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  #81   [ ]
Old 03-31-2008, 08:59 PM
Zora Warrior
Join Date: Mar 2008
Location: In the network
View Posts: 365
Re: Future Scary Temple

Some of these ideas are fairly good. Let me see what I can put into it:

~Rooms changing locations in the dungeon. This could be more of an unusual dungeon feature than a sanity effect; part of the dungeon could be figuring out the pattern of changes and acting on it.
~Dungeon rooms dedicated to torture and featuring large volumes of horribly defiled and realistic-looking corpses, with intestines hanging out (which are used to attack Link by swinging them), genitals mutilated, and selected extremities chopped off to lend to an asymmetrical design ethic.
~Rather than having one piece of background music, have several that are played at different points in the dungeon. The main temple song could be some kind of tribal chant, or even real liturgical music. And this is just me, but I think it would have quite an effect on veteran gamers if one of the worse torture rooms featured a marimba-based remix of the Mario theme played along with the moaning and crying of the torture victims.
~In the first torture room Link comes to, he could walk in the door and see a live human being assailed by a Poe's invisible scythe, but be too late to stop her from getting hacked into sausage filler before his eyes. Following that, the corpse could simply disappear, leaving Link to wonder whether it was real or not; the same person could appear several times throughout the dungeon, each time being killed in a different and uniquely horrible way.
~At least one room in the dungeon should be the endpoint of a sewer system; as such, it would be entirely filled with human fecal matter.
~Somewhere in the dungeon, perhaps as a mini-boss battle, an enemy with a speaking part (possibly a Dead Hand or Poe) could taunt Link for being hopelessly inadequate to save everyone; to reinforce his point, the evil specter could display "visions of the future" on the far wall - footage and pictures of numerous real-world atrocities including the massacre of the Native Americans, the Holocaust, Soviet gulags, and recent events such as the Nick Berg beheading and the Abu Ghraib scandal.
~It's often noted humorously how Link never seems to get any, despite the fact that every female in Hyrule is pining for him; this could be subverted into a mechanism for horror by pointing out the mental effects of his apparent long-term sexual deprivation. An easy way to facilitate this comes in the form of the Like Like; it could be redone to mimic a vagina with rows of teeth and tentacles coming out of it (kind of like a Galgamek vagina, for those of you who get the reference); the fact that it eats Link's shield could serve to symbolize his psychological barriers being torn away.
-Link walks into a room and finds a zombie having sex with another zombie's knife-created stomach orifices.
~New enemy type: a miniature ReDead. This is not a zombie, but rather an aborted fetus which attempts to strangle Link with the umbilical cord as well as trying to eat his flesh.
~The boss monster could be a creature constructed from human corpses woven together by protruding organs.
~Some have suggested sanity effects a la Eternal Darkness. This could be a good idea, but the effects would have to be uniquely Zelda to have the same impact a second time around. Some possible sanity effects follow:

-Opening a treasure chest and finding a still-beating human heart in place of whatever item is supposed to be inside it (points if you get where this came from).
-Going through a door and having the screen fade out; when Link emerges on the other side, he's in the original NES Legend of Zelda game.
-Link suddenly keeling over and dying for no apparent reason, but instead of the normal "Continue" and "Quit" options, the Game Over screen would feature the options "What The" and "F***". If the player selects either option, they are brought back to life exactly where they were with only three hearts left; if they press nothing for seven seconds, Link is resurrected at full health. The ordeal does not register on the death counter, regardless.
-Link sees a ReDead, which rather than attacking inexplicably flees from him into another room, running with an odd gait the entire time. The assistant character warns Link that it's probably a trap; if the player chooses to give chase, they find a very long corridor, at the end of which the ReDead is even more inexplicably sitting on top of a Landmaster, which promptly blows Link to chili mac with several bombs and a face full of plasma. Following this, the obligatory flashback occurs; the player starts back up minus one heart.
-Link accidentally chops his arm off while drawing the sword, and bleeds to death in fairly short order.
-There would have to be some kind of sanity meter or equivalent in place to use these effects; if it drains completely, the next door Link opens could feature LSD-like visuals of a long, golden stairway leading up towards a light (five points for getting the reference). When he gets to the top, the camera would switch to first-person and allow the player to look around their new environment, which happens to consist of a padded cell in a mental hospital. When the camera switches back to third-person, Link is in a straight-jacket; he suddenly screams and falls over in a state of complete delirium. The camera switches back to first-person and Link faces the wall, with the shiny metal cell door barely in view allowing the player to see one of his newly-insane eyes reflected in it. The cloth on the part of the wall he's facing would spontaneously rip in such a way that the tearing forms the words "Game Over", but after sitting there for a few seconds, the HUD would become available again, albeit minus all of Link's items. A knife would be sitting on the floor near Link; the Action button would allow him to seize it, but the only action available would be "Suicide"; pressing the Action button again would make Link slit his own throat and return to the title screen. The faint sound of wind would form the only background noise; if Link looks around for it, he will find a grate and a new action command "Remove Grate" which can be used to take off the screws holding the grate to the wall. The duct uncovered by doing this would take the player back to where they left off in the main game.

