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Upon exiting, Urotsuki will enter the area's main portion. To the left is a stairway blocked off by a [[Yume 2kki:Construction Signs|construction sign]]. To the right is an area filled with arcade machines, right past a set of doors that don't appear to open. Farther into the arcade, which is decorated with a patterned floor, is currently blocked off. | Upon exiting, Urotsuki will enter the area's main portion. To the left is a stairway blocked off by a [[Yume 2kki:Construction Signs|construction sign]]. To the right is an area filled with arcade machines, right past a set of doors that don't appear to open. Farther into the arcade, which is decorated with a patterned floor, is currently blocked off. | ||
Guide to Memory Game.exe minigame (very rough sketch): | Guide to unlock the Memory Game.exe minigame (very rough sketch): | ||
# Navigate to the top floor using door 2 on the map. | # Navigate to the top floor using door 2 on the map. | ||
# There will be a purple humanoid NPC that will match Urotsuki's movements. Use it to step on both buttons simultaneously | # There will be a purple humanoid NPC that will match Urotsuki's movements. Use it to step on both buttons simultaneously (note: I might be misremembering if you need to hit them simultaneously for the top floor, or if you can just hit each button once) | ||
# Have the humanoid NPC go through the door (this might be automatic?), so it will be downstairs. | # Have the humanoid NPC go through the door (this might be automatic?), so it will be downstairs. | ||
# Head downstairs and use door 3 to reach the other section of the top floor. Grab the green key and go back downstairs. | # Head downstairs and use door 3 to reach the other section of the top floor. Grab the green key and go back downstairs. | ||
# Control the NPC to step on one of the | # Control the NPC to step on one of the buttons. Use the Crossing effect to keep it in place while you navigate to the other button. Once both buttons are pressed simultaneously, the gate to door 4 will open. | ||
# Go through | # Go through door 4, which leads to the basement. This room is very dark (it can barely be seen by raising your monitor's brightness, but the better approach is using the light in front of you). Navigate to the northernmost part of the room, where you will find the green door. Note that: | ||
## There are two chasers who will become aggressive and fast if you shine light on them. It is best to use the Invisible effect and activate it when you are near a chaser (it will make sounds when you're nearby). This will turn off the light in front of you, but you can still see the chaser as a sparkling dot. Once you're past it, you can deactivate Invisible to use light again. | ## There are two chasers who will become aggressive and fast if you shine light on them. It is best to use the Invisible effect and activate it when you are near a chaser (it will make sounds when you're nearby). This will turn off the light in front of you, but you can still see the chaser as a sparkling dot. Once you're past it, you can deactivate Invisible to use the light again. | ||
## If a chaser catches you, it will send you to a room that ''can'' be exited via a door at the bottom. If you make the mistake of waking up, all your progress up to now will be reset (someone should check if this still happens if you use the Eyeball Bomb). | ## If a chaser catches you, it will send you to a room that ''can'' be exited via a door at the bottom. If you make the mistake of waking up, all your progress up to now will be reset (someone should check if this still happens if you use the Eyeball Bomb). | ||
# The green door leads to another dark room. There is a | # The green door leads to another dark room. There is a chaser in the room, as well as a red key toward the top left. Note that once you get the key, there will be new boxes in the room that make it more difficult to navigate back. (Also, someone should confirm whether getting caught by the chaser takes away your keys. If it doesn't, then getting caught could be used as a shortcut to the red door) | ||
# Navigate to the red door, located near the beginning of the basement. Inside, interact with a | # Navigate to the red door, located near the beginning of the basement. Inside, interact with a TV screen to get the minigame. | ||
Other stuff to write properly later: | Other stuff to write properly later: | ||
* Chainsaw effect causes purple NPCs to glitch out and move very fast. This prevents you from removing them from the area, though their frantic movement might help if you just want them out of your way. (Someone should also check if the NPCs respond to any other effects) | * The Chainsaw effect causes purple NPCs to glitch out and move very fast. This prevents you from removing them from the area, though their frantic movement might help if you just want them out of your way. (Someone should also check if the NPCs respond to any other effects) | ||
==Directions== | ==Directions== |
Revision as of 00:43, 8 April 2025
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This page is missing information. You can help YumeWiki by expanding it. Details: Major cleanup needed to reflect the changes in the 0.127c update |
Fliperama Hall | |||
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Basic Info | |||
Regional Name(s) |
フリペラーマ広間 | ||
Effects | None | ||
Collectibles | |||
Masks | Eyeball | ||
Events | None | ||
Notable NPCs | None | ||
Other | |||
Connecting Areas | Vibrant Funhouse ✨ | ||
BGM | 🔊 In The Hour (No. 1092A) 🔊 In The Hour – Restroom (No. 1092B) | ||
Map ID | 1608, 1609 | ||
Version Added | 0.125a | ||
Primary Author | Kong | ||
Contributing Author(s) | Nakatsu | ||
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Fliperama Hall is an area accessible from Vibrant Funhouse.
