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Oversomnia:Waterway Town: Difference between revisions

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|Wallpapers =  
|Wallpapers =  
|NPCS = Demon Shop Owner
|NPCS = Demon Shop Owner
|Connections = {{Connection|Waterworks Office}}, {{Connection|Nexus}}, {{Connection|Music Symbol World}}, {{Connection|Oil World}}, {{Connection|Sunset Hell|effects_needed=Vampire}}
|Connections = {{Connection|Waterworks Office}}, {{Connection|Nexus}}, {{Connection|Music Symbol World}}, {{Connection|Oil World}}, {{Connection|Sunset Hell|effects_needed=Vampirism}}
|BGM =  
|BGM =  
|Map ID = 0020, 0047
|Map ID = 0020, 0047
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==Features==
==Features==
{{Stub}}
The Waterway Town is a large town with many pathways, populated by blue and white robotic citizens, who will spin around when the Tuning Fork effect is used. Large faucets and many trees can be found around the town as well as a winding river taking up the southern part of the town. Some notable landmarks are also present in the town, such as a park in the northwestern portion with a market below it, an office building on the eastern side of the town, and a shop run by a demon in the town's southwestern corner.
 
Going northwest from the Nexus entrance will lead to a forested area of the town, also sporting a small pool with some blocks inside. Below the park is a small market where several of the town's citizens wander. Right above the market, to the left of a set of tables and chairs, is a messy doorway covered in black gunk. This doorway leads to [[Oversomnia:Oil World|Oil World]].
 
On the east side of the park, through a set of trees, is a stairway leading back to the town. Near the stairs is a single citizen trapped between the trees and a building, spinning rapidly. Going up the stairs and then heading south will lead to an odd-looking flower that will take Irving to [[Oversomnia:Music Symbol World|Music Symbol World]]. Southeast of the flower (or directly east of the Nexus entrance) is a large building leading into the Waterworks Office.
 
===Waterworks Office===
The Waterworks Office interior is largely blue, surrounded by a large body of water. The office is also inhabited by several of the citizens seen in the town proper. Potted plants, giant screws and gears, and water jugs are also found around the office.
 
To the right is a small bridge leading into one of the office halls, which contains several doors. The first and second doors contain simply white robots and bodies of water, although the third room has three white robots, two of which are carrying a large screen with the third seemingly giving instructions. If the Vampirism effect is used on the screen the two robots are carrying, it will crash on the ground and emit smoke, leaving the robots shocked.
 
South of this room is a doorway to another section of the office with a set of double doors. This leads to a room with a door to an isolated outside seating area and a stairway up to the main office. Inside the main office is a character resembling a suited human with fox ears who will run away upon being interacted with. Exiting the office and heading back outside will have Irving pursue the fox man, although they will hop over a river to get away, leaving a trail of orange fur along the way, eventually ending in the faucet used to enter the Nexus.
 
Upon returning to the Nexus, the fox man will appear atop the set of stairs found there. Interacting with them will cause them to flee once again, now entering [[Oversomnia:Cloud Cuckoo World|Cloud Cuckoo World]]. Following the fur trail into the Clock House and eventually the [[Oversomnia:Descent|Descent]], the trail will continue into the [[Oversomnia:Rainy Village|Rainy Village]] where the fox man can found hiding among the hedges. Using the teleporters found in the village will lead the chaser into the [[Oversomnia:Emergency Room|Emergency Room]] and eventually [[Oversomnia:Transmission Tower World|Transmission Tower World]] where the chase ends. Upon being found by Irving and the dog inhabiting the world, the fox man will give Irving some currency before returning to their office in their homeworld.
 
===Demon's Shop===
Upon heading south and then west from the Nexus entrance, Irving will encounter the Demon's Shop. The interior resembles a small convenience store with a service desk and shelves holding several goods. There is also a vending machine at the top of the store which will give a soda for 10 currency. A meter is also present on the vending machine which gradually fills up upon purchasing soda from it. Once the meter is filled, a box of candy will be dispensed instead of soda and the meter will reset.
 
Upon talking to the shopkeeper, they will require two blood in order to warp you to [[Oversomnia:Sunset Hell|Sunset Hell]]. Blood can be obtained by killing NPCs with the Vampirism effect, which will increase Irving's maximum health, although the robotic citizens of Waterway Town can not be killed, so Irving will have to go elsewhere for it. Upon returning to the shopkeeper with at least two blood/points of health, they will turn the screen red and take Irving to Sunset Hell.


