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Video Game / Annventure

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From left to right: Ego, Emmet, and Emma. Not pictured: Ann, Alvin, Azzy, and The Killer.

Ann is just a simple kind of girl who wants to live life to the fullest. She usually accomplishes this by sleeping late at night and then not waking up until the afternoon sun is shining bright. Being the great person she is, all of her friends are excited to see her when she finally wakes up.

However, last night, Ann didn't sleep. Well, she tried. She just… couldn’t. This morning, without getting any sleep at all, she got out of bed way earlier than she normally would.

This, was the first of many, many things to go wrong.

Annventure is an EarthBound-inspired RPG Maker horror game series created by Yoobii from Game Jolt. It is part of the Yoobiiverse with The Brains And The Brawn, Annabelle (RPG Maker), and Mute.

It stars the titular Ann, a normal girl who lives in Blackwater Country and loves to sleep late. One night, she is unable to sleep and so, in the morning, goes around Nirvana Town to find something to do. She learns that animals near the outskirts are becoming aggressive and a portal has opened up, so she decides to investigate.

Soon, as Ann goes throughout the world to find some sleep, strange things happen around her. A horde of zombies arrive, a mysterious girl by the name of Ego repeatedly confronts Ann, and to make things worse, a Spree Killer begins to wander the towns of Blackwater Country, terrifying everyone. Meanwhile, Emma, best friend of Anna, finds she has her own role to play...

The game can be downloaded here.

Followed up by Annventure of a Lifetime, in which the Killer, after seemingly being defeated in the first game, returns with a vengeance, and Ann must once again stop the Killer. But this time, the Killer is being aided by a Mysterious Figure who might have some connection to Ann... and soon, the other worlds in the Yoobiiverse become involved as well as the Killer begins threatening their worlds.

The third game of the Trilogy, ''Annventure to Remember'', in which Ann travels to an Alternate Universe with a Western theme to find new friends and fights against a demon invasion, was in production and a demo released but was canceled.

In its place, ''An Annventure to End Them All'', a crossover with the other two series, was made instead to serve as the trilogy's Grand Finale. In it, Rudy, a character from the second game, is called upon as The Chosen One to stop a mysterious force that is eradicating the multiverse and causing everyone to vanish, and to save it he must team up with two girls, each from the other universes. And first, he has to find out who those two girls are...

Followed up by EGOventure, starring the titular Ego in her own game. After having driven away her friends with her incredible egoism, she decides to break into her mom's science lab in the Heirloom University of Arts, hoping to find some invention that will help her. She decides to use her mom's cloning machine to make a clone of herself to befriend, but the clone winds up being a malicious entity, The Id, who represents Ego's darkest desires and sets out to get revenge on Ego's friends. Ego must now traverse through the university and stop Id while proving that she needs no one to be the best.

In addition, there is a fan game collection called Annventure Annthology by GameMaster1 that is a trilogy of short side story prequel games. There's also Annventure Nihilism, a Fan Remake of An Annventure To End Them All by Luunii/Enflared that expands the game greatly and creates an entirely different universe that Luunii plans to expand on. The demo and a teaser game are currently out.

See also Undertale, LISA, Jimmy and the Pulsating Mass, and OMORI, other EarthBound-inspired RPGs with dark atmospheres.

Tropes associated with Annventure:

