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Bloody Anubis

PostPosted: Mon Jan 17, 2011 9:48 am


Dante and Vash, you go to the foyer like everyone else, just this once.


EVERY TIME YOU DIE, THE FOYER IS WHERE YOU RESTART



Hopefully you understand why I couldn't give you this information before.
PostPosted: Mon Jan 17, 2011 9:52 am


Quote:
> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly left of you)


Phew. Thank Jack they made it into the mansion alive, but now they were stuck - four doors on the bottom floor and one at the top! The upstairs is usually where people sleep, so that might not be a good idea. You know, just barge in there and be like HI WE'RE IN TROUBLE O R U SLEEPING?

Taking Gimpy's wrist, we know he's injured, so we'll take the idea that the closest doors might be for the best. Not as much of a distance to move, and poor Gimpy could use the help.

Lucifer Force

Sparkling Senshi


iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200
PostPosted: Mon Jan 17, 2011 10:05 am


[[ > Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’ ]]

Why run back into the woods? The gate was here! I am here! There is no sense getting torn to pieces! In a frenzy I tear up the path, tripping over my own feet in my haste. Spitting out dirt I rise from the face plant and knock on the door. I only venture a glance back towards my friends. Maybe someone would join me? I'd hate to be all alone in this mansion...
PostPosted: Mon Jan 17, 2011 10:05 am


Prelude
Nio Love
Mediciner
Komse
Manda
elvyralani
Amon Larethian
Lucifer Force
Kanth
MoonKitsune
Eyulra
Dark Fire Angel
Meeki
whimsicalDreamthief
The_RedDaisy




Tonight was supposed to be the night. It’s the one you and your friends have been talking about for ages (well, ok, since last week) and you’ve been doing your best not to think about how excited you are. On a recommendation, you’ve all planned to go and haunt a spooky forest nearing the mountains. Apparently there’s a healthy bit of variety in comparison to your typical cemetery drive; a bar made out of the remnants of a train (mostly undead and ghosts), one or two abandoned houses, and miles of woods to explore.

The night is still fairly early, but you’re already having a great time. The trees howl at you- your friends shriek and shrill with them, then go on, cackling. You’re all making quite a ruckus (except for the poor boil that you’re initiating- he’s too busy trying not to buckle under the ice box you all made him lug along), because that’s how you prove that, tonight, you’re going hard, just like the world is yours. Or something like that. Everybody figures that, after you all find a suitable patch of wood, you’ll all make a temporary base and decide what to do from there. The popular opinion seems to be leaning toward hunting down the old crone that supposedly lives in these parts and seeing what torment you can inflict. Everyone’s heard the stories, but no one knows for sure if she’s real. You’re all debating on what you think she makes her infamous dolls from –hair, twigs, match-sticks- when, from behind, there comes a great clatter and a scream.

You turn just in time to see your trial-friend and the cooler go down, kicking and screaming, beneath what must be at least three evil gremlins. He doesn’t stand a chance, especially not now that you see there are more of the creatures coming. Their bright eyes shine with impish glee around the base of the trees, malice in their wide, razor-bladed grins. The rest of you don’t even think twice: you run.

One by one, you see or hear your friends go down around you; apparently you’ve run right into the gremlins’ trap and they’ve been waiting to drop down on your crew from the branches. You’re about to call it quits and let the little bastards have you (but damn, death by dismemberment hurts) when you smack right into a cast-iron gate. Idiot- you were too busy looking at what was going on over your shoulder to see where you were going!

You can hear a round of cackling from behind you, the sound of the pack fast closing in, and the distant shouting of your fallen comrades. It looks like the end for you. Hoping to salvage what remains of your dignity, you turn to face your attackers and start a battle cry!

Unexpectedly, a wave of cold washes over you as something passes through you and continues on. Ghost hounds! The gremlins are just as surprised as you are, falling over their own ranks as the canine creatures plow through them. There is a tug at your arm to distract you from the spectacle of flying, gremlin chew-toys. It’s one of your friends (ok, it’s one of your friend’s friends that always tags along; you never liked him much, but you’re reconsidering your opinion now), and he helps haul you to your feet.

“We gotta get out of here,” He says, breathlessly. You can smell the blood on him, and his stylish Ichorzombie & Witch apparel is tattered with evidence of a fight he must have narrowly escaped. “I bet if we can get back to the ice box, we can melt ‘em all, no problem.”

He does, however, seem to be looking for guidance. You check the area for options, because one question has really been nagging you – where did the dogs come from?

