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* ShoutOut: Some of the background items in the rooms may engage in conversation with each other while you are there. One of such conversations clearly references ''Film/BackToTheFuture'', with catch phrases like "Great Scott!".

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* ShoutOut: Some of the background items in the rooms may engage in conversation with each other while you are there. One of such conversations clearly references ''Film/BackToTheFuture'', ''Franchise/BackToTheFuture'', with catch phrases like "Great Scott!".
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** ''[[Literature/TheDaVinciCode The Capulet Code]]'': -10% move speed, +8 tokens. "You can't even win at tic-tac-toe. Just stop."

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** ''[[Literature/TheDaVinciCode The Capulet Code]]'': -10% move speed, +8 tokens. "You can't even win at tic-tac-toe.TabletopGame/TicTacToe. Just stop."
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* SpreadShot: Regan's attacks are all about this. Her main one is two fire two concentric circles of fireballs, and she and her clones can also fire spread versions of a HandBlast.

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* SpreadShot: Regan's attacks are all about this. Her main one is two to fire two concentric circles of fireballs, and she and her clones can also fire spread versions of a HandBlast.



* StealthPun: A dark version: [[spoiler:the Cordy clones at the end take down the fence surrounding Edgewood, as in, they are literally tearing down defenses]].

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* StealthPun: A dark version: [[spoiler:the Cordy clones at the end take down the fence surrounding Edgewood, as in, they are literally tearing down defenses]].defenses. And you get this ending after defeating His Natural Defenses, symbolizing the Bandit completely losing his grip on reality]].



* WeUsedToBeFriends: According to an overheard conversation, Goneril, Cordy, and Regan were once friends. Chapter 4 lore entry, "On Caravans", also states that [[spoiler:Goneril, Cordy, and Regan arrived into the orphanage in the same caravan, and they were surrounded by more shadowy apparitions than anyone's ever seen before. This ties into the Shuddering Jim series's implications that they were [[TerribleTrio the most feared memories]] of The Bandit's mind]].

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* WeUsedToBeFriends: According to an overheard conversation, Goneril, Cordy, and Regan were once friends. A Chapter 4 lore entry, "On Caravans", also states that [[spoiler:Goneril, Cordy, and Regan arrived into at the orphanage in the same caravan, and they were surrounded by more shadowy apparitions than anyone's ever seen before. This ties into the Shuddering Jim series's implications that they were [[TerribleTrio the most feared memories]] of The Bandit's mind]].



* DeceptivelySillyTitle: Every book of the series has one. They are deceptive both because the excerpt of the book practically always has no relation to the title, and because [[spoiler: they are related to the much more serious elements of the game, foreshadowing that the game takes place in The Bandit's mind.]]

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* DeceptivelySillyTitle: Every book of the series has one. They are deceptive both because the excerpt of the book practically always has no relation to the title, and because [[spoiler: they [[spoiler:they are related to the much more serious elements of the game, foreshadowing that [[MentalWorld the game takes place in The Bandit's mind.]]mind]]]].



** Book 36: [[spoiler:The Case of the Mechanical Vendor - the in-game shops. It also mentions The Bandit's terrace topiary, thus paralleling the Terrace levels. Moreover, The Bandit's phrase that "the memory of the enemy can be as dangerous as the enemy itself" parallels Chapter 3's entry where Cordy remembers Mr. L. asking "Can a memory itself remember? And can it be redeemed" and then Chapter 4's, where a voice speaks to her: "You have no right," it said, "you're not even you. You're just a reflection of another."]]

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** Book 36: [[spoiler:The Case of the Mechanical Vendor - the in-game shops. It also mentions The Bandit's terrace topiary, thus paralleling the Terrace levels. Moreover, The Bandit's phrase that "the memory of the enemy can be as dangerous as the enemy itself" parallels Chapter 3's entry where Cordy remembers Mr. L. asking "Can a memory itself remember? And can it be redeemed" redeemed?" and then Chapter 4's, where a voice speaks to her: "You have no right," it said, "you're not even you. You're just a reflection of another."]]

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* HoldTheLine: The challenge rooms only need to be survived for 10 seconds.



* IncitingIncident: The onslaught of the quiet kids, which ended with a bookcase crushing them. While Cordy survived the bookcase, it concluded with her being able to speak. Or, well, throw fire at stuff.



* NoSell: There's a dodge stat implemented in the game, which works as a flat percentage chance for Cordy to not take any damage from an attack that did, in fact, collide with her hurtbox. It starts at 0%, but can be raised by certain upgrades, some of which only work under certain conditions (such as while Cordy is [[UnnecessaryCombatRoll rolling]]).



* OneWingedAngel: [[spoiler:After being defeated as a large being made of paper, The Administrator melts into the floor and becomes His Natural Defences in a paper vortex.]]

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* OneWingedAngel: [[spoiler:After being defeated as a large being made of paper, The Administrator melts into the floor and becomes [[FinalBoss His Natural Defences Defences]] in a paper vortex.]]



* TimedMission: The challenge rooms only need to be survived for 10 seconds.
* UnnecessaryCombatRoll: Here, rolling is a very important way of boosting your speed to avoid attacks. However, unlike most implementations of the trope, Cordy is '''not''' immune to attacks while rolling.

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* TimedMission: TraumaticSuperpowerAwakening: The challenge rooms only need to be onslaught of the quiet kids, which ended with a bookcase crushing them. While Cordy survived for 10 seconds.
the bookcase, it concluded with her being able to speak. Or, well, throw fire at stuff.
* UnnecessaryCombatRoll: Here, rolling is a very important way of boosting your speed to avoid attacks. However, unlike most implementations of the trope, Cordy is '''not''' immune to attacks while rolling. Certain upgrades do make the combat roll temporarily boost your dodge stat, though.

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** Terrace descriptions: "The staircase ahead abruptly changes from wood to stone halfway up, indicating a terrace floor. The terraces are a recreational area for the students, where they can admire the sweeping vistas and the carnivorous flowers that line the balconies. Birds of prey are seldom seen at these altitudes, and in any event can only carry off one child at the time. Edgewood's various seasonal festivities generally take place on the terraces, to the dismay of the attendees."

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** Terrace descriptions: "The staircase ahead abruptly changes from wood to stone halfway up, indicating a terrace floor. The terraces are a recreational area for the students, where they can admire the sweeping vistas and the carnivorous flowers that line the balconies. [[KidnappingBirdOfPrey Birds of prey prey]] are seldom seen at these altitudes, and in any event [[FalseReassurance can only carry off one child at the time.a time]]. Edgewood's various seasonal festivities generally take place on the terraces, to the dismay of the attendees."