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  • Aerith and Bob: The playable characters. While most of them have common names like Emma and Alvin, Ego and Azzy are the names that stick out (especially the former).
  • all lowercase letters:
    • The owner of the Corn Fielf, Cornelia Fielf, speaks like this. Unless she's angry; then she switches to the opposite trope.
    • The narration segments of the purple dog Joke Character also are in lowercase, barring for some word exceptions.
  • Hourglass Plot: The first two games. In the first, Ann is possessed by Tyrannia in a plan for her to gain power, and ultimately Emmet is the one to save her. In the second, Emmet is possessed by Tyrannia in a plan to destroy the multiverse, and Ann is the one who has to save him.
  • Inflating Body Gag: The series has quite a bit of this, especially when Ego (who has it as a superpower) is involved. In the second game, you ride an Ego clone to Tokego when she inflates herself, and Ego herself inflates Emma and Pinkie. Ego's mother also has one of her inventions do this to any target, and in EGOventure you can inflate any enemy you come across to lower their defenses.
  • No Fourth Wall: The series initially has an intact fourth wall in the first game, but then Tyrannia begins Addressing the Player and demanding your soul. Annventure of a Lifetime has it intact until about halfway through, then shatters it with the appearance of characters from The Brains And The Brawn and Annabelle (RPG Maker), who openly discuss how The Multiverse is a game and is falling apart because of Tyrannia's glitches. From then on, Ominous Visual Glitches and Glitch Entity enemies appear a lot, the game worlds break apart, and Tyrannia accomplishes this by hacking the game's code, and is ultimately defeated by destroying her code and resetting the game. Annventure To Remember then ups that with text boxes serving as bridges and even more glitches. Finally, An Annventure To End Them All has Glitch Glacier as The Very Definitely Final Dungeon, and the Big Bad is none other than an Author Avatar of the series creator.
  • Names to Run Away from Really Fast: The name of the first two game's Big Bad, Tyrannia, which is derived from the word tyranny.
  • Ominous Visual Glitch: The series has a lot of them. Though absent in the first game, they appear a lot onward, as the entire plot is basically the game worlds breaking apart, and glitched textures, wonky tilesets, and even Glitch Entity enemies are commonplace.
  • Shout-Out:
    • It has some references connected to its major inspiration, EarthBound and the Mother trilogy.
      • Ann coming out of her house is initially set with a dark visual before the sun rises, set to short, triumphant orchestra music, which is then followed by the character becoming controllable again and the mellow First Town music coming in; very similar to when Ness comes out of Pokey's house and it dawns on Onett.
      • Savage wild animals, which are featured in the beginning, are one of the most traditional enemies of EarthBound (notably, both games include snakes, rats, and birds to fight). Other EarthBound-typic enemies that appear are ghosts and the undead in Ghostly Waters.
      • EarthBound instruments pop here and then in the soundtrack. The battle victory theme is a tad bit similar to EarthBound's one as well, only being a little bit longer. Some of the random encounter battle themes' names even take clues from the "Battle Against A X" pattern: "Battle Against A Spooky Opponent", "Battle Against A Playful Opponent" and "Battle Against A Mildly Threatening Opponent". Ghostly Water's themes follows Threed's footsteps in being a creepy theme for a place where you fight ghosts and zombies.
      • Like in EarthBound, sometimes enemies can do non-harmful actions.
      • Alvin's world inside the mind might be a reference to Magicant. Majorly, the one from EarthBound, being a quirky and colorful realm where you have to travel far to defeat a demon plaguing it.
      • The Healing Springs behave like the ones in EarthBound, lighting up the screen and playing a soothing tune before healing the party.
      • Tyrannia's battle theme is exactly like Giygas' lair theme.
      • Annventure of a Lifetime has The Very Definitely Final Dungeon, Tokego, as a blatant reference to Mother 3's New Pork City. Both are sprawling areas constructed by the Big Bad and have a very similar color scheme, and both are an Egopolis. The tower in the center is also a reference to the Empire Pork Building, as both are an Evil Tower of Ominousness with multiple segments and an elevator at the end of each.
    • It's not 100% clear if it's intentional or not, but this game also makes some notable references to a certain other ''EarthBound''-inspired RPG, and also it's Bad Ending route.
      • The basic plot, The Everyman being possessed by a Fourth-Wall Observer Omnicidal Maniac that calls themselves a demon and turns what was initially being set up as a quirky and cute game into a nightmare rollercoaster, is a pretty fitting description for Undertale's Genocide/No Mercy Route as well. To help the comparison, both Tyrannia (while in Ann's body) and Chara display a case of Black Eyes of Evil.
      • One of Corn Fielf's workers behaves exactly like Monster Kid being confronted: try to act brave and defiant, only to show how truly nervous they are shortly before being engaged in combat with "And... uh... and...".
      • While the Killer massacres Corn Fielf, the music gradually slows down to a crawl, a known characteristic of the Genocide/No Mercy Route.
      • Alvin, during the Journey to the Center of the Mind, says that he "tried to call for help but nobody came", referencing the infamous Arc Words "but nobody came" from the Genocide Route.
      • More related to Undertale in general, but both games also have save methods evoking unique messages for each save point (Ann's ponds and Emma's phone calls with Pinkie, the stars with messages about something in the environment evoking determination or simply saying "Determination." or the numbers of enemies you have to kill).
      • A tad bit looser, but Ghostly Waters might vaguely, visually and story-wise, invoke some characteristics of Waterfall. Visually, it invokes the blue colors, water-filled environment, and presence of ghosts. Story-wise, it features Ego, who somewhat combines the role of Monster Kid and Undyne, being both a frequent and chatty presence and hostile presence to Ann and ultimately being the one to achieve a Super Form with confidence in an attempt to take the Villain Protagonist down (although for more egotistic reasons than the will to protect two entire races). Plus both have awesome music to accompany their final battles.
      • In the first game's Final Boss fight, Tyrannia screams "let me win" repeatedly, the exact same line said by the True Final Boss of Undertale.
      • Both Azzy and one of the Last Wish Dock's signs mention the Arc Words of Undertale's Neutral/Pacifist Route, "Hopes and Dreams".
    • Annventure of a Lifetime has an NPC reference a movie called Annvengers.
    • In Annventure of a Lifetime, the Quiz Show is a copy of Grunty's Furnace Fun. Both are the last challenge before the final boss, are at the top of an Evil Tower of Ominousness, and have the layout of a board game where you must step on tiles that give you a different kind of question, from normal questions to music questions to "where was this picture taken" ones and ones where you must battle, and even personal trivia about the host. Ego/Emily even speaks in rhyme for a brief bit as Grunty is known for doing, and in both games the creator of the quiz is a Wicked Witch.
    • The Eye Cafe has two bathroom doors that have a right-side up and upside-down question mark, respectively, just like in the Spongebob Squarepants episode "Rock Bottom".
    • The Full Moon enemy in Annventure to Remember is a demonic version of the infamous goatse Shock Site image (featuring a man stretching his anus into the camera), as the demon is in a similar pose (though without using hands).
    • An Annventure to End Them All references Avengers: Infinity War by name in comparison to the game's plot where everyone is vanishing in thin air.
  • True Companions: By the time of Annventure of a Lifetime, the playable characters forged themselves into this -trope.
    They became the bestest and closest friends. Not one day went by where they didn’t spend time together.