==Directions==
==Directions==
Nexus → Waterway Town
Nexus → Waterway Town
==Trivia==
*If the player has already done the fox man chase from the Waterworks Office and reenters in a new dream session, there will be two fox men in the office: one who simply wanders around and displays an ellipse when interacted with and one who runs away and starts the chase again.


==Gallery==
==Gallery==

Revision as of 23:52, 29 May 2024

Waterway Town
WaterwayTown.png
Basic Info
Effects EffectNone
Collectibles

Bestiary Entry #7
Bestiary Entry #34
Menu Theme #6

Events None
Notable NPCs Demon Shop Owner
Other
Connecting Areas

Waterworks Office
Nexus
Music Symbol World
Oil World
Sunset Hell Vampirism

BGM Missing
Map ID 0020, 0047

The Waterway Town is an area accessible from the faucet in the Nexus.

Map of Waterway Town

Features

The Waterway Town is a large town with many pathways, populated by blue and white robotic citizens, who will spin around when the Tuning Fork effect is used. Large faucets and many trees can be found around the town as well as a winding river taking up the southern part of the town. Some notable landmarks are also present in the town, such as a park in the northwestern portion with a market below it, an office building on the eastern side of the town, and a shop run by a demon in the town's southwestern corner.

Going northwest from the Nexus entrance will lead to a forested area of the town, also sporting a small pool with some blocks inside. Below the park is a small market where several of the town's citizens wander. Right above the market, to the left of a set of tables and chairs, is a messy doorway covered in black gunk. This doorway leads to Oil World.

On the east side of the park, through a set of trees, is a stairway leading back to the town. Near the stairs is a single citizen trapped between the trees and a building, spinning rapidly. Going up the stairs and then heading south will lead to an odd-looking flower that will take Irving to Music Symbol World. Southeast of the flower (or directly east of the Nexus entrance) is a large building leading into the Waterworks Office.

Waterworks Office

The Waterworks Office interior is largely blue, surrounded by a large body of water. The office is also inhabited by several of the citizens seen in the town proper. Potted plants, giant screws and gears, and water jugs are also found around the office.

To the right is a small bridge leading into one of the office halls, which contains several doors. The first and second doors contain simply white robots and bodies of water, although the third room has three white robots, two of which are carrying a large screen with the third seemingly giving instructions. If the Vampirism effect is used on the screen the two robots are carrying, it will crash on the ground and emit smoke, leaving the robots shocked.

South of this room is a doorway to another section of the office with a set of double doors. This leads to a room with a door to an isolated outside seating area and a stairway up to the main office. Inside the main office is a character resembling a suited human with fox ears who will run away upon being interacted with. Exiting the office and heading back outside will have Irving pursue the fox man, although they will hop over a river to get away, leaving a trail of orange fur along the way, eventually ending in the faucet used to enter the Nexus.

Upon returning to the Nexus, the fox man will appear atop the set of stairs found there. Interacting with them will cause them to flee once again, now entering Cloud Cuckoo World. Following the fur trail into the Clock House and eventually the Descent, the trail will continue into the Rainy Village where the fox man can found hiding among the hedges. Using the teleporters found in the village will lead the chaser into the Emergency Room and eventually Transmission Tower World where the chase ends. Upon being found by Irving and the dog inhabiting the world, the fox man will give Irving some currency before returning to their office in their homeworld.

Demon's Shop

Upon heading south and then west from the Nexus entrance, Irving will encounter the Demon's Shop. The interior resembles a small convenience store with a service desk and shelves holding several goods. There is also a vending machine at the top of the store which will give a soda for 10 currency. A meter is also present on the vending machine which gradually fills up upon purchasing soda from it. Once the meter is filled, a box of candy will be dispensed instead of soda and the meter will reset.

Upon talking to the shopkeeper, they will require two blood in order to warp you to Sunset Hell. Blood can be obtained by killing NPCs with the Vampirism effect, which will increase Irving's maximum health, although the robotic citizens of Waterway Town can not be killed, so Irving will have to go elsewhere for it. Upon returning to the shopkeeper with at least two blood/points of health, they will turn the screen red and take Irving to Sunset Hell.

Directions

Nexus → Waterway Town

Trivia

  • If the player has already done the fox man chase from the Waterworks Office and reenters in a new dream session, there will be two fox men in the office: one who simply wanders around and displays an ellipse when interacted with and one who runs away and starts the chase again.

Gallery