* CoolOldGuy: Elderly Mr. L, one of the teachers at the very beginning whose disappearance in part led to the kids taking the school.
* ChekhovsGun: The onslaught of the quiet kids, which ended with a bookcase crushing them. While Cordy survived the bookcase, it concluded with her being able to speak. Or, well, throw fire at stuff.
* CrapsackWorld: The Edgewood orphanage has always been horrific. Even '''before''' the teachers left and students started murdering each other a la ''Literature/LordOfTheFlies'', it was still a place where the only food consisted of potatoes that had to be cooked by the students themselves, with those shirking their duties fed yesterday's gruel, which invariably gave them anything from fever to psychic rage if they actually ate it. (Since the gruel somehow becomes sentient if left overnight, with a large cauldron being one of the bosses, and vines on the terrace that had a lot of gruel poured over them entangling themselves around rubble and forming another boss.) Meanwhile, the only counselor is a useless scarecrow and the malady ward is never open, because its doctor is too busy animating burlap dummies instead. Then, a whole dormitory outright vanished (which was preceded by collective nightmares that were promptly ignored by the Administrators), and Cordy may only encounter it as a late-game boss, students turned to statues. Other students may encounter doppelgangers who'll eventually kill them and take their place. Students' own creations also went rogue to make things: from the two dragon statue bosses that regularly kill children (to the point there are "seasonal patterns" for the first of them), to Regan's "harmless" chalkboard markings and footstools enchanted to create a VideoGame/{{snake}}-like monster.
** However, the outside world is actually '''worse'''. While the students are actually allowed to leave the building and explore the countryside, no-one is foolish enough to try. Merely going onto the building's terraces is a huge risk because of the enormous eagles that regularly fly off with the students who are sent to maintain the roof (and clear the poisonous, spitting moonflowers that regularly grow there). The hills near Edgewood have plenty of other monsters in them — the description for a telescope item states that the student who had it was so horrified by whatever he saw through it in the hills that he's lost the ability to speak.
** [[spoiler:All of this is {{Justified|Trope}} when accounting for the heavy implication that the whole setting is merely a reflection of the Bandit's memories of growing up in an OrphanageOfFear — as well as his loosening grasp on sanity, which slips completely in the final ending. Obviously, the mind of a madman with a horrible childhood would be a place where [[EverythingTryingToKillYou Everything Tries To Kill Children]] ([[KidsAreCruel Especially Other Children]]).]]

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* CoolOldGuy: Elderly Mr. L, one of the teachers at the very beginning whose disappearance in part led to the kids taking over the school.
* ChekhovsGun: The onslaught of the quiet kids, which ended with a bookcase crushing them. While Cordy survived the bookcase, it concluded with her being able to speak. Or, well, throw fire at stuff.
* CrapsackWorld: The Edgewood orphanage has always been horrific. Even '''before''' the teachers left and students started murdering each other a la ''Literature/LordOfTheFlies'', it was still a place where the only food consisted of potatoes that had to be cooked by the students themselves, with those shirking their duties fed yesterday's gruel, which invariably gave them anything from fever to psychic rage if they actually ate it. (Since the gruel somehow becomes sentient if left overnight, with a large cauldron being one of the bosses, and vines on the terrace that had a lot of gruel poured over them entangling themselves around rubble and forming another boss.) Meanwhile, the only counselor is a useless scarecrow and the malady ward is never open, because its doctor is too busy animating burlap dummies instead. Then, a whole dormitory outright vanished (which was preceded by collective nightmares that were promptly ignored by the Administrators), and Cordy may only encounter it as a late-game boss, the students turned to statues. Other students may encounter doppelgangers who'll eventually kill them and take their place. Students' own creations also went rogue to make things: from the two dragon statue bosses that regularly kill children (to the point there are "seasonal patterns" for the first of them), to Regan's "harmless" chalkboard markings and footstools enchanted to create a VideoGame/{{snake}}-like monster.
** However, the outside world is actually '''worse'''. While the students are actually allowed to leave the building and explore the countryside, no-one is foolish enough to try. Merely going onto the building's terraces is a huge risk because of [[KidnappingBirdOfPrey the enormous eagles that regularly fly off with the students who are sent to maintain the roof roof]] (and clear the poisonous, spitting moonflowers that regularly grow there). The hills near Edgewood have plenty of other monsters in them — the description for a telescope item states that the student who had it was so horrified by whatever he saw through it in the hills that he's lost the ability to speak.
** [[spoiler:All of this is {{Justified|Trope}} when accounting for the heavy implication that the whole setting is merely a reflection of the Bandit's memories of growing up in an OrphanageOfFear — as well as [[SanitySlippage his loosening grasp on sanity, sanity]], which slips completely in the final ending. Obviously, the mind of a madman with [[FreudianExcuse a horrible childhood childhood]] would be a place where [[EverythingTryingToKillYou Everything Tries To Kill Children]] ([[KidsAreCruel Especially Other Children]]).]]


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* IncitingIncident: The onslaught of the quiet kids, which ended with a bookcase crushing them. While Cordy survived the bookcase, it concluded with her being able to speak. Or, well, throw fire at stuff.
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*** Cordy [[spoiler:is the quiet one of The Best Friends, but she's she's more antagonistic to the villains and monsters of the story, she repeatedly is shown to make bad decisions on subsequent playthroughs, such as taking up Goneril's place as Woundwort Leader and being worse than her. In the Tarot-esque card trick, she's described as "the ringleader" of the three prisoner cards. In addition, she seems to represent the Chemical in the last few chapters of Shuddering Jim, destroying the defences of his mind.]]

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*** Cordy [[spoiler:is the quiet one of The Best Friends, but she's she's more antagonistic to the villains and monsters of the story, she repeatedly is shown to make bad decisions on subsequent playthroughs, such as taking up Goneril's place as Woundwort Leader and being worse than her. In the Tarot-esque card trick, she's described as "the ringleader" of the three prisoner cards. In addition, she seems to represent the Chemical in the last few chapters of Shuddering Jim, destroying the defences of his mind.]]
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* AnIcePerson: Sudsy the Inanimate is an Ice Dragon statue built by students that came to life. It fires a lot more projectiles then the other bosses of its level, but also automatically receives critical hits from all of your fireballs.

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* AnIcePerson: Sudsy the Inanimate is an Ice Dragon statue built by students that came to life. It fires a lot more projectiles then than the other bosses of its level, but also automatically receives critical hits from all of your fireballs.
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* PositiveDiscrimination: An strange variety: while the crude, early-game Broggs and Woundwort students, as well as the beautiful and refined mid-game Capulets are always white, the late-game Gifted who come with their own robot suits are all black/Latino/Asian. Given that they are all your enemies trying to kill you, however, being the strongest ones is questionably positive. [[spoiler:Shuddering Jim excerpts imply that The Bandit was the kind of quiet child who was friendly with the teachers, but bullied by the other orphans, and so the Gifted are probably a proxy for how he saw himself, and race is likely a factor in this. It's even more likely given how the books portray him as a mad inventor, who is introduced through the giant serpentine submarine he built.]]

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The game follows Cordy, a shy girl who survived the initial slaughter by hiding under a bookcase, and is attempting to make her way up the building. While inspired by ''VideoGame/TheBindingOfIsaac'', it adds RPG elements -- both short-term (experience points) and long-term (every run, even failed ones -- [[NintendoHard and there will be many failed ones]] -- provides credits to give Cordy new abilities), and detailed journal entries on Cordy's past and various foes.

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The game follows Cordy, a shy girl who survived the initial slaughter by hiding under a bookcase, and is attempting to make her way up the building. While inspired by ''VideoGame/TheBindingOfIsaac'', it adds RPG elements -- both short-term (experience points) and long-term (every run, even failed ones -- [[NintendoHard and there will be many failed ones]] -- provides credits to give Cordy new abilities), and detailed journal entries on Cordy's past and various foes.



