Final Fantasy XIII-2/Nightmare Fuel

Final Fantasy XIII-2 is even scarier than Final Fantasy XIII. Not to mention the first sequel game to have its own article for it.

If you play this, you may want to spend a few days or weeks without sleep... Especially once you truly understand the ending.


 * The Cie'th are back... Great.
 * It's made worse in the area where they're reintroduced. You are also shown a graphic transformation into a Cie'th when the first few people you see there shake violently and then become the monsters. To add insult to injury, you have to fight them immediately afterward.
 * Often when fighting the Cie'th, one or more of them will start off the battle by using a Remedy... We'll let that sink in.
 * Even worse, if a Cie'th spawns and you take too long to engage it (which WILL happen due to the absurdly high Random Encounter rate), it will start attacking nearby NPCs; you'll hear them scream, then they keel over and stop moving... Yes, you can actually see NPCs killed before your eyes! And you'll have to live with the knowledge that you, the player, failed to save them.
 * A Dying World. It's one of the darkest areas in Final Fantasy (in terms of lighting), has only three people present beside the visiting Serah, and spirits of others wander around with a red demonic glow. And you hear their pain. What happens when you bring them back into phase with Mog? They fall dead (often while crying out in some way) instantly. Oh, and it has a blood-red sky.
 * And even worse? In the subtlest Shout Out, a sound effect plays every 15 seconds during that small part, sounding exactly like Silent Hill 3's 'Red Light Chase'! The link for those who are curious (after 3:24).
 * Yaschas Massif 10 AF. You start off in a small mountainous area at night. Okay, so there are a handful of people walking around, there's some lights to keep things viewable, and everything is calm and good... until you find your way to the open area in the center of the map, where the eclipse has made things pitch black and the only light available are the various spotlights and lamps in the area. You run toward the spotlight and suddenly the Mog Clock appears, and next thing you know a Behemoth that can decimate any normally-leveled player appears and you realize that the Mog Clock is going at an accelerated rate. It plays this, which gives the feeling that something is sneaking up on you waiting to pounce at any moment... Then as soon as an enemy shows up, the music immediately changes to this, which is like that something suddenly pounces and gets you! There is hope, however: stepping into light resets and freezes the Mog Clock. But even so...
 * It doesn't help that both themes are essentially a really Dark Reprise of the usually-cheery Prelude theme heard throughout the rest of the series. You will never hear that piece of music the same way again.
 * It gets worse in Yaschas Massif 100 AF, where the permanent eclipse suddenly turns the skies blood-red and there are Crimson Spheres floating as soon as you enter They speak like Cthulhu, and that creepy music continues to play.
 * Then there is that alarming mission in 110 AF where one of those Crimson Spheres says something about some fatal error that could turn hazardous, where you have to talk to some guy who won't believe you no matter what you tell him to reconsider . That whole overtone is just terrifying and makes you wonder: what happens if you don't? Even worse is, after finding out that, 110 AF plays scarier music than the music above, and in 010 AF, if you look in a certain area, you see one of those Crimson Spheres floating beyond reach.
 * Anything from 500 AF and onwards (except for the possibility of Archelyte Steppe being somewhere at this time):
 * Academia 500 AF
 * New Bodhum 700 AF.
 * Paradox Ending #8
 * Neo Bodhum.
 * Gogmagog looks like Anima mixed with Occuria and the Bombs of Ivalice with a nail in its right eye and a bunch of nails on its head.
 * Royal Ripeness, unusually, since most of the times Flan-type enemies are funny.
 * The ending. It starts at such a typical high note, complete with hopeful pop music...
 * The Mind Screw secret ending (gotten for 100% Completion) doesn't help matters, either. Oh, and
 * Just the intro when you first play as Serah. You open your front door and step outside, expecting to see your friends and neighbors and a beautiful beachfront view...and then the air seems to warp and fold in on itself as you find yourself walking in a blasted, desolate landscape completely devoid of human presence, or any life at all for that matter.
 * This song sounds like something from Silent Hill, and it plays during a scene like the Scarecrow scene from Batman Arkham Asylum.
 * Adam's plan, as revealed by the Augusta Tower Paradox ending.
 * Imagine this: In Oerba 400 AF, you're strolling along the shores minding your own business, when suddenly a space time distortion appears. You strike it and Oh my God what is that thing?! It's a Cie'th that is tough to beat even at Maximum Level, and is also the scariest Cie'th you'll find in the game to boot. Spider-like legs? Check. Snake-like lower body? Check. And being a Cie'th? Double check. Not to mention it has all those human-like arms...
 * When you run into a Don Tonberry. Tonberries are scary enough alone, but then it uses its ultimate attack. What does it say? "NONE ARE SAFE..." And if you're not ready, you'll probably die.
 * Caius is basically a purple-haired version of Sephiroth who has extremely powerful attacks. The really scary thing?
 * Ruined Hometown. It's beautiful, but the opening has a sound in the back that sounds like a constantly whirring saw.
 * Pacos Amethyst and Rubrite are this along with being a Tear Jerker boss fight.
 * In Requiem of the Goddess,
 * In Requiem of the Goddess,