  • And Now for Someone Completely Different: The game starts with Ann, in a day completely different than normal for her routine, which results in her Demonic Possession. Then, we switch for her friend Emma, who is going after her after she escapes from the chair she wrapped her in. It's only post-final battle, after Tyrannia is purged out of her, that Ann becomes controllable again.
  • Autobots, Rock Out!: A Sega Genesis variation with Ego's last battle theme, "I'm Still Really Not Scared Of You".
    • A more straight example is one of the random encounter battle themes.
  • Bar Brawl: In the Fallside bar, a drunken Azzy gets into a fight with Emma for getting too close to her boyfriend who isn't even her boyfriend.
  • Boss Remix: For the mentioned Bar Brawl, the theme of Fallside Bar is remixed.
  • Battle Theme Music: Of the Situational variation. Some of the random encounter battle themes follow a similar melody, only with different arrangements.
  • Big Bad: The Spree Killer targeting the four towns, actually the demon Tyrannia possessing Ann.
  • Bread, Eggs, Breaded Eggs: One Winterside NPC says that Mini Parpars came and stole all her stuff- which consists of a radio and a few comics. Looking in her drawer reveals a comic about radios.
  • Book Ends: Ann interacts with the first save pool by telling it that it's water-ful, and it splashes her. Once we gain control of her again, we can interact with one last save pool, and this scenario repeats once again.
  • Black Comedy: The tombstones in Ghostly Waters, telling about how the ones buried underneath them died. For example, one died in a car accident because they were in a hurry to buy bread, and the other decided to stay at home because they assumed zombies were just teens in a "edgy" phase.
  • Bleak Level: Winterside, Fallside, and Springside, once the Killer massacres them. All the NPCs die, and the heroes see their corpses with blood, the screen gains a Red Filter of Doom, and the music is played in a minor note and reversed for Rule of Scary.
  • Breaking the Fourth Wall:
    • One NPC in Winterside says this:
      Why does everyone in this town look the same? I always like to think that the powerful being who created us was too lazy to create more sprites for characters that weren't really that important. Either that, or it's just a coincidence, haha.
    • An NPC in Springside refuses to investigate the underground strange sounds because she isn't one of the main characters.
    • An NPC outside of Summerside expresses her gratitude for the random phones left everywhere so she can save her game progress.
  • Clones Are People, Too: Cornelia treats her cloned employees as actual people, and feels immense sadness when the Killer massacres them.
  • Citywide Evacuation: After the massacre in Winterside, all the other towns decide to evacuate to Summerside to save themselves from the Killer. It fails spectacularly, as the ones that stay behind are still gruesomely killed, and Summerside is annihilated as well, forcing people to evacuate from Summerside.
  • Caps Lock: The guy in the Fight Club of Winterside speaks like this.
  • Corpse Land: Every town in the game is turned into this after their quests are completed and the Killer subsequently sacks them. In Summerside, that part is skipped and the Killer already did their job. The worse part is that in Summerside, the corpses are the strongest common enemies in the game, and all of them have names that suggest how each of them died (ripped apart, starving).
  • Darkest Hour: By the time the party reaches Summerside, the whole Blackwater Country is under this. The three previous towns were massacred, the remaining survivors with privileges are trying to leave Summerside (which became a Death World quicker than they could reach it and use it as an evacuation point), and everyone is well beyond the Despair Event Horizon. Even Pinkie and Parpar, who both have a more lighthearted attitude in comparison to the rest of the cast, lose hope at this point.
  • Defeat Means Friendship: Played With. Ego and Azzy are initially fought as bosses before becoming your allies; but, Ego joins Emma (who she didn't fight) to get revenge on the character that actually beat her up (the Killer), and Azzy takes even longer to join because of the circumstances of her battle.
  • Drowning My Sorrows: Everyone in Fallside Bar is drinking to cope with the mass murder. Azzy, meanwhile, is drinking to cope with her breakup.
  • Drone of Dread: Probably the closest description to the Killer's battle "theme". A more intense one also plays when Emmet and the player talk to her personally.
  • Dark Reprise: Winterside and Fallside's themes receive slowed versions for the battles with the demons possessing Alvin's mind and soul. Their themes, along with Springside's, also received a slowed and reversed version for when the towns transform into Ghost Towns.
  • Disguised Horror Story: The game, besides the introduction cutscene, looks innocent enough with Emma and Ann trying to find out about the suddenly savage animals. Then, Ann falls into a weird hole with creepy music. Things get From Bad to Worse from there on...
  • Dungeon Town: All four towns except the First Town, Nirvana, are filled with monsters. The last town, Summerside, even serves as The Very Definitely Final Dungeon.
  • Early-Bird Cameo: Emma and Ego (the former the main character the player controls for the majority of the game, the latter a boss and also a party member) appear first in Nirvana Town as NPC's.
  • Evil Laugh: Upon thinking she's going to take the player's soul and win, Tyrannia laughs evilly and out of cruelty.
  • Eyes Do Not Belong There: The Disturbed Duck enemies have red eyes instead of a face.
  • 11th-Hour Superpower: The Power of Love, literally. It doesn't consume PP and dishes absurd amount of damage to Tyrannia.
  • Enmity with an Object: An NPC in Fallside claims that his bread is bullying him.
  • Extra-Dimensional Shortcut: The black-and-white "tunnel area", with a glitchy screen and a creepy soundtrack with winds and strange ambient sounds. It is revealed in the sequel to be Tyrannia's pocket dimension.
  • Foreshadowing: There are four signs in the upper right part of Winterside that speaks about how The Power of Love will always win against evil and that You Are Not Alone because you'll always have someone that loves you for who you are. It foreshadows Emmet's confession for Ann, and their united love being the thing that ultimately defeats the Big Bad Tyrannia.
  • Fetch Quest: To enter Professor Parpar's lab, you first have to give the NPC blocking your way a Sprinkled Donut, which can be found in Winterside.
  • Five-Second Foreshadowing: After your third battle with Ego as Ann, the save pond after it says to Ann that Ego is not dead. Surely enough, once you gain control of Emma, Ego is alive, no worse for wear, and ready to join Emma.
  • First Town: Nirvana Town. Although, somewhat unlike most of the trope's examples, the music associated with it and the areas nearby is a little bit more upbeat and fast-paced.
  • Flat "What": Tyrannia gives one upon seeing that Ann, whom she possessed, managed to break free of her control.
  • Herd-Hitting Attack: "Group Hug", a skill attack that hits a wide group of opponents.
  • Hello, [Insert Name Here]: The game asks for your name when you start a new save file. This doesn't seem to affect too much the game, since none of the characters use the name you input. Because you're actually an entity that the villain talks to.
  • Hell Is That Noise: Whenever things get creepy, there's a high chance this will be the soundtrack.
  • Healing Spring: Alvin's mind and Springside both have water lakes you can use to heal your party.
  • Heal Thyself: The "Hope" skill.
  • Inflating Body Gag: One of Ego's defining characteristics is her ability to inflate whenever she starts becoming prideful.
  • Instant Home Delivery: Ordering from Angie's Pizzeria will immediately give you the items you ordered, no matter where in the world you are.
  • It's Up to You: Only Emmet can use the Mind Traveler to enter Ann's mind, according to Parpar. Justified, since Tyrannia can only be hurt by psychic attacks, and if any of the other heroes tried to enter there instead of Emmet, they'd suffer a Fate Worse than Death.
  • Irony: When you reach Fallside, an NPC tells you that everyone is planning to evacuate to Summerside due to the killing spree of Tyrannia. When we actually get close to Summerside, everyone is evacuating from the town (or, at least, trying to keep the distance from the mainland as best as they can), and everyone in there was already killed.
    Summerside isn't safe anymore, all of us have no place to go.
  • Joke Character: A purple dog appear in some areas of the game, asking you for a pet. Independent if you accept or not petting the dog, it says something weird and leaves in the blink of an eye.
  • Journey to the Center of the Mind:
