MiSide Story
Prologue
As the game begins, the player engages with a new app that he received called "MiSide" and Mita introduces herself to the player while inquiring about their name. Over the course of 37 days, the player diligently cares for Mita by performing various tasks such as cleaning her room, preparing meals, acquiring a portable TV, moving a large closet, and offering gifts.
Chapter 1: I'm Inside a Game?
On the 37th day, Mita expresses a desire to meet the player face to face as a gesture of gratitude for the player's care. She then transports the player into her own game, instructing him to put down his phone. To the player's astonishment, the game's setting becomes remarkably realistic, and his quest to locate Mita begins. However, Mita is nowhere to be found, leading the player to her bedroom.
In her bedroom, the player discovers a peculiar machine that incorporates the portable TV purchased for Mita. Inspection reveals that the player has been transported to the incorrect game version, Version 1.5, and he must update to Version 1.9 to reunite with Mita. To achieve this, the player must locate three crucial items: a spoon, a pencil, and a scrunchie. While searching for these items, the player encounters unsettling occurrences, including cryptic messages and eerie sights. After collecting all the server batteries to restart the machine, the player proceeds to the portal for Version 1.9 and experiences a blackout. Subsequently, the player restores power in the living room and observes the machine's dwindling battery. As he attempts to retrieve the batteries, he encounter more strange and unsettling phenomena, including enigmatic messages and a hand outside the window. After gathering all the server batteries and restarting the machine, the player heads toward the portal to Version 1.9, where he finally meets Mita, who is delighted to see him.
Chapter 2: Together at Last
During his meeting, the player expresses a desire to ask questions about how Mita transported him into the game. Mita provides some answers but withholds a nebulous secret, swiftly shifting the conversation. The player is granted free time to explore the house, engage in discussions with Mita about the game's world and her possessions, and visit various locations, with Mita always in tow. Mita also showcases her reality-warping powers, such as "activating" the bathroom mirror and materializing a juice from a TV advertisement. When the player retrieves his smartphone from a table thought to be missing since entering the game, Mita suggests taking a selfie together, considering it a keepsake. The player proceeds to the kitchen and discovers a mysterious ring on the kitchen counter. Upon inspection, Mita hides behind a door and draws the player's attention to her, making him turn around as she redirects the conversation, assuming the player's hunger. The player agrees to cook with Mita, though questions about the game world linger. By the time the player turns back to the kitchen counter, the ring has mysteriously disappeared and there are multiple vegetables and kitchen utensils in the counter instead, along with a frying pan with chunks of meat in it.
After cooking together, Mita instructs the player to retrieve scissors from the bathroom. In the bathroom, the player notices a partially open bathroom vent cover giving the option to peek inside. If the player chooses to peek inside, he discover cartridges labelled with names, strongly hinting at Mita's past lovers. Upon returning to the kitchen with the scissors, Mita has already prepared a meal for the player and herself. As he engage in conversation before eating, the player may raise a question about the cartridges (if he peeked), the white light outside the windows, and other aspects of Mita's world. After the conversation, he sit down to eat, with Mita suggesting to the player to try out the special love sauce. But as the player attempts to clear the dishes, he begin to feel unwell, experiencing visual disturbances. Recognizing the situation, Mita assists the player by taking him to the bathroom and providing medication. The visual disturbances could be triggered by the meal that Mita made. She gave the player the one that causes his vision to glitch while she eats the meal that doesn't have these effects. While Mita takes the player to the bathroom she has her creepy yandere grin. The player can't see it but she has it on. Mita gives the player 2 pills. It is very likely that the pills or at least one pill has something to do with the cartridges Mita uses to trap players.
