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  • Anti-Climax Boss: The final boss fight can be easily skipped by doing both vignettes for the companion you brought with yourself or getting the whole story from Dean Wormwood and messing with the portal, and even if you opt to fight them, at that point you should have enough base attacks and leftover items to win without problems.
  • Aluminum Christmas Trees: There really is a Saint Polycarp. He's not the patron saint of bodybuilders, but there is a different saint for these matters.
  • Disappointing Last Level: Government Valley, the final area you unlock. A large chunk of locations are either blocked off from your class (since they're the base of a specific nemesis, one for each class), or exist only to store the umbratanium pylons you need to destroy. There's little to no sidequests and the whole area feels like padding before the final boss fight.
  • Game-Breaker:
    • The Doughboy Rolling Pin, The Cosmic Sieve, and The Detuned Guitar. All three of these weapons have a unique property where they deal 2, 4, and 5 damage to all enemies on the field respectively with the drawback being that the player can't apply any sort of upgrades or attachments to the weapons like the sharpening stone or the blowtorch. HOWEVER, their damage can be increased with any perks, effects, or items that increase magical or ranged weapon damage and those damage increases can stack heavily; especially in the late game. If one devotes their entire character build to buffing those weapons, they can wind up dealing 40 damage (enough to two- or three shot late-game enemies) to everything on the field and trivialize all combat encounters. The Doughboy Rolling Pin is a particularly glaring example as it's fairly easy to obtain this weapon in the first chapter while the other two are obtained though more luck-based means.
    • The "Call For Backup" Jazz Agent skill lets your familiar act three times for the price of one Action Point, and it's not a turn-ending skill. A good familiar paired with whatever boosts you can get for them and enough surplus APs can snap the combat in half. The mosquito can inflict a Death of a Thousand Cuts on your enemies and heal you for whatever damage you might've taken, and the beautiful goldfish can boost your party stats to ridiculous levels, as demonstrated here, when Molly wipes out the final boss of the game with 2628 bullets in one turn.
  • Goddamned Bats: The shadow creatures, for two reasons: you can encounter them in every area, and they can't take more than 5 Physical damage in one go. While there's enough elemental-damage-dealing weapons, spells and items lying around to not make them a true threat, at the end of the day you'll end up adjusting your loadout just on the off-chance that you stumble upon a relatively rare encounter.
  • Heartwarming Moments: Every single companion you've recruited comes to back you up against the final boss. All of them, to a man/woman, stood alongside you and fought an Eldritch Abomination beyond comprehension.
  • That One Puzzle:
    • The curse attached to the haunted sickle. The puzzle itself isn't particularly complex, you simply have to collect parts to build a lawnmower while being hunted by an interdimensional scarecrow across the various time periods and locations that you visited when solving previous curses (the fedoral hat reserve, the baseball field, the murder mystery train, ect.) and each time the scarecrow 'kills' you, you're transported to a different locale which can be done on command by taunting the straw psychopath. The problem is that the area you end up in after each death is RANDOMIZED so if you need to get to a specific place to talk to a certain NPC or obtain a specific item, you'll have to keep hitting the taunt button over and over again until you reach the correct time period to progress the puzzle. What makes it worse is that if you spend too long in one area, the scarecrow will show up to murder you and send you to a different area all over again.
    • The Mobius ring puzzle. You need to interact with 10 objects in a certain sequence (more if you talked to yourself). The game flat out tells you trial-and-error will be involved, and remember to bring a pen and notepad.
    • Catching the Midnight Man. The puzzle itself isn't that bad, except for the fact that it requires you to push back a rock you had already moved aside earlier in a Muscle check to access a seemingly optional room. This means you have to remember a minor thing you did that you'd have no reason to believe you can interact with again, and the puzzle never gives you any nudges toward it.

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