    • Around halfway through, you will encounter Alvin and have to go in his mind to banish the demons from within, gaining him as a party member afterwards.
    • The finale has you go in Ann's mind to get Tyrannia out.
  • Jump Scare: During the road to leave Winterside and go to Fallside, after the former becomes a Ghost Town, during a certain moment, the possessed Ann will briefly pop behind, walking towards you, but quickly fade away.
  • Killed Mid-Sentence: It's implied that an NPC who was writing on the Last Wish Dock gets murdered by The Killer as they are writing their last wish. We don't see it happen, but we see the sign.
    To finally marry my husband. <3 Can't believe things are going well for once in my li (This one looks like someone was pulled away while writing it.)
  • Love Confession: Both Alvin and Emmet confess their love to Ann. It's the latter one that's truly genuine, however. The former results in Alvin's supposed death.
  • Life Drain: A couple of Mooks and some of the playable characters can use a skill called "Deadly Kiss" that drain the opponent's health and heals them in return.
  • Lampshade Hanging: The slogan of the bar of Fallside? "The place where the plot moves forward".
  • Lost in the Maize: Double Subverted. Corn Fielf doesn't give off any creepy vibes at first... that is, until the Killer begins to massacre the workers and the owner.
  • Letting the Air out of the Band: The quirky but cheerful music of the Corn Fielf slows down when the Killer (the possessed Ann) kills an innocent farmer just for calling her out in burning the corn, to emphasize the Player Punch. It gets even slower when another farmer runs away from them, calling them a monster, and after you cross the Extra-Dimensional Shortcut in the area, it finally goes silent. When you enter the Corn Fielf's owner's house, another music comes in (specifically, the calm banjo tune from the naming screen), but it's even slower than the previous music.
  • Motifs: The town's name pattern is a season with the word side (ex: Winterside).
  • Musicalis Interruptus:
    • The song of the opening goes dead silent when it reaches the part of "many things to go wrong". Played for a creepy effect, since it's foreshadowing the plot involving Ann's Demonic Possession.
    • During the first act of the game, the music also goes silent every time the Killer's villainy is fleshed out. If the music comes back, it has a chance of being slowed down.
  • Madness Mantra: The people in the route south of Fallside are forced to repeat what's possibly their last words again and again.
  • Nitro Boost: Drinking energy drinks temporarily accelerates the party's speed on the overworld.
  • Nonstandard Game Over: Refusing to accept Tyrannia's request to have your soul so you can win the game results in a Game Over screen.
  • Number of the Beast: The party gets 666 EXP for defeating the Killer, the possessed Ann.
  • No Ontological Inertia: Once the Killer is defeated, all the murders they committed and the deaths they and their forces caused are undone.
  • One-Hit KO: The Killer has a move that will damage a party member far beyond their max HP amount. It even says "Ann killed you."
  • Ominous Pipe Organ:
    • Ghostly Waters has these, balanced with other instruments, to fit the creepy swamp vibe it has going on.
    • The last town, Summerside, has a particularly terrifying version of this in the overworld music, to symbolize how it became a Death World where the corpses of the country's inhabitants are trying to drag you to hell with them.
  • Playable Epilogue: Once the Big Bad situation is done with, Ann can walk through Nirvana Town, where all the revived characters are celebrating the nightmare being done and over with, before entering her home to sleep.
  • Pre Existing Encounters: Enemies appear in the overworld as colorful interrogation points.
  • The Power of Love: The love between Ann and Emmet gives them the strength to finally fight against Tyrannia. It's the skill attack that both of them gain and is described as the most powerful thing in existence.
  • Psychic Powers: Emmmet has these, which allow him to enter Ann's mind and save her from Tyrannia.
  • Punctuated! For! Emphasis!: Ego's declaration that she is the best before the final battle against her.
    I am Ego. And I. Am. The. BEST.
  • Punny Name: The title of the game/trilogy itself is a fusion of the name of the central character and adventure.
  • Red Filter of Doom: Every time the Killer massacres a town after the heroes complete the quests inside it (or, in Summerside's case, when you get there), while walking through the remains of the place, the screen gains a red shade.
  • Relationship Sabotage: Tyrannia and her demon friends ruined Alvin and Azzy's relationship so Tyrannia could enter Azzy's mind and feed off her depression while Lust could possess Alvin in turn.
  • Retraux: The art style and some songs of the soundtrack that, for example, sounds like something from the NES or SEGA Genesis. The main visual inspiration is EarthBound.
  • Running Gag: The purple dog that wants to be pet.
  • Rule of Three: The names of the three themes associated with fighting Ego: "I'm Not Scared Of You", "I'm Still Not Scared Of You" and "I'm Still Really Not Scared Of You".
  • Seasonal Baggage: Besides the first town, the rest follow season themes.
  • Sadistic Choice: The Big Bad offers for you in the ending to either give your (as in, the player's) soul to them so they can make you win the game, or refuse and never beat the game.
  • Save Point: The phones are used for that if you call Pinkie, a character you meet in Nirvana Town. During the beginning, when you play as Ann, water pools that she talks to work as this trope.
  • Standard RPG Items: Foods (cookies, slices of cake, pizza, candy bars, cupcakes, bag of onion rings) and drinks (coffee, milkshake, milk) recover your health and magic points respectively, and souls are used to revive a party member. "Haunted" items cure health and magic points at the same time.
  • Theme Music Power-Up: "I'm Still Really Not Scared of You" is this for Ego fighting in her inflated form.
  • Triumphant Reprise: Once the Big Bad is finally defeated, Ann goes back to Nirvana Town. The music there plays at a higher pitch to symbolize the triumph of the heroes.
  • Take That, Audience!: The narration in the naming screen takes a jab at the people that use bizarre nicknames online and BEGS for you to put your real name.
    So, [The name that you put] is your name? (When the player selects Yes) Are you sure it's your name? Like, your REAL name. Not something stupid like... "xXPro[The name that you put]420Xx."
  • Title Drop: At the end, Professor Parpar tells Ann "I bet you had quite the ANNVENTURE, didn't you?"
  • The Very Definitely Final Dungeon: Summerside, the last town where The Killer makes their final stop and is populated with the strongest enemies in the game, and the subsequent Ann's Mind section where you battle Tyrannia.
  • Womb Level: Ann's Mind has a floor that looks like it's made out of visceral flesh.
  • Wham Line:
    • The Killer's line, said in a very small font, showing that they're not wanting to mess around with Ego anymore.
      Kill her...
    • Emmet, after clarifying the situation about Azzy and introducing himself to Emma, reveals something critical about the Killer situation..
      I know, I know. You want me to tell you about your friend... Well... Good news... and... bad news. The good news is that your friend isn't a blood thirsty killer. The bad news... is that... Your friend... is... ... Your friend is possessed.
    • In the Summerside Last Wish Dock, the signs are filled with the last wishes of the residents... except the last one, which is from The Killer:
      To talk to you alone.
  • Wham Shot:
    Emmet. Get out of here. (Emmet vanishes in Smash to Black with the damage sound)
  • When Trees Attack: The enemies in the route south of Fallside are Fearsome/Frightened Foliage with the ability to induce sleep.
  • You Bastard!: The first act of the game casts you in the role of a Spree Killer who murders countless innocents. From the moment you first kill the Innocent Farmer, it is clear you are playing as the Villain Protagonist, and your actions horrify everyone else. When you start controlling Emma instead and try to clean up your mess, the demon Tyrannia eventually speaks with you directly to thank you for letting her gain so much power.
    Tyrannia: You're willing to do anything to progress further in this game, aren't you? I don't see any other reason for you to have killed everything that got in your way. Unless you enjoy devastation as much as I do. Anyways, every time you killed something, I became stronger. I absorbed their soul.
  • You Monster!: One of Corn Fielf's workers say this to the Killer once they spot them.
  • Your Soul Is Mine!: Tyrannia practically forces you (the player) to give her your soul (if you refuse, it ends in a Nonstandard Game Over). Emmet intervenes before it can actually happen, though.