** [[spoiler:All of this is {{Justified|Trope}} when accounting for the heavy implication that the whole setting is merely a reflection of the Bandit's memories of growing up in an OrphanageOfFear — as well as his loosening grasp on sanity, which slips completely in the final ending. Obviously, the mind of a madman with a horrible childhood would be a place where [[EverythingTryingToKillYou Everything Tries To Kill Children]] ([[KidsAreCruel Especially Other Children]]).]]



* EatThat: The description for Better Bug Collection item: "James W's bug collection put the rest of yours to shame. Now, please vote on who eats the bugs." Gameplay-wise, though, it instantly levels up Cordy after the next room, so, uh, thanks Administrators?

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* EatThat: The description for the Better Bug Collection item: "James W's bug collection put the rest of yours to shame. Now, please vote on who eats the bugs." Gameplay-wise, though, it instantly levels up Cordy after the next room, so, uh, thanks Administrators?



* EvilCounterpart: Two of these act as bosses. The first, A Buoyant Double, is a balloon that only somewhat resembles Cordy, and does not have any similar attacks. The second is Better Cordy, who is better in personality (nicer, prettier, etc.) and gameplay (she's stronger and faster than upupgraded Cordy, attacking with doubled fireballs and using stronger chalk clouds, as well as having more juice boxes to heal with).

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* EvilCounterpart: Two of these act as bosses. The first, A Buoyant Double, is a balloon that only somewhat resembles Cordy, and does not have any similar attacks. The second is Better Cordy, who is better in personality (nicer, prettier, etc.) and gameplay (she's stronger and faster than upupgraded un-upgraded Cordy, [[MirrorBoss attacking with doubled fireballs and using stronger chalk clouds, as well as having more juice boxes to heal with).with]]).



* GainaxEnding: [[spoiler:After His Natural Defenses is destroyed, Cordy finds herself exiting the building, surrounded by other Cordys, who are tearing down the fence surrounding Edgewood. As all this is happening, someone is heard laughing uncontrollably with people holding them down.]]
** [[spoiler:If you've been reading the lore, it's suggested that this is the Bandit, the main villain of the Shuddering Jim series, finally cracking into useless insanity after he got injected with the chemical he himself commissioned to destroy the mind's "natural defences".]]
* GameplayGrading: You get a scorecard from the Administrators every time you complete the level, which takes into account the number of enemies killed, damage taken, time taken to complete the level, and number of challenges completed. You'll get base credits (which are spent in the shops, etc.) either way, but grades above a D result in a report card bonus. Either way, however, the comments on the card are exactly like what you would expect from the Administrators.

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* GainaxEnding: [[spoiler:After [[TrueFinalBoss His Natural Defenses Defenses]] is destroyed, Cordy finds herself exiting the building, surrounded by other Cordys, who are tearing down the fence surrounding Edgewood. As all this is happening, someone is heard [[LaughingMad laughing uncontrollably uncontrollably]] with people holding them down.]]
** [[spoiler:If you've been reading the lore, it's suggested that this is the Bandit, the main villain of the Shuddering Jim series, finally cracking into useless insanity [[HoistByHisOwnPetard after he got injected with the chemical he himself commissioned to destroy the mind's "natural defences".defences"]].]]
* GameplayGrading: You get a scorecard from the Administrators every time you complete the level, which takes into account the number of enemies killed, damage taken, time taken to complete the level, and number of challenges completed. You'll get base credits (which are spent in the shops, etc.) either way, but grades above a D result in a report card bonus. Either way, however, the comments on the card are exactly like what you would expect from [[{{Jerkass}} the Administrators.Administrators]].



* IAmAHumanitarian: Some of the Administrator remarks imply that the enemy students will literally eat you, or at least the Broggs and the Woundworts will. Though, everything they say to Cordy is to be taken with a pile of salt.

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* IAmAHumanitarian: Some of the Administrator remarks imply that the enemy students will literally eat you, or at least the Broggs and the Woundworts will. Though, [[MissionControlIsOffItsMeds everything they say to Cordy is to be taken with a pile of salt.salt]].



* {{Killstreak}}: Merit Slippers award +15% dodge if you can score 18 straight kills without using Juice. Administrators note that these were originally issued to Karl K, "Who'll need them to run from hawks during roof maintenance."

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* {{Killstreak}}: KillStreak: Merit Slippers award +15% dodge if you can score 18 straight kills without using Juice. Administrators note that these were originally issued to Karl K, "Who'll need them to run from hawks during roof maintenance."



** There's usually one of these per floor. However, [Leaderless] levels have none, and the Administrators comment on this with "The graffiti on the walls looks more sullen then we would expect. This floor lacks authority figures." Alternatively, [Power Struggle] levels have multiples, and also have more expensive vending machine items, as "You can't help but notice that the walls are covered with campaign posters. It seems that there are a lot of potential leaders up ahead. Elections tend to drive up prices."

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** There's usually one of these per floor. However, [Leaderless] levels have none, and the Administrators comment on this with "The graffiti on the walls looks more sullen then than we would expect. This floor lacks authority figures." Alternatively, [Power Struggle] levels have multiples, and also have more expensive vending machine items, as "You can't help but notice that the walls are covered with campaign posters. It seems that there are a lot of potential leaders up ahead. Elections tend to drive up prices."



** ''[[Literature/TheYearOfMagicalThinking The Year of Magical Shrinking]]'' +150 life, you lose 10% of remaining life every floor.

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** ''[[Literature/TheYearOfMagicalThinking The Year of Magical Shrinking]]'' Shrinking]]'': +150 life, you lose 10% of remaining life every floor.



** Equipping Bunsen Burner item gives your attacks a chance to outright ignite the enemies and have them burn for a while. In Administrators' words, "simon de V's carelessness, while tragic, provided an illuminating example to the rest of us."

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** Equipping the Bunsen Burner item gives your attacks a chance to outright ignite the enemies and have them burn for a while. In Administrators' words, "simon de V's carelessness, while tragic, provided [[ManOnFire an illuminating example example]] to the rest of us."



* PositiveDiscrimination: An strange variety: while the crude, early-game Broggs and Woundwort students, as well as the beautiful and refined mid-game Capulets are always white, the late-game Gifted who come with their own robot suits are all black/Latino/Asian. Given that they are all your enemies trying to kill you, however, being the strongest ones is questionably positive. [[spoiler: Shuddering Jim excerpts imply that The Bandit was the kind of quiet child who was friendly with the teachers, but bullied by the other orphans, and so the Gifted are probably a proxy for how he saw himself, and race is likely a factor in this. It's even more likely given how the books portray him as a mad inventor, who is introduced through the giant serpentine submarine he built.]]

to:

* PositiveDiscrimination: An strange variety: while the crude, early-game Broggs and Woundwort students, as well as the beautiful and refined mid-game Capulets are always white, the late-game Gifted who come with their own robot suits are all black/Latino/Asian. Given that they are all your enemies trying to kill you, however, being the strongest ones is questionably positive. [[spoiler: Shuddering [[spoiler:Shuddering Jim excerpts imply that The Bandit was the kind of quiet child who was friendly with the teachers, but bullied by the other orphans, and so the Gifted are probably a proxy for how he saw himself, and race is likely a factor in this. It's even more likely given how the books portray him as a mad inventor, who is introduced through the giant serpentine submarine he built.]]