...no, I didn't have a fun childhood, thanks for asking.

Last edited by Project 2501; 03-31-2008 at 09:09 PM.
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  #82   [ ]
Old 03-31-2008, 09:16 PM
Squint ninjas! (lol)
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Location: A necromancer's tomb
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Re: Future Scary Temple

A horrifical dungeon... Lemme see.......

Link has been put in prison by corrupted soldiers. His clothing in there is a worn-out, grey tunic, ragged pants, and sandals. His only weapon is an bronze spear.

He has to find a secret lever to open a passage to the dungeon hall. 2 doors are locked, so his only hope to escape is to survive an ambush of soldiers. Yet, he goes into the torture room. It's awfully quiet for a couple of seconds, the zombies, and skeletons come out of rusted guiotines, stretcher-thingys, and from fires.

He must survive a torturous maze, filled with corrupted soldiers, undead, and the boss... The coruppted skull-bie (zombie/skeleton fused together). The thing is huge, and the transport gem is on it's neck. He kills it, by repeatidly masacurating it. And He warps out of the corrupted prison with his regular clothes, and jail clothes.
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  #83   [ ]
Old 04-01-2008, 05:18 PM
Zora Warrior
Join Date: Mar 2008
Location: Cleveland-Ohio
View Posts: 445
Re: Future Scary Temple

Quote:
Originally Posted by Project 2501 View Post
Some of these ideas are fairly good. Let me see what I can put into it:

~Rooms changing locations in the dungeon. This could be more of an unusual dungeon feature than a sanity effect; part of the dungeon could be figuring out the pattern of changes and acting on it.
~Dungeon rooms dedicated to torture and featuring large volumes of horribly defiled and realistic-looking corpses, with intestines hanging out (which are used to attack Link by swinging them), genitals mutilated, and selected extremities chopped off to lend to an asymmetrical design ethic.
~Rather than having one piece of background music, have several that are played at different points in the dungeon. The main temple song could be some kind of tribal chant, or even real liturgical music. And this is just me, but I think it would have quite an effect on veteran gamers if one of the worse torture rooms featured a marimba-based remix of the Mario theme played along with the moaning and crying of the torture victims.
~In the first torture room Link comes to, he could walk in the door and see a live human being assailed by a Poe's invisible scythe, but be too late to stop her from getting hacked into sausage filler before his eyes. Following that, the corpse could simply disappear, leaving Link to wonder whether it was real or not; the same person could appear several times throughout the dungeon, each time being killed in a different and uniquely horrible way.
~At least one room in the dungeon should be the endpoint of a sewer system; as such, it would be entirely filled with human fecal matter.
~Somewhere in the dungeon, perhaps as a mini-boss battle, an enemy with a speaking part (possibly a Dead Hand or Poe) could taunt Link for being hopelessly inadequate to save everyone; to reinforce his point, the evil specter could display "visions of the future" on the far wall - footage and pictures of numerous real-world atrocities including the massacre of the Native Americans, the Holocaust, Soviet gulags, and recent events such as the Nick Berg beheading and the Abu Ghraib scandal.
~It's often noted humorously how Link never seems to get any, despite the fact that every female in Hyrule is pining for him; this could be subverted into a mechanism for horror by pointing out the mental effects of his apparent long-term sexual deprivation. An easy way to facilitate this comes in the form of the Like Like; it could be redone to mimic a vagina with rows of teeth and tentacles coming out of it (kind of like a Galgamek vagina, for those of you who get the reference); the fact that it eats Link's shield could serve to symbolize his psychological barriers being torn away.
-Link walks into a room and finds a zombie having sex with another zombie's knife-created stomach orifices.
~New enemy type: a miniature ReDead. This is not a zombie, but rather an aborted fetus which attempts to strangle Link with the umbilical cord as well as trying to eat his flesh.
~The boss monster could be a creature constructed from human corpses woven together by protruding organs.
~Some have suggested sanity effects a la Eternal Darkness. This could be a good idea, but the effects would have to be uniquely Zelda to have the same impact a second time around. Some possible sanity effects follow:

