing. Also the temperature scale had no effect on Red (and didn't make any sense termodynamically, as pointed on the main page), because Red/Pink is technically already dead and also in the afterlife, temperature doesn't have to make sense, being a foreign concept.
  • Fridge Horror: The V.I.P room being both Gold Pig's lair and where the incinerator is located suggests that since the incinerator is the only way for the residents of Everhood to "die" besides being killed by Red, Gold Pig actively holds control over who lives and who dies in Everhood when Red isn't active.
  • Player Punch: The second half of the game requires you to kill every last soul in Everhood in order to get the good ending. This includes several of the characters you've grown to care about, like Green Mage, Rasta Beast and especially Blue Thief.
  • Signature Scene: The first Gnome fight as the first real Wham Episode of the game combined with the incredibly chaotic visuals is often viewed as the point where new players will really get hooked or bounce off the game.
  • Tear Jerker: The second half of the game is especially heartrending if you're going for the Normal ending, thanks to having to kill off each and every one of the characters you've grown to love. Several of the encounters are just downright tragic, such as Rasta Beast telling you that you're no longer their friend, Flan's Thousand-Yard Stare and subsequently going berserk when their brother Muck dies. Then, there's the mere facts that you have to kill the aforementioned Rasta Beast who was a great friend before, Green Mage whose fun-loving attitude and great GM skills likely grew on you, and also Blue Thief after bonding so long with them.
  • That One Achievement:
    • The "No Hit" achievements require you to defeat every character in the game without getting hit a single time. Yes, that includes all of the Bullet Hell bonus bosses, and this also includes the first Incinerator's second phase.
    • "Is there an end...?" requires you to unlock the "Corridor" ending by reaching Green Mage's Endless Corridor. Doing this will take no less than two hours and definitely wear the player's patience thin.
    • "Nature loves the fierce and bold" requires you to defeat the Higher Beings when they attack you instead of just surviving the song. The fight itself is already one of the most difficult non-bonus boss fights in the game, but it also has large segments at the beginning and end where you can't reflect any of the projectiles, and the large number of notes will make it very difficult to get shots through without getting hit. They also have a lot of health, with a song that is not nearly long enough to compensate.
  • That One Boss:
    • The first fight against Purple Mage is generally agreed upon to be the hardest boss in the game's first half. The issue is that Purple Mage will rewind the song by a few seconds every time they hit you, making failure much more punishing than the other bosses. In addition, Purple Mage's attack patterns use plenty of walls, meaning that your options for dodging are heavily limited and you'll likely get stuck in a lethal cycle of taking damage, rewinding, then taking damage again until you die.
    • The real fight with Rasta Beast is absolutely brutal and marks the point where the game gets really, really hard. They have a lot of things that make for a tough boss in this game — widespread and rapid attacks, prolonged periods with lanes cut off, high HP with a short song length, — but the big thing, specifically, is what happens around forty-five seconds in: the song's BPM absolutely explodes, going so fast that it becomes insanely difficult to react to the notes coming at you, forcing you to move, jump, and deflect for your life for over twenty seconds. You only get a short respite after that, because the overclocked BPM repeats near the end of the song, with a completely different pattern than before.
  • The Woobie:
    • When you first see Blue Thief steal your arm, you initially think they're some generic Jerkass rogue, and the scene where you confront them alongside Gold Pig does little to change that. Then, once you escape the incinerator, you find that Gold Pig stole their legs and, when talking to them, you discover they're actually a pleasant and helpful, but lonely guy. As you journey together with them to get your limbs back, Blue displays insecurity over their poor memory, while showing gratitude towards Red for being there for them and helping them despite not having much reason to. When the time finally comes to kill them, Blue willingly lets you off them and allows you to enter Midnight Town, believing that a good person like you wouldn't go around committing genocide unless there was a good reason for it.
    • Pink is a tragic bag of nerves and self-loathing caused by their destiny as the destroyer of the Everhood world, despite the fact that they're a pacifist who sincerely does not want to hurt anyone, least of all their friends. Their guilt is so great that they have to come up with scapegoats like Red and the player just to make themselves feel less horrible. The sheer amount of misery they go through both before and during the events of the game hardly helps: a secret flashback shows that they got struck by a car in another world, ended up needing a new body after getting terribly sick, and ultimately must confront the truth about their own actions. In the end, Pink has to die in order to get the best ending, and it's a painful sequence where their fear of death is on full display as they weep about how much it hurts. While they ultimately get a happy ending, the amount of pain they go through to get there is staggering.

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