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Oversomnia/guide: Difference between revisions

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'''Action:''' (Shift) Irving dials the phone and is sent back to the Nexus.
'''Action:''' (Shift) Irving dials the phone and is sent back to the Nexus.


'''Location:''' Found in the transmission tower area.
'''Location:''' Found in Transmission Tower World.


'''Practical Uses:''' Used to quickly return to the Nexus.
'''Practical Uses:''' Used to quickly return to the Nexus.
Line 107: Line 107:


=='''Bed Hair'''==
=='''Bed Hair'''==
''''
''Be your morning self. Slows down some things.''
[[File:Oversomnia-bh.png|right]]
[[File:Oversomnia-bh.png|right]]
'''Appearance:''' Irving wears pajamas.
'''Appearance:''' Irving wears pajamas.
Line 115: Line 115:
'''Action:''' None.
'''Action:''' None.


'''Location:''' Found in ???.
'''Location:''' Found in the Weather Station.


'''Practical Uses:''' Used to slow down the movement of certain objects/NPCs.
'''Practical Uses:''' Used to slow down the movement of certain objects/NPCs.


TBA.
:''[[#Angler|Angler]] effect is needed.''
 
Enter Cloud Cuckoo Land. Head right and look for a reverse L-shaped building with satellite dishes on it. Go north past that building and step between the two blue pinwheels. In the Stormy Towers area, go right to where the cliff faces are. Go up the stairs then go right and up another set of stairs and enter the cave entrance at the top. Go right again and enter another cave entrance.
 
Use the Angler effect to draw the flying NPC to you then interact with it. You'll be sent to the Weather Station. Leave the room you're in. Go right and enter the double doorway next to the sleeping NPC. Interact with the NPC at the end of the path.


=='''Angler'''==
=='''Angler'''==

Revision as of 20:03, 25 January 2021

Game Walkthrough Gallery Theories

Incomplete guide for Oversomnia (Alpha 2).

Nexus


Oversomniadoor.png

Effects


Dust Bunny

Become a dust bunny. This looks familiar...

OversomniaEff1-0.png

Appearance: Irving becomes a dust bunny.

Passive Effect: Irving's movement speed increases.

Action: (Shift) Irving hops.

Location: Found in Basement World.

Practical Uses: Used to travel through the dream world faster.

Go to the Dawn-Dusk Apartments. When you exit the room you came from, go left and take the stairs to the third floor. Once there, enter the the first bottom door to your right then go down the stairs in the room to Basement World. From where you enter, go left until you reach a forked path going north-west and south-west. Take the path going south-west and head down then right to where there's a blue bed with a bunch of boxes near. Push the box blocking your path then head right and interact with the robot.

Vampirism

Become able to collect blood. No bats were harmed.

Oversomnia-vm.png

Appearance: Irving is dressed as a vampire bat.

Passive Effect: NPCs may run away from Irving.

Action: (Z) When interacting with a NPC, Irving will attack them.

Location: Found in the Glum Wetlands.

Practical Uses: Used to kill NPCs and gain blood.

Go to the Cuckoo Clock World. Go right and enter the house behind two blue-and-white pinwheels. Interact with the cat. Follow the path that'll take you to a village. Go right and talk to the NPC, who will ask you for a key that can be found by taking the other path at the south. When you find it, bring it to the same NPC; the last house is now accessible. Enter it and enter the other door. In the new area, interact with the boy holding a staff.

Tuning Fork

Wield a tuning fork. Some things will react to it.

Oversomnia-tn.png

Appearance: Irving holds a tuning fork.

Passive Effect: None.

Action: (Shift) The tuning fork oscillates. Interacting with objects/NPCs while this effect is equipped may change their behavior.

Location: Found in the Deep Sea Ruins.

Practical Uses: Used to change the environment and NPC behavior.

Go to the Aquarium and enter the archway south-east from where you enter. Go right to the underwater area. Once you're underwater, go south-east and cross the wooden bridge. Keep going south/south-east and enter the doorway with stone tile patterns in front of it. Go up and enter the double doors. Go right and enter the second door on the bottom. Interact with the tuning fork.

Mobile Phone

Hold a mobile phone. Brings you back to the Nexus.

Oversomnia-mp.png

Appearance: Irving holds a mobile phone.

Passive Effect: None.

Action: (Shift) Irving dials the phone and is sent back to the Nexus.

Location: Found in Transmission Tower World.

Practical Uses: Used to quickly return to the Nexus.

Vampirism effect is needed.

Go in the Channel Town/Sand Brick Town. Go down until you reach a south-facing bridge. Go right and cross the east-facing bridge. When you reach two trees, go up between them and enter the double doors. Equip the Vampirism effect, then talk with the clerk; he will ask you for three blood drips - to collect them, you just need to kill three NPCs. Once you've collected them, return to the shop and talk to him again.