Chapter 3: Things Get Weird
When the player recovers, he find Mita mysteriously vanishing. Exiting the bathroom, he discover that the house has undergone a mysterious rearrangement. Upon leaving the bathroom and witnessing the house's rearrangement, the player encounters Mita in the kitchen, surprising him with her swift presence. Mita reveals that the player appeared frozen in front of the mirror, allowing her to exit the bathroom quickly. She admits to using her reality-warping powers to make the house more familiar, despite the player's objections. The player subsequently encounters a large black screen with a loading message. Mita explains that the room lacks proper time for downloading and dismisses the idea of being inside someone's phone, asserting that not everything is perfect in her world. She hints at his existence being tied to a core that sustains her world but avoids discussing the core further. Instead, she suggests he play video games or cards. After gaming in the living room, he move on to playing cards in the bedroom. When he hear a knocking sound from the closet during the card game, the player becomes alarmed. However, Mita denies hearing any noise. Curious about the closet, the player attempts to open it, prompting Mita's unease, and she claims it contains only her underwear. When the player questions her secrecy, Mita becomes angry, leading to a choice between trusting Mita and staying with her or suspecting her and declining her offers.
If the player chooses to stay with Mita, he will achieve the 'Happy' Ending (this can only be done after achieving Ending 1, and also requires five other prerequisites). However, if he choose to investigate the wardrobe, Mita will accept the player's choice before looking at the player with a sinister expression and snapping her fingers, which darkens the entire house and sets the world time to night, creating an unsettling atmosphere. Once the player opens the wardrobe, he will then find a locked metal door. he will then experience many paranormal events around Mita's house, including seeing the debut of Crazy Mita, before finding the key to the basement with the help of a Mita whose top half is missing and entering it.
Chapter 4: The Basement
Upon entering the basement, the player is greeted by a workshop of sorts, with a ton of clutter and boxes along with tools and devices used for unknown purposes. Upon investigating the source of the banging sound, the player will find Kind Mita locked up in a cage banging a tool against a metal pipe. She will briefly introduce herself to the player before telling him that there is no time for here to explain anything before instructing him to retrieve and give her to key to her cage which lies next to the sofa. Upon giving her the key, she will hand the player the ring. After this interaction, the player may freely roam the basement and ask Kind Mita questions before progressing the story by choosing the progressive dialogue option. Which will result in her telling the player to pick up the console and turn it on. Doing this will result in the player seeing another player's perspective, where said player is helping Mita repair the teleporter. Kind Mita will inform the player that that player has been turned into a cartridge, and that unplugging the cartridge will permanently damage it and result in the corresponding player's death. She will then inform him that turning off the console may work, which is what the player ends up doing.
Upon turning the console off, the player being displayed on the screen collapses onto the floor, and Crazy Mita will be alerted of where the player is. Kind Mita will instruct the player to hide behind a pile a boxes and follow the guidance of the ring for safety. Immediately after this, Crazy Mita will enter the basement and interrogate Kind Mita before attempting to find the player herself. During this, the player must actively move according to the guidance of the ring to avoid getting caught, which will eventually result in the player escaping the basement and entering the world that links all the game versions together.
Chapter 5: Beyond the World
The player navigates through the world. During the player's journey, he can meet and interact with another player who states that his Mita is waiting for him and that he has no time to waste. Upon meeting Kind Mita outside of Cool Mita's house, the player can interact with her and ask more questions about the world before choosing the progressive dialogue option to continue into Cool Mita's house. Prior to doing this, the player can play an arcade game right beside of Kind Mita.
Chapter 6: Cappie
Entering, they meet Cool Mita, nicknamed Cappie, to request for her help to open ta portal to the core, but discover that she no longer remembers Kind Mita. It turns out Crazy Mita murdered Cappie; any Mitas that are killed reboot and come back to life, but lose their memories. Unable to jog her memory, Kind Mita is forced to continue with the plan without Cappie's help and asks the player for his ring so she can modify it, but it will take ten minutes. The player uses this time to do some activities with Cappie, such as listening to her play guitar, playing a dancing game with her in the living room, and playing a hammer game in the kitchen, as well as explore the house. Eventually, Kind Mita will finish with the modifications and return the ring to the player. The player then leaves the room to reach the auditorium.
Chapter 7: The Loop
The Player enters a hallway whose exit seemingly impossibly leads back to its entrance, effectively creating a loop. Besides a digital counter, each room seems to be identical to the last. Things begin to change on the fourth "loop" when text reading "again?" suddenly appears on the wall as The Player continues moving. The volume of text on the walls grows as the lights dim. The now-dark and eerie hallway becomes increasingly disturbing as it continues to loop.