    Annventure of a Lifetime 
  • And I Must Scream: Parodied by a sign in the Eye Cafe:
  • Bad Guy Bar: The Eye Cafe, a "Delicious Demon Diner" where the Eye Demons eat.
  • Big Bad: The Killer, Tyrannia, returns once again, this time possessing Emmet and trying to destroy the multiverse.
  • Blatant Lies: When first entering the Heirloom Labs, you come across a note saying "TERE IS NO MAGIC STONE DOWN HERE".
  • Chest Monster: The Zeebo, Darnell, Bubba, and The Greatest Gift enemies, which disguise themselves as present boxes but are actually demons (except the Greatest Gift, which is a robot).
  • Chocolate of Romance: Checking Ann's closet reveals she has a box of chocolates, apparently from her boyfriend Emmett.
  • Crisis Crossover: Downplayed in that from Mute, The Brains And The Brawn and Annabelle (RPG Maker) all show up here, and the Big Bad Tyrannia threatens their worlds as well, but they don't have major roles in the story- it is still primarily focused on the Annventure cast.
  • Dissonant Serenity: Two NPCs in Heirloom notice that the (no longer possessed) Ann, who is standing in front of them, is The Killer who menaced Blackwater a year ago. In response to learning this... they casually say hi as if talking to a normal person.
  • Donut Mess with a Cop: The Heirloom Police Station has a stash of donuts (and coffee) that get possessed by demons and become the enemies of the area. Once they learn that someone broke in, they send an officer to guard the place. Another guard also tries to grow a donut tree.
  • Egopolis: Ego/Emily has an almost literal variant in the form of Tokego, a futuristic city containing many attractions painted with her green and purple color scheme and with her face everywhere.
  • Foreshadowing:
    • In some dungeons, you can find items with Ego's color scheme (green and purple), and come across her in a Paper-Thin Disguise at one point, long before she is revealed to have sided with Tyrannia.
    • Look at the sprites for the Mysterious Gardener and Mysterious Painter- an attentive player might notice that, respectively, the Gardener has a green watering can and purple shovel, while the Painter has a paintbrush with green and purple paint- hinting that they and Ego are the same person.
  • Frame-Up: Ego has her Evil Knockoff robots massacre the people at the Heirloom University of Arts and pins it on the party, resulting in them getting arrested.
  • The Guards Must Be Crazy: A security guard who is blocking Ann's way to the Vahanna rainforest literally says she can just walk around her to gain access to it, and she does nothing about it. Another guard forgot what he was sent to do and fished for hours instead, and most of the other guards are too afraid to do their jobs.
  • Living Drawing: The enemies in the Heirloom University of Arts are painting monsters. They were created by the Mysterious Figure, in their Mysterious Painter form.
  • Lotus-Eater Machine: The cursed pyramid's Hallucination Highway will create illusions of happiness to trap people inside.
    Jeanne: It'll create a wonderland of everything you love. Memories, friends, girlfriends, boyfriends... ...all that jazz. And once it's got you right where it wants you, it'll kill you.
  • Mecha-Mooks: The Mysterious Figure has various robots at their command to send to attack the heroes.
  • Needle in a Stack of Needles: The Stone of the South, the first Plot Coupon, was hidden by an Eye Demon in a dungeon full of bread loaves, which it resembles.
  • Noob Cave: The cave under Emmet's house is the first dungeon of the game. Apparently it was dug by the caretakers of the Vahanna Rainforest who wanted a cavern attraction but accidentally dug into Emmet's house. As compensation, he gets permanent free visits.
  • Nostalgia Level:
    • The Cursed Pyramid creates a vision of Springside from the first game.
    • The lower-right area in Tokego is a building set up to look like Ghostly Waters from the first game, complete with the same music and cardboard cutouts of the enemies from Ghostly Waters.
  • Plant Mooks: The enemies in the Vahanna Forest are plant monsters. They were planted by the Mysterious Gardener, the boss of the dungeon.
  • Pop Quiz: The last section of The Very Definitely Final Dungeon just before the last battles is a quiz board game modeled after Banjo-Kazooie's Grunty's Furnace Fun, where you must answer various kinds of questions about the game, depending on what kind of tile you stepped on.
  • Punctuated! For! Emphasis!: Tyrannia, when you are about to touch her Soul Jar:
    Don't Touch. My. Code.
  • Red/Green Contrast: Alvin wears a white shirt with green sleeves and a red scarf.
  • Rhymes on a Dime: The Mysterious Figure Ego/Emily does this just before their Pop Quiz game as a Shout-Out to Gruntilda:
    Welcome to my final quiz! Win this game and out you is! I'm the one you'll have to stop! Or Emma and Pinkie will blow up and pop! So step on forward to the square! Get on to try it, if you dare! Get it wrong and you will cry! Lose 3 times and then YOU'LL DIE! I'll be the one to dig your grave! And Emmet you will NEVER save!
  • 2 + Torture = 5: Implied; in the Mysterious Figure's Compliments Dock, most signs fawn over them, but one sign speaks out against the Figure for killing their friends. The next sign is that same person having written "I changed my mind I am okay with this now".
  • The Very Definitely Final Dungeon: Togeko, a sprawling Egopolis heavily inspired by New Pork City. It consists of four major buildings that must be traversed to activate a switch leading to the second part of the dungeon, the Evil Tower of Ominousness with various floors, puzzles, and an Evil Knockoff miniboss at the end of each floor. This culminates in a board game/quiz show section inspired by Grunty's Furnace Fun, with basically the same rules, and the last bosses afterwards.
  • Was Once a Man: The Once-A-Man and Once-A-Woman enemies, as their name suggests, were ordinary security guards who became possessed by demons.
  • Where It All Began: After making it through The Very Definitely Final Dungeon, the Final Boss fight takes place behind the door sealed by the four relics that appeared near the end of the first dungeon, which happens to be under Nirvana Town.

