Follow TV Tropes

This is based on opinion. Please don't list it on a work's trope example list.

Following

Nightmare Fuel / Farethere City

Go To

  • Anytime you enter the Problem Property, the chipper Background Music suddenly cuts to dead silence.
    • The eerie quiet is bad enough during the day, but on some nights you can find Hiro standing there alone in the dark. He's just loitering, but it can be a bit of a start.
  • Farethere City is made up of a bunch of cute and whimsical looking buildings, with one major exception. The Community Center is essientially just a single enormous, bloodshot eye. This choice of design is already unsettling enough, but for players who have played Segawa's other game and remember the meaning of the reoccurring eye motif, it becomes a huge warning flag.
    • And then you notice some graffiti on it that you don't think was there before...
  • Becoming friends with Karakoro is one the main requirements to getting the True End of the game, but it's also the only thing that keeps Karakoro in Farethere City. If you don't, he's stolen away by Izanai, and in essence, becomes totally erased from Farethere City. His store suddenly becomes abandoned and dilapidated, his profile is replaced by a red X, the part of Docta's profile that mentions him by name is scribbled out, and worst of all, everyone in Farethere City totally and completely forgets about him- apart from Docta and Helpa's comments on the fifth day about feeling vaguely sad but not understanding why.
  • The Otherworld- to quote one of the Omens, it's basically Izanai's attempt at creating Hell. The worst part is that until you complete the Stamp Rally there's only one way to enter it- when you enter the blue mushroom, there's a totally random chance of you suddenly being spat into the Otherworld instead of the Grove Club Village. If you don't know about this beforehand, it can be EXTREMELY startling.
  • One house in Deepsea City contains a rather odd-looking resident. Talk to him/her, and you'll be treated to some unsettling dialogue, then the resident starts moving around erratically as the background turns to laughter...
  • The hospital vision, which you get from eating the Saotome fruit. It starts with Pigula walking down a corridor until he arrives at an electrocardiogram monitor, which ends up flatlining all of a sudden. Walking through the door opposite the monitor takes him to a hospital room in which a shadowy figure is hanging from a noose on the ceiling. This, on its own, is already pretty unsettling in terms of imagery, but the context, which you find out by reading the diary on the floor, makes it even more messed up: The figure is a ten-year-old child who was hanged by their own mother. And why did she do that? Because the child was terminally ill and/or severely disabled ("like a vegetable", as she puts it) and she was tired of taking care of them. To make matters worse, if you follow the correct path to the True Ending, you will eventually find out the exact identity of the figure. It's Karakoro.
  • Rorschach Hospital doesn't seem too bad... until you enter a certain room, and the entire place becomes insane.
  • If you realize that you have Hit Points, but don't realize that nothing can hurt you, certain things can be pretty scary to navigate, such as the shadowy figures in one of the dreams, and in the Otherworld.
  • The inns on the Path of Rebirth. The one connected to Grove Club Village, obviously, but the idea behind all the inns is pretty scary. Pretending to be respites for weary travelers, they are really traps that lure those who have taken the journey into not completing it, as the longer you stay, the less likely you are to want to leave. Indeed, you can meet many travelers who are putting the rest of the journey off. There's even an inn without an entrance, its purpose being to wear out people looking for it.

Top