![]() ![]() He appears in the third game as a hanged corpse. Monster Clown: Bert appears on a poster on the wall of the second game while first only seeming garish, his poster becomes more and more nightmarish until he vanishes entirely.She went mad when her mind lost contact with her body. Madwoman in the Attic: Felicity in the second game.Low-Speed Chase: The dramatic variant, made so by the need to secure your escape by time consuming means.Living Motion Detector: The bottom feeders. ![]() Jump Scare: Most of them can be missed.I Am a Monster: Almost said word-for-word by the protagonist upon realizing they've become a Shadow Person if you examine the mirror a second time.This trope is played straight in one of the endings, where you become the monster you've been trying to avoid by condemning an innocent traveler into being a Shadow Person. He Who Fights Monsters: The first game opens with the paragraph that leads up to the Trope Namer.Heroic Sacrifice: If you choose to let the traveler escape, resulting in you having to stay in the deep sleep forever.The people whose bodies they take become new Shadow People themselves. Grand Theft Me: The Modus Operandi of the Shadow People.In the next game, you learn more about the Shadow People and their tendency to possess the bodies of sleeping humans. In the first game, there is a room with several newspaper articles about people dying or changing personality in their sleep, followed by a note that says " YOU ARE NEXT".Assuming that you are Bert, your old self has "died" in order to become a host for the Shadow People. This hints at the ending, when it is revealed that you have become a Shadow Person. Later in the game, you come across Bert's body in the sewers. Foreshadowing: In the third game, you find a note near a winch that begins with "Dear Bert" and ends with "Signed Yourself".FaceHeel Turn: If you choose to capture the traveler, stealing his body for your own benefit.Being a Shadow Person in itself also qualifies for this trope, being stuck in the bleak deep sleep for eternity unless they capture and convert an unlucky traveler into one. Fate Worse than Death: A traveler you encounter in the second game would rather stay in the Deeper Sleep than in the waking world.The other ending has the protagonist instead capture the traveler to use their body to awake into and trapping them in the dark world, at the cost of their remaining humanity and become what they were actively trying to avoid to begin with.In one ending, the protagonist lets the traveler go, not willing to allow the cycle to repeat itself, as he stays in the deepest sleep for eternity.Downer Ending: Neither of the endings of the third game are particularly good.The Darkness Gazes Back: The Shadow People are entirely black, vaguely human-shaped, and have large, glowing white eyes.But when you start, you drop the screwdriver and quickly have to pick it up again. Dangerous Key Fumble: In the second game, while you are stuck in the attic and Felicity is closing in on you, you have to quickly unscrew a metal plate so you can reach the button for opening the elevator.The passage in the last game is worth mentioning because the roles are reversed this time you are the one chasing another person.The last passage from the last game is the one a Shadow Person chased you down in the first game, which you also revisit in the second, though that time it's empty.Black Eyes of Evil: In an aversion to the usual glowing white eyes, the protagonist sports these if you choose to capture the traveler.Big Bad: The Shadow People are the main antagonists of the series.Being Good Sucks: In the last game, you have a choice: perpetuate the cycle of the Shadow People, or be stuck in the Deepest Sleep for all time. ![]()
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