* SerialEscalation: Predictably, as you go through playthroughs, the game gets longer and more difficult. This is also referenced in Lore entries, where Edgewood is reported as becoming more and more strange and dangerous. (I.E. — Frothy the Dragon begins eating children more frequently, and desks begin to grow out of flowerpots.)

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* SerialEscalation: Predictably, as you go through playthroughs, the game gets longer and more difficult. This is also referenced in Lore entries, where Edgewood is reported as becoming more and more strange and dangerous. (I.E. — (For example, Frothy the Dragon begins eating children more frequently, and desks begin to grow out of flowerpots.)



** Defeating The Cauldron of Yesterdayers before A Second Helping grants you "[[Literature/OliverTwist May I Have Some More]]" achievement.

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** Defeating The Cauldron of Yesterdayers before A Second Helping grants you the "[[Literature/OliverTwist May I Have Some More]]" achievement.



* TheSmurfettePrinciple: An antagonist version. Out of the four enemy student factions, Broggs, Woundworts, and The Gifted all have five enemy types, while the Capulets have six. In each case, only one is a girl: the Tack Dropper Brogg, Chair Hurler Woundwort, Reflector Capulet and Hovercrab Gifted. Of course, this is offset by both Woundwort and Capulet faction leaders being girls.

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* TheSmurfettePrinciple: An antagonist version. Out of the four enemy student factions, Broggs, Woundworts, and The Gifted all have five enemy types, while the Capulets have six. In each case, only one is a girl: the Tack Dropper Brogg, Chair Hurler Woundwort, Reflector Capulet Capulet, and Hovercrab Gifted. Of course, this is offset by both Woundwort and Capulet faction leaders being girls.



* StealthPun: A dark version: [[spoiler: the Cordy clones at the end take down the fence surrounding Edgewood, as in, they are literally tearing down defenses.]]

to:

* StealthPun: A dark version: [[spoiler: the [[spoiler:the Cordy clones at the end take down the fence surrounding Edgewood, as in, they are literally tearing down defenses.]]defenses]].



* TakingYouWithMe: Regan, upon defeat, [[spoiler: tries to entrap Cordy in her lunchbox by using a fake Administrator.]] The first playthrough it happens in, it works; the second time, Cordy remembers and runs off before it can be done.

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* TakingYouWithMe: Regan, upon defeat, [[spoiler: tries [[spoiler:tries to entrap Cordy in her lunchbox by using a fake Administrator.]] Administrator]]. The first playthrough it happens in, it works; the second time, Cordy remembers and runs off before it can be done.



* WeUsedToBeFriends: According to an overheard conversation, Goneril, Cordy, and Regan were once friends. Chapter 4 lore entry, "On Caravans", also states that [[spoiler: Goneril, Cordy and Regan arrived into the orphanage in the same caravan, and they were surrounded by more shadowy apparitions than anyone's ever seen before. This ties into The Shuddering Jim's implications that they were the most feared memories of The Bandit's mind.]]

to:

* WeUsedToBeFriends: According to an overheard conversation, Goneril, Cordy, and Regan were once friends. Chapter 4 lore entry, "On Caravans", also states that [[spoiler: Goneril, Cordy [[spoiler:Goneril, Cordy, and Regan arrived into the orphanage in the same caravan, and they were surrounded by more shadowy apparitions than anyone's ever seen before. This ties into The the Shuddering Jim's Jim series's implications that they were [[TerribleTrio the most feared memories memories]] of The Bandit's mind.]]mind]].



* YouKillItYouBoughtIt: This happens [[spoiler:the first time Cordy defeats Goneril. Though she meets the same fate some time thereafter.]]

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* YouKillItYouBoughtIt: This happens [[spoiler:the first time Cordy defeats Goneril. Though Goneril… though she meets the same fate some time thereafter.]]thereafter]].



* BavarianFireDrill: A later excerpt has the bandit's crew remove a prized and heavily guarded gem-encrusted table by pretending to be maintenance workers.

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* BavarianFireDrill: A later excerpt has the bandit's Bandit's crew remove a prized and heavily guarded gem-encrusted table by pretending to be maintenance workers.



** Book 4:[[spoiler:The Case of the Creaking Tower - Edgewood itself.]]
** Book 9:[[spoiler:The Case of the Furious Chandelier - Candelabra of Longing boss.]]
** Book 12:[[spoiler:The Case of the Duplicitous Dragon - applies to both of the dragon bosses, none of which were even supposed to start moving in the first place, let alone turn murderous.]]
** Book 13:[[spoiler:The Case of the Missing Chalk. Likely related to both Cordy's use of chalk in combat, and that of her enemies like the Chalk Clappers and Some Harmless Markings. The book itself also mentions a globe dropped from great height to disable virtuoso's security system - thus linking back to the Globethrower enemies and The Virtuoso boss.]]
** Book 16:[[spoiler:The Case of the Walking Desk - too obvious when spider-legged desks are a frequent classroom enemy.]]
** Book 23:[[spoiler:The Case of the Flying Ice - i.e. what the ice dragon boss, Sudsy the Inanimate, amounts to.]]
** Book 29:[[spoiler:The Case of the Madman's Stew - the thing that fills Cauldron of the Yesterdayers boss. It also states that Bandit's henchmen are "dropping tacks everywhere" - just like the early tack-dropper enemy. The mention of "prisoners who threw fire" may be related to the flame-casting Capulet enemies.]]
** Book 36:[[spoiler:The Case of the Mechanical Vendor - the in-game shops. It also mentions The Bandit's terrace topiary, thus paralleling the Terrace levels. Moreover, The Bandit's phrase that "the memory of the enemy can be as dangerous as the enemy itself" parallels Chapter 3's entry where Cordy remembers Mr. L. asking "Can a memory itself remember? And can it be redeemed" and then Chapter 4's, where a voice speaks to her: "You have no right," it said, "you're not even you. You're just a reflection of another."]]
** Book 47:[[spoiler:The Case of the Rising Lunch Tray - one of the items. It also mentions that Shuddering Jim was trapped in the Bandit's freezer in the previous book, thus paralleling The Frozen Few boss.]]
** Book 52:[[spoiler:The Case of the Burlap Patients - parallel with The Malady Ward boss. Moreover, this is the book where Shuddering Jim visits Bandit's orphanage to talk to a retired teacher, and finds out he was "always a victim", bullied by the three girls known as The Best Friends. Even discounting that Goneril, Regan and Cordelia (Cordy) are Theatre/KingLear names, there's an earlier lore entry stating the three arrived into Edgewood together, even though they no longer remember this. Moreover, it mentions that The Best Friends tossed lit matches at him, implying that this is where Regan's and Cordy's fireball attacks stem from. Lastly, the teacher mentions William the Windswept - one of the possible names for the Feral Brogg leaders.]]
** Book 54:[[spoiler:The Case of the Walking Clothing - another reference to The Malady Ward fight.]]
** Book 58:[[spoiler:The Case of the Floating Crab - parallels the Gifted Hovercrab riders. There's another reference to Goneril, Regan and Cordy when the magician shows Jim the "three prisoners" card trick. In his words, there's always the strong one, the pretty one and the quiet one, and the latter (i.e. Cordy) is to be really feared, as she's always the ringleader.]]
** Book 84:[[spoiler:The Case of the Frozen Fortress - another reference to The Frozen Few. ]]
** Book 87:[[spoiler:The Case of the Eight Palms - the exact number Handful Friend enemy has. Moreover, the psychic prophesies that Jim shouldn't be afraid of his enemy (The Bandit) killing him, as he "has enemies, old ones. At his moment of victory, he will be vulnerable".]]
** Book 107:[[spoiler:The Case of the Arcing Chair - Woundwort Chair Hurlers throw chairs in arcs.]]
** Book 135:[[spoiler:The Case of the Pot Handle Helmet - the very helmet worn by the Leaper Broggs. There, a psychologist tells The Bandit that he's "never seen a brain that so focused against itself" and his memories have long turned into nightmares. ]]
** Book 149:[[spoiler:The Case of the Administrators. The final book. In the excerpt, the Bandit phones to his chemist to bring the chemical labelled "Shuddering Jim" to him. However, there's already a henchman with a moustache (Jim) standing nearby, implying that he's going to intercept it and turn it on The Bandit. The fact that "the final pages are too damaged to read" further confirms that Jim won, as of course the Bandit won't be able to recall the thing that damaged his own mind.]]