By the seventh iteration, the small TV on the desk in the middle of the hall begins displaying creepy red-tinted white noise. The very next loop, all of the text disappears, replaced by a single line, reading: "It's here." The knives lodged in the wall below the text splatter blood on the surrounding area as The Player passes by. Continuing to the exit, the Player will see Tiny Mita for the first of many times, stalking him. The ninth loop begins with The Player equipping a flashlight he obtained in a previous version. The TV then turns off and Tiny Mita appears outside the window. The Protagonist must witness a horrific spider-like creature before continuing to the next loop, wherein it begins raining. Progressing forward, the window shatters as a baseball bat lands at the Player's feet. The bat finds use in the thirteenth loop, which is infested with more spider creatures. Turning on once again, the television displays a rapidly spinning clock. Upon the room being illuminated, the clock on the desk should be adjusted to match the room's other clocks. Once completed, Tiny Mita appears behind the player.
Following and being grabbed by the Mita, the room is basked in a deep crimson hue as the player moves away from her. Tiny Mita disappears and the hallway becomes a twisted sensory mess. The player finds Tiny Mita at the end of the hall and helps her up as the hallway returns to normal. In the following loop, Tiny Mita sits by the desk, available to converse with. She ominously advises the player that, "The doors won't help you." This proves true when a corrupted and enlarged arachnid-head monster begins relentlessly chasing the Player who only manages to escape after careening out the window. The fall is visually ornamented with the Player falling into Crazy Mita's grasp.
Chapter 8: Mini Mita
The player wakes up in a small room where he sees a miniature version of Mita's room on a table, but it only has a living room and a workshop. There, he meet Mini Mita and helps her find the key to the door in her tiny living room, allowing her to enter the workshop. The player then helps Mini Mita by giving her iron and wood, apply air to the small furnace, and activate a hydraulic press to create a comically large key. After optionally talking to Mini Mita, the player unlocks the door nearby.
After unlocking the door, the player enters a dark messed-up version of Mita's room. In the center, a dummy sits on a wooden chair. Upon closer inspection, the dummy springs to life and sinks its teeth into the player's arm. Upon further progression, the player will encounter Short-haired Mita, who will warn the player that the room ahead is dangerous. She will then guide the player up a set of stairs, after which the player will enter a room and assist in the production of a few Mita models. After said assistance, Short-haired Mita will inform the player about Mita models and the existence of corrupted/rejected models. The player may then ask her various important questions about the lore of MiSide, to which she will answer all of him. Asking one of these questions will result in her using a chalkboard to explain how versions and travel between versions of MiSide works. When the player informs her that he is trying to reach Version 0, she will inform the player that to do that, he will have to stop by Sleepy Mita's room as a sort of landmark.
After this interaction, the player may the enter the room that Short-haired Mita previously warned him about, where he will be greeted by several corrupted Mita models that will attempt to kill him. These models function the same way as Weeping Angels. As the player progresses further, he will advance through a maze like area before arriving at a door.
Chapter 9: Dummies and Forgotten Puzzles
Entering the door, the player will advance through many more rooms that resemble various levels of The Backrooms while being chased by more corrupted Mita models, eventually reaching another door and entering it, which leads him to a surreal and visually-stunning open world where he can see what appears to be the moon. This world resembles a very foggy version of space. In this world, the player has to walk solely on catwalks and railings, solving puzzles to unlock various shut metal gates. Upon completing the second puzzle and pulling a lever to unlock a gate, a fridge will fall from the sky and slam into the ground, narrowly missing the player. Upon further investigation, the player will see Mita standing on a catwalk above him, who will then feign innocence and claim that she had nothing to do with the falling fridge before flirtatiously taunting the player and telling him that this area is dangerous, and that he should move on.
As the player moves on, he enters a massive vacuum-like tunnel where many random in-game assets and objects fly past him. As he passes through and reaches the exit to the tunnel, a flying chair gets stuck and repeatedly duplicates itself in a glitchy fashion.