After that, you'll be teleported to another location. Go south, west, north, west and interact with the silhouette. Go east and interact with the dog-like silhouette. Interact with the mobile phone on the ground.

Neat

'

Oversomnia-ne.png

Appearance: Irving has neatened hair and clothes.

Passive Effect: ???

Action: ???

Location: Found in ???.

Practical Uses: ???.

TBA.

Skeleton Key

Be able to open doors you're not meant to enter.

Oversomnia-sk.png

Appearance: Irving becomes pallid with horns on his head.

Passive Effect: Allows Irving to enter certain doors while this effect is equipped.

Action: None.

Location: Found in the Pink Beach.

Practical Uses: Allows you to access hidden areas.

Tuning Fork effect is needed.

Go to the Cuckoo Clock World. Go right and enter the house behind two blue-and-white pinwheels. Interact with the cat. Follow the path that'll take you to a village. Go right then take the south path. Go south-west in the next area and interact with the bobbing creature. Interact with the statue to enter the Emergency Room.

Leave the room you're teleported to. Enter the open door. Go right and enter the double doors. Go north again until you reach a dead end. Use the Tuning Fork effect to change the area, then go back the way you came. You'll arrive at a beach area. Go right and interact with the NPC standing next to a huge shell.

Bed Hair

Be your morning self. Slows down some things.

Oversomnia-bh.png

Appearance: Irving wears pajamas.

Passive Effect: Certain things slow down.

Action: None.

Location: Found in the Weather Station.

Practical Uses: Used to slow down the movement of certain objects/NPCs.

Angler effect is needed.

Enter Cloud Cuckoo Land. Head right and look for a reverse L-shaped building with satellite dishes on it. Go north past that building and step between the two blue pinwheels. In the Stormy Towers area, go right to where the cliff faces are. Go up the stairs then go right and up another set of stairs and enter the cave entrance at the top. Go right again and enter another cave entrance.

Use the Angler effect to draw the flying NPC to you then interact with it. You'll be sent to the Weather Station. Leave the room you're in. Go right and enter the double doorway next to the sleeping NPC. Interact with the NPC at the end of the path.

Angler

Hold a bathyal lantern. Lures some things closer.

Oversomnia-ag.png

Appearance: Irving holds a lantern.

Passive Effect: None.

Action: (Shift) Irving brings the lantern upwards.

Location: Found in Bathypelagic World.

Practical Uses: Used to move things closer to Irving.

Tuning Fork effect is needed.

Go to the Aquarium and enter the archway south-east from where you enter. Go right to the underwater area. Once you're underwater, go south-east and cross the wooden bridge. From where you cross the bridge, go south-west to a cliff where a NPC holding a tuning fork is standing. Use the Tuning Fork to get the NPC to jump down and interact with them.

From where you're teleported to, go south until you reach the bottom of a room with two trees in it. Go left to a room with two columns of stones. Use the Tuning fork to reveal a hidden path. Go along the hidden path and interact with the NPC at the end of it.

Menu Themes


Seafloor

Dust Bunny and Tuning Fork effects are needed.

Go to the Aquarium and enter the archway south-east from where you enter. Go right to the underwater area. Once you're underwater, go south-east and head down the slope to the darker patch of grass. Go left and enter the doorway next to the reception desk. Go south-east from the door and use the Tuning Fork on the card. Catch up to the shark NPC and interact with them to get the menu.

Sunset

Vampirism effect is needed.

Use the Vampirism effect to kill NPCs until you get at least 20 money. Go in the Channel Town/Sand Brick Town. Go down until you reach a south-facing bridge. Go right and cross the east-facing bridge. When you reach two trees, go up between them and enter the double doors. Interact with the machine

Events


The Chase

In the Town, go east, take the wooden bridge, go south until you cross a third bridge and east again. Enter the house. Interact two times with the cog and enter the door. Try to talk to the NPC. The event starts once they've ran away ; you'll need to search for them, first in the Town. They'll escape in the Nexus, then go to the Cuckoo Clock world, to finally end their flight in the Utility Poles world, where they'll give you 100H before disappearing.

A Bright World

You need the Tuning Fork effect to perform this event.

Still in Town, go south, west, then enter the house; you'll find yourself on a dark world. Equip the Tuning Fork, start searching for black spheres and interact with them. Once they've all been lit, the screen will get brighter, forcing Irving to wake up.

Behind the Barrier

You need the Tuning Fork effect to perform this event.

Follow the directions to get the Tuning Fork effect, but instead of going south in the underwater area, find the western path. Enter the double doors, equip the Tuning Fork and interact with the box that prevents you to go any further, then catch the NPC ; he will give you 20H.