-Opening a treasure chest and finding a still-beating human heart in place of whatever item is supposed to be inside it (points if you get where this came from).
-Going through a door and having the screen fade out; when Link emerges on the other side, he's in the original NES Legend of Zelda game.
-Link suddenly keeling over and dying for no apparent reason, but instead of the normal "Continue" and "Quit" options, the Game Over screen would feature the options "What The" and "F***". If the player selects either option, they are brought back to life exactly where they were with only three hearts left; if they press nothing for seven seconds, Link is resurrected at full health. The ordeal does not register on the death counter, regardless.
-Link sees a ReDead, which rather than attacking inexplicably flees from him into another room, running with an odd gait the entire time. The assistant character warns Link that it's probably a trap; if the player chooses to give chase, they find a very long corridor, at the end of which the ReDead is even more inexplicably sitting on top of a Landmaster, which promptly blows Link to chili mac with several bombs and a face full of plasma. Following this, the obligatory flashback occurs; the player starts back up minus one heart.
-Link accidentally chops his arm off while drawing the sword, and bleeds to death in fairly short order.
-There would have to be some kind of sanity meter or equivalent in place to use these effects; if it drains completely, the next door Link opens could feature LSD-like visuals of a long, golden stairway leading up towards a light (five points for getting the reference). When he gets to the top, the camera would switch to first-person and allow the player to look around their new environment, which happens to consist of a padded cell in a mental hospital. When the camera switches back to third-person, Link is in a straight-jacket; he suddenly screams and falls over in a state of complete delirium. The camera switches back to first-person and Link faces the wall, with the shiny metal cell door barely in view allowing the player to see one of his newly-insane eyes reflected in it. The cloth on the part of the wall he's facing would spontaneously rip in such a way that the tearing forms the words "Game Over", but after sitting there for a few seconds, the HUD would become available again, albeit minus all of Link's items. A knife would be sitting on the floor near Link; the Action button would allow him to seize it, but the only action available would be "Suicide"; pressing the Action button again would make Link slit his own throat and return to the title screen. The faint sound of wind would form the only background noise; if Link looks around for it, he will find a grate and a new action command "Remove Grate" which can be used to take off the screws holding the grate to the wall. The duct uncovered by doing this would take the player back to where they left off in the main game.

...no, I didn't have a fun childhood, thanks for asking.
Galgamek vagina?Lay off the South Park.
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Let fear be cast into the hearts of our enemy.
Let them lose all hope and let their heart sink into the unending darkness.
Let them have no will to live.
Let them feel the power of the Sages of Despair!




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  #84   [ ]
Old 04-01-2008, 07:44 PM
Deku Scrub
Join Date: Apr 2008
View Posts: 21
Re: Future Scary Temple

Like in the Forest Temple where the staircases are straight and winded, except you don't hit a switch for it to be winded.
Surprises, like when the Yeta turned into Blizzeta. That face was a hella scary.
Hallways that suddenly fade off into darkness, with enemies all around. Map screen goes blank, then you appear somewhere else that you've already been in the temple, like a mini-boss battle.
You get halfway through the temple, then face the boss. You automatically, always, lose. You are taken to a part of the dungeon where you haven't been before, and you have to face the miniboss, with no items or tunic.