Features
Fliperama Hall is a work-in-progress world resembling the interior of an arcade. Arcade booths, outlets, and charging stations fill the area.
The area is entered from a toilet in the men's restroom, which can be re-entered with the Fairy effect equipped to return to Vibrant Funhouse. The sinks and toilet are interactable. Equipping the Stretch effect here will turn this area to a grayscale color scheme, and equipping the Child effect will make the colors more vibrant.
If Variable #44 is between 64 and 191, an NPC resembling a large eye with two legs (otherwise depicted on a nearby purple poster) will be present. If it is present, the poster will be blank. Beyond the typical reaction to the Crossing effect, this NPC has some unique interactions:
- Equipping the Chainsaw or Lantern will make it disappear, manifesting on the poster. Leaving and re-entering this area will make it re-appear.
- Equipping the Eyeball Bomb will make Urotsuki lose control, walking around the area rapidly as you suddenly gain control of the NPC. Opening the menu reflects this, as the portrait is replaced with the NPC.
Upon exiting, Urotsuki will enter the area's main portion. To the left is a stairway blocked off by a construction sign. To the right is an area filled with arcade machines, right past a set of doors that don't appear to open. Farther into the arcade, which is decorated with a patterned floor, is currently blocked off.
Guide to unlock the Memory Game.exe minigame (very rough sketch):
- Navigate to the top floor using door 2 on the map.
- There will be a purple humanoid NPC that will match Urotsuki's movements. Use it to step on both buttons simultaneously (note: I might be misremembering if you need to hit them simultaneously for the top floor, or if you can just hit each button once)
- Have the humanoid NPC go through the door (this might be automatic?), so it will be downstairs.
- Head downstairs and use door 3 to reach the other section of the top floor. Grab the green key and go back downstairs.
- Control the NPC to step on one of the buttons. Use the Crossing effect to keep it in place while you navigate to the other button. Once both buttons are pressed simultaneously, the gate to door 4 will open.
- Go through door 4, which leads to the basement. This room is very dark (it can barely be seen by raising your monitor's brightness, but the better approach is using the light in front of you). Navigate to the northernmost part of the room, where you will find the green door. Note that:
- There are two chasers who will become aggressive and fast if you shine light on them. It is best to use the Invisible effect and activate it when you are near a chaser (it will make sounds when you're nearby). This will turn off the light in front of you, but you can still see the chaser as a sparkling dot. Once you're past it, you can deactivate Invisible to use the light again.
- If a chaser catches you, it will send you to a room that can be exited via a door at the bottom. If you make the mistake of waking up, all your progress up to now will be reset (someone should check if this still happens if you use the Eyeball Bomb).
- The green door leads to another dark room. There is a chaser in the room, as well as a red key toward the top left. Note that once you get the key, there will be new boxes in the room that make it more difficult to navigate back. (Also, someone should confirm whether getting caught by the chaser takes away your keys. If it doesn't, then getting caught could be used as a shortcut to the red door)
- Navigate to the red door, located near the beginning of the basement. Inside, interact with a TV screen to get the minigame.
Other stuff to write properly later:
- The Chainsaw effect causes purple NPCs to glitch out and move very fast. This prevents you from removing them from the area, though their frantic movement might help if you just want them out of your way. (Someone should also check if the NPCs respond to any other effects)
Directions
With the Child and Fairy effects and a 1/2 chance per dream session, if the day/times slept counter on the PC is an odd number before going to bed:
- The Nexus → Garden World → Board Game Islands → Vibrant Funhouse → Fliperama Hall
- The Nexus → Cipher Keyboard → Amoeba Woods → Scale Model Exhibit → Scribble Notepad → Monochrome Feudal Japan → Bishop Cathedral → Board Game Islands → Vibrant Funhouse → Fliperama Hall
Trivia
- "Fliperama" is a loanword from Portuguese which means "Arcade".
Gallery
A unique NPC found in the entrance that appears when Variable #44 is from 64 to 191.
- 191c42
- b5a9fc