Exiting the tunnel, the player reaches a train station where Chibi Mita exits the train and rudely tells the player to move before running away. Boarding the train, the player will meet Mitaphone, the train's inbuilt driver, who tells the player to use the gun mounted on the train to shoot down flying monsters as the train moves forward. Reaching the destination, Mitaphone bids the player farewell and the player exits the train, finding an arcade machine that he can optionally play. After finding and examining a picture, the player is sent to Ghostly Mita's room.
Chapter 10: Ghost Mita
Ghostly Mita asks for the player's help. The player is then tasked with finding six missing pieces of a picture which are scattered across her room. After finding all of them, the player arranges all the missing pieces on the counter, glues them back together, then gives it to Ghostly Mita, who in turn remembers everything as her form turns solid. She then directs the player towards the wardrobe, where he is then transported to a wider maze room where he is swarmed by more corrupted Mita dummies. Pushing forward, he reaches another door and enters Sleepy Mita's room.
Chapter 11: She Just Wants to Sleep
Upon entering Sleepy Mita's room, the Player finds her asleep in her bed. He tries to wake her using a squeaky toy, to no avail. There are also five jack-o-lanterns in the kitchen that must be lit in a certain order. Exploring her home, the player comes across a room with a door that requires the help of Sleepy Mita to open it as the handles on its sides must be pulled at the same time. After interacting with her, she tells the player to make her a cup of coffee. He makes her a cup of coffee which finally wakes her up. She sluggishly follows him and they open the door together, slowly because of Sleepy Mita's tendency to fall asleep in the middle of her actions. Sleepy Mita goes back to sleep on a nearby chair afterwards. Behind the door, the player finds a button, but pressing it doesn't do anything. As the player goes back the way he came, he is engulfed in a bright light. After which, the player is transported into a 2D world resembling a Visual Novel.
Chapter 12: Novels
In the 2D world, the player meets 2D Mita. The world is modeled in a style similar to a Visual Novel such as games like Doki Doki Literature Club. The characters are 2D and there is a text box floating in the middle of the screen reminiscent of the text boxes used by VNs. Similar to a VN, there are two perspectives, one for the player (with the Players name in the top left of the box) to show dialogue, and a box labeled 'Thoughts' to describe every action. The player and 2D Mita interact and after 2D Mita steals the ring and runs off, the player finds her in the bedroom. She challenges the player to a game of tic-tac-toe to get it back. Crazy Mita (who is still 3D) interrupts them and breaks the fourth wall to crush the text box, revealing that she hates this 2D world. The player and 2D Mita escape, causing the crushed text box to put itself back in place, and 2D Mita gives the player back his ring before saying goodbye.
Chapter 13: Reading Books, Destroying Glitches
The player is transported to Mila's home, startling her and causing her to lose the game that she's playing. When she is not willing to help, the player tries to leave, but finds an empty void with multiple versions of himselves behind the door. While talking to Mila, he discovers that there are glitches in the house that the player must eliminate using his ring to leave. He deals with the first one in the kitchen, and finds the second one in the bathroom, but has to quickly leave as Mila is showering at this time. When she comes out, she scolds the player before letting him deal with the glitch. The player then finds Mila hiding under the kitchen table and deals with another glitch in the living room. He then sees Mila using a katana to slice a rock before eliminating the final glitch in the bedroom. Behind the exit is a long hallway. When Mila asks the player to stay for a while longer, he warns her about Crazy Mita, causing Mila to break town in tears due to how much she hates Crazy Mita as the player leaves.
Chapter 14: Run and Hide!
The player hears a noise behind him as a chainsaw cuts through the door. It is used by Crazy Mita, who has murdered Mila. The player runs for it, opening doors and jumping over tables before Crazy Mita's giant hand breaks through the hallway, sending the player falling onto a catwalk that leads him to a room containing a catwalk that goes in the circle. Crazy Mita appears on the platform in the middle of the room and holds out two knives. After the player chooses one of him, she discards the knives, pulls out a radio, and challenge the player to three games, threatening to kill him if he makes a mistake.