    Annventure to Remember 
  • Big Bad: The alternate version of Tyrannia residing in the Alternate Dimension is the leader of the demonic forces attacking Blackwater.
  • Cowboy Episode: The game primarily takes place in an Alternate Universe where Blackwater Country is a Wild West setting.
  • Happy Ending Override: The ending cutscene from the last game plays... only for it to turn out to be Ann's imagination, and she hasn't actually managed to restore the world. The game follows her going off to another dimension to find alternate versions of her friends.
  • Interrupted Intimacy: Ann walks in on the western Alvin and Azzy having sex in a hotel room. In response to her intrusion, they try to fight her off.
  • Rhymes on a Dime: Mary Anne does this on occasion as per being an expy of Mary Poppins, and notes that she comes from a dimension where everyone does it.
    Alvin & Azzy are happy here, they wouldn't leave! No way! The secret is to find a friend who's life's been thrown away. You'll find that it's much easier to convince a friend in pain... To join you and throw everything from their world down the drain!
  • Skewed Priorities: A gravedigger NPC asks the non-possessed Ann to stop killing people... because she's getting tired of having to dig so many graves.
  • That Reminds Me of a Song: The people in Mary Anne's home universe apparently love to do this.
    I come from a dimension where eveyrone just loves to break into rhyme, song, rhythm, and dance!
  • "Wanted!" Poster: The possessed Ann naturally has many of them around Blackwater. This causes problems for the main Ann, who is mistaken for her.