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** Book 4:[[spoiler:The 4: [[spoiler:The Case of the Creaking Tower - Edgewood itself.]]
** Book 9:[[spoiler:The 9: [[spoiler:The Case of the Furious Chandelier - Candelabra of Longing boss.]]
** Book 12:[[spoiler:The 12: [[spoiler:The Case of the Duplicitous Dragon - applies to both of the dragon bosses, none of which were even supposed to start moving in the first place, let alone turn murderous.]]
** Book 13:[[spoiler:The 13: [[spoiler:The Case of the Missing Chalk. Likely related to both Cordy's use of chalk in combat, and that of her enemies like the Chalk Clappers and Some Harmless Markings. The book itself also mentions a globe dropped from great height to disable virtuoso's security system - thus linking back to the Globethrower enemies and The Virtuoso boss.]]
** Book 16:[[spoiler:The 16: [[spoiler:The Case of the Walking Desk - too obvious when spider-legged desks are a frequent classroom enemy.]]
** Book 23:[[spoiler:The 23: [[spoiler:The Case of the Flying Ice - i.e. what the ice dragon boss, Sudsy the Inanimate, amounts to.]]
** Book 29:[[spoiler:The 29: [[spoiler:The Case of the Madman's Stew - the thing that fills Cauldron of the Yesterdayers boss. It also states that the Bandit's henchmen are "dropping tacks everywhere" - just like the early tack-dropper enemy. The mention of "prisoners who threw fire" may be related to the flame-casting Capulet enemies.]]
** Book 36:[[spoiler:The 36: [[spoiler:The Case of the Mechanical Vendor - the in-game shops. It also mentions The Bandit's terrace topiary, thus paralleling the Terrace levels. Moreover, The Bandit's phrase that "the memory of the enemy can be as dangerous as the enemy itself" parallels Chapter 3's entry where Cordy remembers Mr. L. asking "Can a memory itself remember? And can it be redeemed" and then Chapter 4's, where a voice speaks to her: "You have no right," it said, "you're not even you. You're just a reflection of another."]]
** Book 47:[[spoiler:The 47: [[spoiler:The Case of the Rising Lunch Tray - one of the items. It also mentions that Shuddering Jim was trapped in the Bandit's freezer in the previous book, thus paralleling The Frozen Few boss.]]
** Book 52:[[spoiler:The 52: [[spoiler:The Case of the Burlap Patients - parallel with The Malady Ward boss. Moreover, this is the book where Shuddering Jim visits the Bandit's orphanage to talk to a retired teacher, and finds out he was "always a victim", bullied by the three girls known as The Best Friends. Even discounting that Goneril, Regan Regan, and Cordelia (Cordy) are Theatre/KingLear names, there's an earlier lore entry stating the three arrived into in Edgewood together, even though they no longer remember this. Moreover, it mentions that The Best Friends tossed lit matches at him, implying that this is where Regan's and Cordy's fireball attacks stem from. Lastly, the teacher mentions William the Windswept - one of the possible names for the Feral Brogg leaders.]]
** Book 54:[[spoiler:The 54: [[spoiler:The Case of the Walking Clothing - another reference to The Malady Ward fight.]]
** Book 58:[[spoiler:The 58: [[spoiler:The Case of the Floating Crab - parallels the Gifted Hovercrab riders. There's another reference to Goneril, Regan Regan, and Cordy when the magician shows Jim the "three prisoners" card trick. In his words, there's always the strong one, the pretty one one, and the quiet one, and the latter (i.e. Cordy) is to be really feared, as she's always the ringleader.]]
** Book 84:[[spoiler:The 84: [[spoiler:The Case of the Frozen Fortress - another reference to The Frozen Few. Few.]]
** Book 87:[[spoiler:The 87: [[spoiler:The Case of the Eight Palms - the exact number the Handful Friend enemy has. Moreover, the psychic prophesies that Jim shouldn't be afraid of his enemy (The Bandit) killing him, as he "has enemies, old ones. At his moment of victory, he will be vulnerable".]]
** Book 107:[[spoiler:The 107: [[spoiler:The Case of the Arcing Chair - Woundwort Chair Hurlers throw chairs in arcs.]]
** Book 135:[[spoiler:The 135: [[spoiler:The Case of the Pot Handle Helmet - the very helmet worn by the Leaper Broggs. There, a psychologist tells The Bandit that he's "never seen a brain that so focused against itself" and his memories have long turned into nightmares. ]]
** Book 149:[[spoiler:The 149: [[spoiler:The Case of the Administrators. The final book. In the excerpt, the Bandit phones to his chemist to bring the chemical labelled "Shuddering Jim" to him. However, there's already a henchman with a moustache (Jim) standing nearby, implying that he's going to intercept it and [[HoistByHisOwnPetard turn it on The Bandit.Bandit]]. The fact that "the final pages are too damaged to read" further confirms that Jim won, as of course the Bandit won't be able to recall the thing that damaged his own mind.]]