The dungeon could be like one big nightmare.
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  #85   [ ]
Old 04-25-2008, 08:54 PM
Zora Warrior
Join Date: Mar 2008
Location: Cleveland-Ohio
View Posts: 445
Re: Future Scary Temple

Quote:
Originally Posted by Force View Post
Like in the Forest Temple where the staircases are straight and winded, except you don't hit a switch for it to be winded.
Surprises, like when the Yeta turned into Blizzeta. That face was a hella scary.
Hallways that suddenly fade off into darkness, with enemies all around. Map screen goes blank, then you appear somewhere else that you've already been in the temple, like a mini-boss battle.
You get halfway through the temple, then face the boss. You automatically, always, lose. You are taken to a part of the dungeon where you haven't been before, and you have to face the miniboss, with no items or tunic.

The dungeon could be like one big nightmare.
I agree, the forest temple did have some creepy landmarks, in a way that can be more scary than the shadow temple.
__________________
l\/l l\ /
l l l/ / - MDS


Let fear be cast into the hearts of our enemy.
Let them lose all hope and let their heart sink into the unending darkness.
Let them have no will to live.
Let them feel the power of the Sages of Despair!




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  #86   [ ]
Old 04-26-2008, 11:58 AM
Glasgow Celtic Champions...
Send a message via MSN to TriforceOfDeath
Join Date: Apr 2007
Location: Here In Your Arms
View Posts: 549
Re: Future Scary Temple

Quote:
Originally Posted by Project 2501 View Post
-Opening a treasure chest and finding a still-beating human heart in place of whatever item is supposed to be inside it (points if you get where this came from).
Part of the ship part of the crew? The Dutchman Must have a captain?

That reminds me, the ship in the shadow temple should return!
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  #87   [ ]
Old 04-26-2008, 12:17 PM
Zora Warrior
Join Date: Mar 2008
Location: Cleveland-Ohio
View Posts: 445
Re: Future Scary Temple

Quote:
Originally Posted by TriforceOfDeath View Post
That reminds me, the ship in the shadow temple should return!
Yeah, I would like to see that ship again.
__________________
l\/l l\ /
l l l/ / - MDS


Let fear be cast into the hearts of our enemy.
Let them lose all hope and let their heart sink into the unending darkness.
Let them have no will to live.
Let them feel the power of the Sages of Despair!




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  #88   [ ]
Old 04-26-2008, 08:50 PM
Unique Username
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Join Date: Feb 2007
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Re: Future Scary Temple

It fell into the abyss, remember?

Anyway, I agree with whoever said that in some ways the Forest Temple was scarier than the Shadow Temple. While I agree that the Shadow Temple had all of the elements needed to be scary, it didn't take advantage of them, and it really only became "scary" because of the intense Gothic nature of the labyrinth's architecture and the large amount of undead monstrosities. The Forest Temple achieved its frightening atmosphere for its eerie beauty. Whereas the Shadow Temple was a vile and disgusting place, the Forest Temple had that aura of destroyed beauty. I mean, look at it: carpet, furniture, chandeliers, etc. The music also played a big roll in the Forest Temple's eeriness, too.

Going back to my previous post, I find that what I envisioned was much more of a Shadow Temple than a Forest Temple. It achieved its frights via mind games and gore. I really think that Nintendo should take advantage of both styles and have your typical disgusting, zombie infested hole and your eerily beautiful mansion.
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  #89   [ ]
Old 04-26-2008, 10:46 PM
I AM BATMAN
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Re: Future Scary Temple

I think the best way to be scary is to play mind games with you. Something like you lose your lantern early on and the only way to see is to use your bow to shoot a certain enemy that causes light when they explode or something like that. Otherwise you can't see. Also, I really like the idea of the boss just roaming the dungeon, and I have something to add to that. Have the boss be something like Psycho Mantis in Metal Gear Solid. You know where the controller ports would randomly "switch" and you'd have to plug your controller into the other port or something like that.

Of course that wouldn't really work on the Wii. Maybe something like where your WiiMote randomly disconnects and you have to just mash the buttons to reconnect. Or like make it so that the boss is similar to earlier mentioned light enemies so you can only see the boss, but not Link. Then the thing they used in PH was pretty cool, where the top screen gave you the bosses vision and you had to base your movements on that. I thought that was pretty nifty. I don't know, just some thoughts.