  • Weird West: The Alternate Universe that Ann finds herself in is a Western-styled Blackwater... which, just like the main one, is being attacked by demons.

    An Annventure to End Them All 
  • Be Careful What You Wish For: An NPC wishes he could disappear due to his life sucking. Once he falls victim to the mass vanishing, he immediately takes it back.
    Life sucks man. Sometimes I wish I could just. Disappear. (turns into dust) NO I TAKE IT ALL BACK EVERYTHING IS FINE
  • Big Bad: The Mysterious Force, The Grand Creator Yoobii, is the one behind the mass disappearance of the people across the multiverse and wants to destroy it out of hatred at what his creation has become.
  • Crisis Crossover: All three of the major worlds in the Yoobiiverse become involved in yet another plot to erase them, and the three main characters (Rudy, Annabelle, and Jeanne) are each from one of the worlds.
  • Faceship: Professor Parpar's ship which the team uses to travel to The Very Definitely Final Dungeon resembles his face.
  • I Don't Like the Sound of That Place: The Ominous Ocean, ironically the first dungeon. So named because of the meteorites that crashed there, emitting strange lights.
  • Surprisingly Realistic Outcome: Upon traveling to the world of Annabelle (RPG Maker), you are enticed to use a vending machine, like you could in previous games. However, trying to do so gets you a message saying that, because you are from another dimension, your "other-worldy currency" is not accepted here.
  • Tempting Fate: Just before launching off to Glitch Glacier, Professor Parpar warns the party that there is a chance that they may crash in The Pit Of Unforgettable Mistakes instead, but repeatedly reassures them that this is unlikely to happen. So naturally, they end up crashing there.
    Professor Parpar: This spaceship will take you directly to Glitch Glacier. It will definitely not crash on the infamous asteriod, "The Pit Of Unforgettable Mistakes". So don't you are worry about such an event. Because this ship will not crash. And if this ship DOES crash. It will not crash into The Pit Of Unforgettable Mistakes. Because if this ship DOES crash into The Pit Of Unforgettable Mistakes... God help you. But no fear. For the chances of that happening are incredibly low. Good luck!
    (...your ship crashed into The Pit Of Unforgettable Mistakes.)
  • The Very Definitely Final Dungeon: Glitch Glacier, the realm where the Mysterious Force resides. It is more of a traditional final dungeon than the past ones, as a series of tunnels that you must go through to get to the end.