* ForeShadowing: Shuddering Jim and his allies say numerous times throughout the novel, that eventually, someone's going to get into The Bandit's head. [[spoiler: Guess what the entire game is meant to be about?]]
* HoistByHisOwnPetard: The last book very strongly implies that [[spoiler: The Shuddering Jim finally defeated The Bandit by sticking him with the Chemical that destroys the mind's natural defences, which The Bandit himself had commissioned in a previously quoted book, and was going to turn it on Jim. The effects of the chemical are, in turn, what "removed the teachers" from his mental recreation of the Orphanage, and started the chaos that set Cordy, his very worst childhood nemesis loose.]]
* JumpingOutOfACake: Book 107 excerpt is an episode where Jim sits in the chief's office and recounts his recent failures, including the time lieutenant suggested he hides in a birthday cake. Unfortunately, that cake was intended for The Bandit's ''pet lions''.

to:

* ForeShadowing: {{Foreshadowing}}: Shuddering Jim and his allies say numerous times throughout the novel, novels that eventually, someone's going to get into The Bandit's head. [[spoiler: Guess [[spoiler:Guess what the entire game is meant to be about?]]
* HoistByHisOwnPetard: The last book very strongly implies that [[spoiler: The Shuddering [[spoiler:Shuddering Jim finally defeated The Bandit by sticking him with the Chemical chemical that destroys the mind's natural defences, which The Bandit himself had commissioned in a previously quoted book, and was going to turn it on Jim. The effects of the chemical are, in turn, what "removed the teachers" from his mental recreation of the Orphanage, and started the chaos that set Cordy, his very worst childhood nemesis loose.]]
* JumpingOutOfACake: Book 107 excerpt is an episode where Jim sits in the chief's office and recounts his recent failures, including the time lieutenant suggested he hides hide in a birthday cake. Unfortunately, that cake was intended for The Bandit's ''pet lions''.



* LongRunningBookSeries: Apparently, there was a total of '''149''' Shuddering Jim books. [[spoiler: Though, it's possible that the "books" are just the way The Bandit thought of his exploits.]]

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* LongRunningBookSeries: Apparently, there was a total of '''149''' Shuddering Jim books. [[spoiler: Though, [[spoiler:Though, it's possible that the "books" are just the way The Bandit thought of his exploits.]]



* NotSoHarmlessVillain: Most of the books portray The Bandit as a ringleader of a wacky ImpossibleThief gang, which never seriously tries to kill Jim, or anyone else. Then, one of the final books has him pull YouHaveOutlivedYourUsefulness by throwing a hugely poisonous fish he kept in a tank at the psychologist who [[spoiler:created the chemical that destroys mind's natural defences, and which is strongly implied to have been taken by Jim and used against The Bandit in the final book.]]
* PaperThinDisguise: There are three occasions where the Shuddering Jim goes undercover amongst The Bandit's henchmen by donning a thick moustache. Once, it fails, as he's invited to the sauna and it melts from the heat.
* ProperlyParanoid: Both the Shuddering Jim '''and''' The Bandit are this, since The Bandit's henchmen routinely manage to pull off the most impossible heists, while Shuddering Jim eventually wises up and learns to go undercover, getting ever closer to The Bandit each time.
* PlotParallel: [[spoiler: It's implied that the entire game takes place within the Bandit's mind after he got defeated by being driven insane with his own chemical at the end of the series.]] Thus, there are a lot of parallels between the series and the main game. See DeceptivelySillyTitle above for more.

to:

* NotSoHarmlessVillain: Most of the books portray The Bandit as a ringleader of a wacky ImpossibleThief gang, which never seriously tries to kill Jim, or anyone else. Then, one of the final books has him pull YouHaveOutlivedYourUsefulness by throwing a hugely poisonous fish he kept in a tank at the psychologist who [[spoiler:created the chemical that destroys the mind's natural defences, and which is strongly implied to have been taken by Jim and used against The Bandit in the final book.]]
book]].
* PaperThinDisguise: There are three occasions where the Shuddering Jim goes undercover amongst The Bandit's henchmen by donning a thick moustache. Once, it fails, as he's invited to the sauna and it melts from the heat.
* ProperlyParanoid: Both the Shuddering Jim '''and''' The Bandit are this, since The Bandit's henchmen routinely manage to pull off the most impossible heists, while Shuddering Jim eventually wises up and learns to go undercover, getting ever closer to The Bandit each time.
* PlotParallel: [[spoiler: It's [[spoiler:It's implied that the entire game takes place within the Bandit's mind after he got defeated by being driven insane with his own chemical at the end of the series.]] Thus, there are a lot of parallels between the series and the main game. See DeceptivelySillyTitle above for more.



** [[spoiler:Your Caring Friends are The Bandit's literal Inner Demons, as they have no rhyme or reason even by Edgewood standards at all and only hinted in The Shuddering Jim once, with "The Case of The Eight Palms" title.]]

to:

** [[spoiler:Your Caring Friends are The Bandit's literal Inner Demons, as they have no rhyme or reason even by Edgewood standards at all and only hinted in The the Shuddering Jim series once, with "The Case of The Eight Palms" title.]]



* StrictlyFormula: Every excerpt you find is named "The Case of X (Floating Crab, The Eight Palms, etc.)", and usually consists of a paragraph where the soon-to-be-robbed mark is restating how good their security is, a second paragraph where the Shuddering Jim is concerned due to his bitter experience regardless, and TheStinger sentence that reveals whichever means The Bandit and/or his henchmen are using to bypass the security this time.

to:

* StrictlyFormula: Every excerpt you find is named "The Case of X (Floating Crab, The Eight Palms, etc.)", and usually consists of a paragraph where the soon-to-be-robbed mark is restating how good their security is, a second paragraph where the Shuddering Jim is concerned due to his bitter experience regardless, and TheStinger sentence that reveals whichever means The Bandit and/or his henchmen are using to bypass the security this time.



* WhyDontYouJustShootHim: The Bandit enjoys toying with the Shuddering Jim, and so he and his henchmen nearly always go for some non-lethal measure of neutralising him.

to:

* WhyDontYouJustShootHim: The Bandit enjoys toying with the Shuddering Jim, and so he and his henchmen nearly always go for some non-lethal measure of neutralising him.



* YouHaveOutlivedYourUsefulness: In the second-to-last book, The Bandit pulls this on the psychologist who [[spoiler: produced a chemical that destroys mind's natural defences]], throwing one of his enormously poisonous fish at him. However, all of this was observed by The Shuddering Jim hiding nearby, so it's possible he may have saved the doctor.

to:

* YouHaveOutlivedYourUsefulness: In the second-to-last book, The Bandit pulls this on the psychologist who [[spoiler: produced [[spoiler:produced a chemical that destroys the mind's natural defences]], throwing one of his enormously poisonous fish at him. However, all of this was observed by The Shuddering Jim hiding nearby, so it's possible he may have saved the doctor.
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* AnimateInanimateObject: to the point of EverythingTryingToKillYou. There are spider-like desks, a soul-stealing chandelier, a pot of gruel, two cardboard dragons, a balloon, a collaboration of elevator parts, a grandfather clock and so on. Notably, most of these possessed objects are bosses.

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* AnimateInanimateObject: to the point of EverythingTryingToKillYou. There are spider-like desks, a soul-stealing chandelier, a pot of gruel, two cardboard dragons, a balloon, a collaboration of elevator parts, a grandfather clock clock, and so on. Notably, most of these possessed objects are bosses.



