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Yume 2kki:Vibrant Funhouse

Revision as of 14:12, 18 October 2024 by Desdaemon (talk | contribs)
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Vibrant Funhouse
VibrantFunhouse.png
Basic Info
Japanese Name(s)

奇妙な壁紙

Effects EffectNone
Events None
Notable NPCs None
Other
Connecting Areas Board Game Islands FairyChild

Fliperama Hall Fairy

BGM 🔊 innuendo (No. 213C)
🔊 innuendo – Endless Hallway (No. 213D)
🔊 BGM21(2) – Bathroom (No. 1093)
🔊 rnt_water – Pipe System (No. 1094)
Map ID 1607
Version Added 0.125a
Primary Author Kong
Contributing Author(s) Nakatsu

Vibrant Funhouse is an area accessible from Board Game Islands.

Features

Vibrant Funhouse is a series of hallways and corridors set in a typical living space. The floor is decorated with a diamond pattern consisting of alternating shades of blue, and the walls have a vibrant yellow and pink wallpaper. Scattered throughout the hallways are various objects, including lamps, sofas and chairs you can sit on, grandfather clocks, bookcases, potted plants and other assorted pieces of furniture. There are also many doors, but none of them are openable.

After making some progress through the linear area, the player can find an opening in the wall. This leads to another short hallway with an opening on the lower right, leading to a narrow passage with very long bookshelves. Continuing this way, the player can use the Fairy or Child effects to go through the doorway, taking them to an isolated part of Board Game Islands.

Just to the right of the opening mentioned prior are some subtle lines on the baseboard that are not observed anywhere else. Interacting with this spot on the wall reveals a hidden door leading to a dim section as the BGM is slowed. The Fairy and Lantern effect work to make the area brighter, with the former giving it a grayscale appearance, and the latter making the colors appear as usual. This hallway seemingly loops, with a random chance in either direction to result in some slight variations. One of the variations makes a small hole in the wall appear which can be accessed with the Fairy effect.

The player will now find themselves in a bathroom, complete with a sink, bath and functioning toilet. There is a door here, but it's locked. Using the Fairy and interacting with the toilet causes you to enter the plumbing, which drastically changes the visual style of the game. The pause menu is disabled here. After navigating through this linear section, the path ends with a connection to Fliperama Hall.

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:

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:

Gallery