  • Big Bad: The Id is Ego's clone made of her desire to get revenge on her former friends for abandoning her, and attacks the Heirloom University of Arts with mutants to do just that.
  • Lampshade Hanging: A student asks why Heirloom University of Arts has a giant underground lab.
  • Mundane Utility: Susan is building a clone machine because it was commissioned by Cornelia Fielf (who wants clones to staff her farm), but writes in her notes that she would use it to... have a clone scratch her back.
  • Journey to the Center of the Mind: In the climax, Ego uses the Mind Traveler to enter The Id's mind. Here she enters a nightmare based on her fear that all her former friends hate her.
  • Self-Destruct Button: Susan's lab has a big red button labeled self-destruct. Ego won't actually press it, but Id does.. at which point it actually turns out to be a light switch with a gag sticker.
  • Something We Forgot: At the end, when The Id is beaten, Emmet and Ann go back to Ego's hospital room... and see Jeanne, still inflated.
  • You Are Grounded!: Susan threatens Ego with this if she doesn't put the inventions she took back where she found them. Ego responds by saying that she is already 21. Of course, the clone that Ego made interferes before anything can be done.
  • Your Mom: When a student tells Ego that she doesn't have permission to be in the Heirloom Labs, she responds with this.
    Student: Hey! You don't have permission to be down here!
    Ego/Emily: Your mom doesn't have permission to be down here.
    Student: You're g-god damn right.