* ArtificialStupidity: All of the enemies have pretty simple AI, as many of the basic Broggs are not even trying to target Cordy in particular and just shoot randomly. Even the more advanced enemies are limited to a single attack type: Chair Hurlers will always throw a chair up in the air to land right where Cordy was last time, and will not even try to kick Cordy or just slam a chair into her, even is she's right next to them.
** Some of the ranged enemy types like Chalk Clappers, Globethrowers and aforementioned Chair Hurlers just stand in place and are completely immobile, while even the enemies that move (including bosses), make no attempt to dodge your projectiles, even if you shoot from the other side of the room, giving them plenty of time to dodge.

to:

* ArtificialStupidity: All of the enemies have pretty simple AI, as many of the basic Broggs are not even trying to target Cordy in particular and just shoot randomly. Even the more advanced enemies are limited to a single attack type: Chair Hurlers will always throw a chair up in the air to land right where Cordy was last time, and will not even try to kick Cordy or just slam a chair into her, even is if she's right next to them.
** Some of the ranged enemy types like Chalk Clappers, Globethrowers Globethrowers, and aforementioned Chair Hurlers just stand in place and are completely immobile, while even the enemies that move (including bosses), bosses) make no attempt to dodge your projectiles, even if you shoot from the other side of the room, giving them plenty of time to dodge.



** Classroom floor description: "The staircase ahead leads to a classroom floor. These spaces represent the heart of Edgewood's mission, which is to instill its students with the values and skills to avoid the mistakes of their predecessors. Recent events have supposedly compromised the quality of a small number of the classrooms, with complaints concerning the integrity of the walls and chalkboards, but the rooms are still more than sufficient to server their educational purposes."
** Kitchen floor description: "The staircase ahead leads to a kitchen floor. These represent the social center of the house, where students gather together to cook and serve each other food. Wether tossing knives to each other to set the table or balancing a cauldron of boiling stew, they approach their tasks with an anxious energy. Shirkers are encouraged to join in by their peers, as none want to risk time in one of the iceboxes. The kitchens, perhaps more than any other area, represent a triumph for Edgewood's values."

to:

** Classroom floor description: "The staircase ahead leads to a classroom floor. These spaces represent the heart of Edgewood's mission, which is to instill its students with the values and skills to avoid the mistakes of their predecessors. Recent events have supposedly compromised the quality of a small number of the classrooms, with complaints concerning the integrity of the walls and chalkboards, but the rooms are still more than sufficient to server serve their educational purposes."
** Kitchen floor description: "The staircase ahead leads to a kitchen floor. These represent the social center of the house, where students gather together to cook and serve each other food. Wether Whether tossing knives to each other to set the table or balancing a cauldron of boiling stew, they approach their tasks with an anxious energy. Shirkers are encouraged to join in by their peers, as none want to risk time in one of the iceboxes. The kitchens, perhaps more than any other area, represent a triumph for Edgewood's values."



* BlobMonster: So-called Kitchen Slimes are green blobs that bounce around and attack in packs. Large groups of these frequently appear in the challenge rooms, where your goal is not kill them all, but survive for about a dozen seconds before they all go away.

to:

* BlobMonster: So-called Kitchen Slimes are green blobs that bounce around and attack in packs. Large groups of these frequently appear in the challenge rooms, where your goal is not to kill them all, but survive for about a dozen seconds before they all go away.



* BossArenaIdiocy: For some reason, Cyndar's Timekeeper boss can't resist creating bubbles where "time speeds up" - i.e. where Cordy's fire rate is greatly boosted once she steps inside. Granted, its own attacks will also be faster: however, given its huge health pool, both compared to Cordy and to the other bosses, the benefit to her is still far greater.

to:

* BossArenaIdiocy: For some reason, Cyndar's Timekeeper boss can't resist creating bubbles where "time speeds up" - i.e. where Cordy's fire rate is greatly boosted once she steps inside. Granted, its own attacks will also be faster: however, given its huge health pool, both compared to Cordy and to the other bosses, the benefit to her is still far greater.



* CrapsackWorld: The Edgewood orphanage has always been horrific. Even '''before''' the teachers left and students started murdering each other a la ''Literature/LordOfTheFlies'', it was still a place where the only food consisted of potatoes that had to be cooked by the students themselves, with those shirking their duties fed yesterday's gruel, which invariably gave them anything from fever to psychic rage if they actually ate it. (Since the gruel somehow becomes sentient if left overnight, with a large cauldron being one of the bosses, and vines on the terrace that had a lot of gruel poured over them entangling themselves around rubble and forming another boss.) Meanwhile, the only counselor is a useless scarecrow and the malady ward is never open, because its doctor is too busy animating burlap dummies instead. Then, a whole dormitory outright vanished (which was preceded by collective nightmares that were promptly ignore by the Administrators), and Cordy may only encounter it as a late-game boss, students turned to statues. Other students may encounter doppelgangers who'll eventually kill them and take their place. Students' own creations also went rogue to make things: from the two dragon statue bosses that regularly kill children (to the point there are "seasonal patterns" for the first of them), to Regan's "harmless" chalkboard markings and footstools enchanted to create a VideoGame/{{snake}}-like monster.
** However, the outside world is actually '''worse'''. While the students are actually allowed to leave the building and explore the countryside, no-one is foolish enough to try. Merely going onto the building's terraces is a huge risk because of the enormous eagles that regularly fly off with the students who are sent to maintain the roof (and clear the poisonous, spitting moonflowers that regularly grow there.) The hills near Edgewood have plenty of other monsters in them - the description for a telescope item states that the student who had it was so horrified by whatever he saw through it in the hills that he's lost the ability to speak.

to:

* CrapsackWorld: The Edgewood orphanage has always been horrific. Even '''before''' the teachers left and students started murdering each other a la ''Literature/LordOfTheFlies'', it was still a place where the only food consisted of potatoes that had to be cooked by the students themselves, with those shirking their duties fed yesterday's gruel, which invariably gave them anything from fever to psychic rage if they actually ate it. (Since the gruel somehow becomes sentient if left overnight, with a large cauldron being one of the bosses, and vines on the terrace that had a lot of gruel poured over them entangling themselves around rubble and forming another boss.) Meanwhile, the only counselor is a useless scarecrow and the malady ward is never open, because its doctor is too busy animating burlap dummies instead. Then, a whole dormitory outright vanished (which was preceded by collective nightmares that were promptly ignore ignored by the Administrators), and Cordy may only encounter it as a late-game boss, students turned to statues. Other students may encounter doppelgangers who'll eventually kill them and take their place. Students' own creations also went rogue to make things: from the two dragon statue bosses that regularly kill children (to the point there are "seasonal patterns" for the first of them), to Regan's "harmless" chalkboard markings and footstools enchanted to create a VideoGame/{{snake}}-like monster.
** However, the outside world is actually '''worse'''. While the students are actually allowed to leave the building and explore the countryside, no-one is foolish enough to try. Merely going onto the building's terraces is a huge risk because of the enormous eagles that regularly fly off with the students who are sent to maintain the roof (and clear the poisonous, spitting moonflowers that regularly grow there.) there). The hills near Edgewood have plenty of other monsters in them - the description for a telescope item states that the student who had it was so horrified by whatever he saw through it in the hills that he's lost the ability to speak.



** As befits a FinalBoss [[spoiler:His Natural Defences]] can summon literally every other enemy type in the game. [[spoiler: After all, it's strongly implied to be the last shreds of sanity of the person whose mind spawned the entire Edgewood.]]

to:

** As befits a FinalBoss FinalBoss, [[spoiler:His Natural Defences]] can summon literally every other enemy type in the game. [[spoiler: After [[spoiler:After all, it's strongly implied to be the last shreds of sanity of the person whose mind spawned the entire entirety of Edgewood.]]