Last edited by Aralith; 04-29-2008 at 11:41 PM.
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  #90   [ ]
Old 04-26-2008, 11:26 PM
Goron
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Location: In a house
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Re: Future Scary Temple

Quote:
Anyway, I agree with whoever said that in some ways the Forest Temple was scarier than the Shadow Temple. While I agree that the Shadow Temple had all of the elements needed to be scary, it didn't take advantage of them, and it really only became "scary" because of the intense Gothic nature of the labyrinth's architecture and the large amount of undead monstrosities. The Forest Temple achieved its frightening atmosphere for its eerie beauty. Whereas the Shadow Temple was a vile and disgusting place, the Forest Temple had that aura of destroyed beauty. I mean, look at it: carpet, furniture, chandeliers, etc. The music also played a big roll in the Forest Temple's eeriness, too.
Yea man the forest temple is pimp (sorry bout the slang it's late) and the forest temple is only a little scarier but of all the game's temples the forest temple is the best with the music and the warp tune (minute of the forest) it was a big reason OoT is called the best game...ever.
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  #91   [ ]
Old 04-27-2008, 02:50 AM
Hero of Hyrule
Join Date: Sep 2007
Location: Western New York State
View Posts: 906
Re: Future Scary Temple

Let's see.

I wouldn't make it that obviously scary from the outside.

It would be a gigantic church like building with a massive tower from the outside, with gothic architecture. It should be beautiful, but also give off an aura of ominous ness.

Something much like the church of Notre-Dame de Reims actually, but much bigger and taller.



Although he is rectulant at first, Link manages to convince a girl from the village to accompany him.

Once Link and the girl enter, they should be greeted with a massive room. Beautiful yet a slight tinge of something wrong.



There is a shine to the goddesses at the end of the giant room. As Link walks down the halls, he notices less and less light coming from the windows. Right as he gets up to the statue of the goddesses, it seems to have somehow become completely nighttime, and all of the candles have lighten themselves.

As he looks over the statue, suddenly all of the windows shatter. A massive crack forms in the middle of the room, and much screaming from voices unknown is heard. Link then notices that the girl is on the other side of the crack splitting the church in two! The crack develops into a massive hole, and although they both try to avoid it, suddenly a massive beast smashes through the door which they entered. The girl begins to rush away from it, but she then trips and falls into the hole.

Before Link can fully see all of the monsters, the floor caves out from him and he also falls into the hole.

He is awoken in a strange room. There are many levers and switches, as well as a massive block puzzle. A small sign is in front of him

"Trapped, are you? It's not...so bad. You'll get used to it after a few...centuries."

Link must solve the puzzle, something which is hard. When it is solved, the ceiling suddenly sprouts spikes and begins descending. Nothing can be done. Link crouches and crouches, but the spikes descend and kill him. The Game Over scream appears and you are taken back to the menu.

Link awakens in what else but his house! His friends are there and so is the girl. They explain that he ran into the church, and about an hour later came running out screaming and passed out. He had injuries, but they are healing now. As Link begans to wake up, he looks out the window and notices that the sky is jet black.

At which point when Link turns back to his friends, they are mutating into hideous monsters. Link grabs his equipment and runs out of the house into the unknown. Monsters grab at him as he runs through the world with a jet black sky, that looks somewhat like his home town but not quite.

He sees an interesting building he has never seen before. It is gigantic. He runs into it, and falls down 20 feet when he opens the door. The door was on the ceiling...

At which point the temple will pay many mind tricks on you.

There will be one very disturbing scene right before the boss battle where Link walks through a door into a bright sunny field. His friends, his little brother and his deceased mother will be there. They are excited and happy to see Link.

Link however then notices a cage. The girl that helped him get into the cathedral is in it! She is screaming for Link to help her. She is chained, and being whipped by two floating fire whips, something which looks quite painful.

A small monster then appears. Link tries to dodge and kill it, but it lodges itself onto his arm, and crawls under his skin, causing horrible pain.