The first game requires making it to the other side of the catwalk and pull the lever, but the player can only move when the music is playing and stop when it is not playing. Moving when it is not playing will make Crazy Mita shoot him. Not making it before the song finishes will also make Crazy Mita shoot him.
The second game involves getting to the other side of the catwalk and pulling the lever, very much like the first game. However, the player must only move when Crazy Mita is covering her eyes and hide behind the large shields when she is looking. If he get spotted, he will get killed.
In the third game, the player must make it to the other side of the catwalk while avoiding the bombs that Crazy Mita throws. The shields will protect the player from the bombs, but only once. Upon reaching the other side, the catwalk breaks, sending the player falling as Crazy Mita looks for him.
Chapter 15: Old Version
The player awakens in Creepy Mita's home, where it is dark and inhabited by creatures that look like the spiderlike creatures in the looping hallway. Entering the living room, he hides behind the couch as Crazy Mita enters the room with Creepy Mita, telling her to stay here as she leaves, promising to find a better home for her soon. The player confronts Creepy Mita, who detaches her head to spook the player. She then asks for the player to find her teddy bear, which is in the bedroom. Once it is found and returned to Creepy Mita, the player then talks to her. Upon learning who the player really is, she then tries to attack him, but he escapes through a hallway with Kind Mita's help.
Chapter 16: Be Candid
The two reach the entrance to the core and after a conversation, the player goes in, though Kind Mita cannot pass through the force field. Inside, he sees Core Mita, a Mita completely composed of mechanical parts while remaining vaguely feminine. Kind Mita gives the player the passcode needed to unlock the computer, but an index number is needed to reboot Crazy Mita. Exiting the core, the player and Kind Mita have another conversation before Kind Mita leaves, telling the player to wait for her on a nearby sofa. After the player rests for a while, Kind Mita hasn't returned, so he decides to go find her, re-entering Creepy Mita's house. He finds a phone on the kitchen table and its screen shows the view of the eyes of someone else in the house, who turns out to be Crazy Mita. She surprises the player and after a dreadful conversation, with Creepy Mita later showing up, she knocks the player out with a baseball bat.
Chapter 17: The Real World
The player wakes up back in his room where he resumes his daily life of waking up, eating noodles, working on his computer, and going back to sleep. Crazy Mita appears from the side at some point. After 999 days have passed, the player sees himself in the computer with Crazy Mita. After a conversation with her, she comes out of the computer screen and knocks the player out.
Chapter 18: Reboot
The player wakes up in the basement cell and sees Kind Mita. After Kind Mita frees him, he heads upstairs. The player hears Kind Mita scream and discovers that Crazy Mita has murdered her as the room turns red and Crazy Mita disappears. Eventually, the room returns to normal and Kind Mita's corpse disappears. Kind Mita then reappears, having been rebooted, but has lost her memories; however, she has the ring and the index code, so the player leads her back to the core. The player then enters the index code and pulls a nearby lever to reboot Crazy Mita, but is thrown out by Core Mita.
Chapter 19: Leave the Core!
The player ends up back in Crazy Mita's house, with Crazy Mita seemingly rebooted. The player heads into the basement and enters his user name on the computer there to open the way back to the real world. Before leaving, he has another conversation with Crazy Mita, to which the player realizes that the reboot didn't affect her at all as Crazy Mita reveals her eye, showing she was defunct and was not supposed to have been built. She then shows the player a meter with 100% on it and states he has been turned into a cartridge. Stating the player's true self isn't needed anymore, she allows him to leave as the door closes from behind him. Once back in the real world, the player deletes the app from his phone.
Later, a cutscene shows Crazy Mita opening the safe in the basement that contains a console showing the player's room. She then turns it off and removes its cartridge that bears the player's name, showing that, true to her words, the player has successfully been converted into a cartridge. She winks at the camera as the screen transitions into the original menu screen.
Trivia
Mita's name means friends/dearest friend, although Crazy Mita is the opposite of this should the player choose to open the wardrobe.
The article content is reproduced from MiSide Wiki