* GainaxEnding: [[spoiler: After His Natural Defenses is destroyed, Cordy finds herself exiting the building, surrounded by other Cordys, who are tearing down the fence surrounding Edgewood. As all this is happening, someone is heard laughing uncontrollably with people holding them down.]]
** [[spoiler:If you've been reading the lore, it's suggested that this is the Bandit, main villain of the Shuddering Jim series, finally cracking into useless insanity after he got injected with the chemical he himself commissioned to destroy mind's "natural defences.]]
* GameplayGrading: You get a scorecard from the Administrators every time you complete the level, which takes into account number of enemies killed, damage taken, time taken to complete the level, and number of challenges completed. You'll get base credits (which are spent in the shops, etc.) either way, but grades above a D result in a report card bonus. Either way, however, the comments on the card are exactly like what you would expect from the Administrators.

to:

* GainaxEnding: [[spoiler: After [[spoiler:After His Natural Defenses is destroyed, Cordy finds herself exiting the building, surrounded by other Cordys, who are tearing down the fence surrounding Edgewood. As all this is happening, someone is heard laughing uncontrollably with people holding them down.]]
** [[spoiler:If you've been reading the lore, it's suggested that this is the Bandit, the main villain of the Shuddering Jim series, finally cracking into useless insanity after he got injected with the chemical he himself commissioned to destroy the mind's "natural defences.defences".]]
* GameplayGrading: You get a scorecard from the Administrators every time you complete the level, which takes into account the number of enemies killed, damage taken, time taken to complete the level, and number of challenges completed. You'll get base credits (which are spent in the shops, etc.) either way, but grades above a D result in a report card bonus. Either way, however, the comments on the card are exactly like what you would expect from the Administrators.



** ''[[Literature/TwentySixSixtySix 2666 Types of Juice]]'':+25 Life, Juice Boxes permanently raise health by 4. "Actually, there's only one kind of juice. The different labels are just for our amusement."
** ''[[Literature/TheDaVinciCode The Capulet Code]]'':-10% move speed, +8 tokens. "You can't even win at tic-tac-toe. Just stop."

to:

** ''[[Literature/TwentySixSixtySix 2666 Types of Juice]]'':+25 Juice]]'': +25 Life, Juice Boxes permanently raise health by 4. "Actually, there's only one kind of juice. The different labels are just for our amusement."
** ''[[Literature/TheDaVinciCode The Capulet Code]]'':-10% Code]]'': -10% move speed, +8 tokens. "You can't even win at tic-tac-toe. Just stop."



** ''[[Literature/AsILayDying As I Lay Dying, I Get Stronger]]'': +10% attack speed. Deal 30% more damage when Below 20% life. "It's five extra seconds of life. Use them to reflect on your failings."

to:

** ''[[Literature/AsILayDying As I Lay Dying, I Get Stronger]]'': +10% attack speed. Deal 30% more damage when Below below 20% life. "It's five extra seconds of life. Use them to reflect on your failings."



** ''[[Literature/TheCallOfTheWild Call of the Wild Furniture]]'': +10% attack speed, 20% more damage against bosses."A better child would treat their home with more respect."

to:

** ''[[Literature/TheCallOfTheWild Call of the Wild Furniture]]'': +10% attack speed, 20% more damage against bosses. "A better child would treat their home with more respect."



** ''[[Literature/TheCatcherInTheRye The Coin Return in the Rye]]'':Vending machine prices are discounted 20%. -25 life.

to:

** ''[[Literature/TheCatcherInTheRye The Coin Return in the Rye]]'':Vending Rye]]'': Vending machine prices are discounted 20%. -25 life.



** ''[[Literature/TheDarkIsRising The Dark Is Growing]]'':-20% move speed, + 2 Juice Box capacity."Such a little kid. Always ready to cry!"

to:

** ''[[Literature/TheDarkIsRising The Dark Is Growing]]'':-20% Growing]]'': -20% move speed, + 2 +2 Juice Box capacity.capacity. "Such a little kid. Always ready to cry!"



** ''[[Film/GangsOfNewYork Gangs of New Edgewood]]'':+20 damage. "Are they weaker or are you stronger? Well, regretfully, you're still doomed. Doomed, doomed, doomed."
** ''[[Literature/AGoodManIsHardToFind A Good Coin Is Hard To Find]]'':+15 Health, enemies are twice as likely to drop tokens."There's more loose change in the house incinerator, if you're so inclined."
** ''[[Literature/GreatExpectations Great Expectations of Juice Boxes]]'': +15 Life, enemies are twice as likely to drop juice boxes. "[[InsultToRocks Tepid, fake, and generally loathsome. Just like the juice we serve them]]."

to:

** ''[[Film/GangsOfNewYork Gangs of New Edgewood]]'':+20 Edgewood]]'': +20 damage. "Are they weaker or are you stronger? Well, regretfully, you're still doomed. Doomed, doomed, doomed."
** ''[[Literature/AGoodManIsHardToFind A Good Coin Is Hard To Find]]'':+15 Find]]'': +15 Health, enemies are twice as likely to drop tokens."There's tokens. "[[SchmuckBait There's more loose change in the house incinerator, incinerator]], if you're so inclined."
** ''[[Literature/GreatExpectations Great Expectations of Juice Boxes]]'': +15 Life, enemies are twice as likely to drop juice boxes. "[[InsultToRocks Tepid, fake, and generally loathsome. Just like the juice we serve them]]."them.]]"



** ''[[Literature/TheHitchhikersGuideToTheGalaxy The Hitchhiker's Guide to Vending Machines]]'': grants +5 damage and 42% discount on Vending Machines. Administrators snark with "Yes, I am sure more gaudy baubles will be useful to you."
** ''[[Literature/TheHoundOfTheBaskervilles The Hound Of the Eraservilles]]'':+10 damage, enemies are twice as likely to drop chalk. "Ugh, that child slobbers."

to:

** ''[[Literature/TheHitchhikersGuideToTheGalaxy The Hitchhiker's Guide to Vending Machines]]'': grants Grants +5 damage and 42% discount on Vending Machines. Administrators snark with "Yes, I am sure more gaudy baubles will be useful to you."
** ''[[Literature/TheHoundOfTheBaskervilles The Hound Of the Eraservilles]]'':+10 Eraservilles]]'': +10 damage, enemies are twice as likely to drop chalk. "Ugh, that child slobbers."



** ''[[Literature/TheThingsTheyCarried The Things The Monsters Carried]]'': +5 damage, enemies are twice as likely to drop Juice Boxes, Tokens or Chalk. "One thing drops some garbage, another picks up some garbage. Boring."

to:

** ''[[Literature/TheThingsTheyCarried The Things The Monsters Carried]]'': +5 damage, enemies are twice as likely to drop Juice Boxes, Tokens Tokens, or Chalk. "One thing drops some garbage, another picks up some garbage. Boring."



** ''[[Literature/TheVelveteenRabbit The Velveteen Cabinet]]'': +10 attack speed, Reduce cooldown on items by 20% "We assure you that house security measures are quite subtle and humane."

to:

** ''[[Literature/TheVelveteenRabbit The Velveteen Cabinet]]'': +10 attack speed, Reduce reduce cooldown on items by 20% 20%. "We assure you that house security measures are quite subtle and humane."

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