The field turns into a small brick room, with the walls covered and blood, this room looks much like many others in the dungeon.

Link's little brother, deceased mother and three friends start beckoning him to commit suicide. They claim that he can finally "Be with them" and he'll be happy. The demon in his arm is causing him awful pain now. The friends are telling him it will stop his pain, and his dead mother says that he can be with her forever if he commits suicide.

The girl begs Link to attack his family and friends. She says they are demons in disguise, and they cannot escape and the pain will not stop until they are killed. But when Link gets close, they seem to be acting just like his family and friends. They begin to cry and beg him not to hurt them.

If Link talks to his friends and family, they will ask him to commit suicide. If you say yes, Link will plunge his sword into his chest and the game over screen will appear. The game intro screen and select a file will appear, except the intro is just a black screen with disturbing music and the game logo. You may then select the file. A horrifying demon appears and begins to laugh.

"So you fell for it? You really thought they were your...family? Hahah! You may come to think of me as...family. We'll be together for...eternity...." and the game over screen appear again. If you select to continue, you'll be right back at the entrance of the dungeon, with all of your progress lost.

If you don't commit suicide, you eventually have to start attacking your family and friends. They plead for you to stop, talking about the horrible pain and asking him how he could do this to him. Eventually if Link attacks them through the horrible screams enough, they will be revealed as five demons. You must then defeat them, and then Link and the girl are free. You get the Big Key and appear in front of the Boss door...it is time to fight the boss.

But yeah, generally a horrifying and disorientating dungeon.
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  #92   [ ]
Old 04-27-2008, 08:11 AM
Zora Warrior
Join Date: Mar 2008
Location: Cleveland-Ohio
View Posts: 445
Re: Future Scary Temple

I like those ideas, but I don't think that the dungeon should look like that church, it's just much too peaceful. I think it should start in the first room of the Woodfall Temple.
__________________
l\/l l\ /
l l l/ / - MDS


Let fear be cast into the hearts of our enemy.
Let them lose all hope and let their heart sink into the unending darkness.
Let them have no will to live.
Let them feel the power of the Sages of Despair!




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  #93   [ ]
Old 04-27-2008, 05:35 PM
King of everything under my nose.
Join Date: Apr 2008
Location: Palace of Twilight
View Posts: 917
Re: Future Scary Temple

Whoaa.... that would be awesome! without the suicide, though. (remember, it's T rated.) I like the idea of killing your departed companions. Symbolizing moving on from loss. The long one before you would make the game nasty and AO. that's good... Maybe there's a darknut you have to kill, and when he's dead, he's dead. He doesn't explode just lays there. You have to pull your sword out... How about...
The Legend of Zelda: Bridge of Kesh.

Kesh: ancient demon. Controls the town with the cathedral and makes it a bridge to his world. Maybe, in a symbolic way, the boss could be fought in a chapel. When he dies, an Iron Maiden or some other type of coffin-like instrument falls and closes on top of him.
What about a guy you have to fight. when he dies, he talks to you and you find out he's just doing it for an important reason, and has a family to support. (Like Gadderanks in Runescape.) Maybe a wall that talks to you, and bleeds if it's attacked. (get the reference?)
OOOOOOOOOH! really creepy idea. Creating life from death. You fall into a pit of skeletons. You lay like one of them, trapped and slumped in a relaxed position. Blood trickles from your mouth. something you see triggers a flashback from when you were young. You struggle to stand up, and pick up a femur. (your sword was taken from the villain that pushed you into the obliette.) You jump a mighty leap, and grab onto an iron bar on the trapdoor above you. YOu step out, and face the (final?) boss.
What if there was a room with two cups. you go up to the table and see a creepy person telling you to pick one. there's no way out. If you drink, you'll only die. you'll always die. you kill the guy in one swing and the table disappears. A bat flies down and starts to eat him. it motionss upward and a ladder drops down. Your way out. Next time you visit the room, the man is a mummy of sorts. Dried and desiccated. (30 points if you get the reference.) Seriously, anyone get the reference?
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  #94   [ ]
Old 04-27-2008, 08:22 PM
Zora Warrior
Join Date: Mar 2008
Location: In the network
View Posts: 365
Re: Future Scary Temple