Turning back toward the gate, you stare through the brambles and behold a manor. Somehow, you didn’t notice it before (which is understandable since you weren’t really looking), but it’s a pretty big place, two stories tall, and properly foreboding. There are lights in every window, dim on the top floor (candles) and bright on the bottom; you get the impression of a wide grin. In the very center, up the steps of a wide porch, there’s an arch of yellow light and a humanoid silhouette. Someone is watching you and your friend from the entrance of that mansion.

What are you going to do?

> Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’

> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true






To the Mansion
Sayuri_Nitta
Lucifer Force
Toshihiko Two
Vashtya (x)
Bloodlust Dante (x)
iloveyouDIE






You decide to grab your retarded friend and drag him through the gates, toward the manor. He stumbles a little, clearly not expecting to move in such away, but he does his best to keep up. As you approach the door, the silhouette within steps away and disappears into the light. It’s a bit strange, but since they left the door open, you don’t think twice about your decision to take shelter there. You shove your partner in first (just in case it IS a trap) then dart in after him. The door shuts itself behind you.

Of course.

The place is well lit, at least. It’s actually… a little charming, in a sense. You’re in the foyer, clearly. There’s a dead plant on the table ahead of you, and a chandelier above. Long, iron stands are placed strategically around the room so that the candles they bare cast just the right amount of light. A giant staircase leads up to the second floor, just out of sight for now, a red, velvet rug pooling down it like a tongue. There are two doors on either side of that staircase, and one to either side of you. All of them are made of some sort of dark wood.

Turning around, you check the door from which you came in: it’s unlocked. You can leave if you wish.

However, you are advised against doing so by a simple message, scratched into the very wood of the door.

’Don’t go out!
-Ratwel’


“What the Hell?” Your partner grumbles, then sighs. “Okay, what now?”



> Oh no, you’re not coming with me. (Go through the door directly right of you, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you)

> Oh no, you’re not coming with me. (Go through the door to right of the staircase, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door right of the staircase)

> Oh no, you’re not coming with me. (Go upstairs, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go upstairs)

> Oh no, you’re not coming with me. (Go through the door to the left of the staircase, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)

> Oh no, you’re not coming with me. (Go through the door directly left of you, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly left of you)

> Let’s go. (Leave the manor)




! Notes !


Hooray! You are not completely alone in this mansion after all! You’ve got a partner that has… the potential… to help see you through. But he’s hurt. After trying to run you off into the woods, his intelligence seems a little questionable as well. But he’s gutsy (hahaha), you have to give him that. Now it’s time to decide whether you leave him behind or continue on with him.

Partner Benefits:
- You may, at any time*, ask your partner what they think about your current situation. They just may have some insight toward your next move! However, if you abuse this privilege, he may start to question your ability to lead…
- You can overcome obstacles you couldn’t before with your partner.

Drawbacks:
- Your partner is hurt, so he may have to stop and rest at certain times. To keep him, you will have to forfeit a turn and wait with him.
- He may spark a random event in a room that wouldn’t have happened if you were alone. This may lead to death.



** Some circumstances may not allow you to chat with your partner.





The Family Room (The Left)
Lucifer Force +


You enter what looks like a den. Is a fireplace at one end of the room, where two moldering armchairs face one another. At another corner of the room is a suit of armor (your partner is excited for this particular addition, limping over to begin trash talking it in an attempt to win your approval) which stands at a cold attention, leaned against the wall. There is a settee upon which, of all things, sits a bobble-headed cat toy. There is also a skelevision.

A painting on the far wall, over the mantelpiece of the fireplace, surveys all. There’s also a velvet, braided cord that hangs from the ceiling, not far from where you are. The ceiling is too high for you to tell where it goes.

> Tell your partner to give the old armor a good one-two.
> Inspect the armor yourself.
> Tug the cord
> Inspect the bobble-head
> Inspect the fireplace/painting
> Turn on the skelevision
> Go back



((x - you had a death ; + - you took your partner with you ))

Bloody Anubis


iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200
PostPosted: Mon Jan 17, 2011 10:12 am


[[ > Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you) ]]

Well it was nice not to be alone but I'm not quite sure about my partner.

"Are you alright?"

He sputters, breathing heavy, and I don't feel very much encouragement from his presence. But a presence he is and I just feel a liiiiiittle safer having someone with me.

"Any preference?" Gimpy is still panting, and waves his hand dismissively. Well, I guess the choice is up to me. No pressure. No pressure. You could only DIE.. no pressure.

I got with my instinct as a right handed person and choose the door directly to my right. Here goes nothing!
PostPosted: Mon Jan 17, 2011 10:21 am


((Death count:1))
Choice is: > Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)

"This. Place. Is. HUGE." Gimpy said, the words bouncing around the giant hall. "Focus Gimp!" Dante whispered in a shushing tone, he didn't want to reveal their location in the manor, since he knew there was another person lurking in the shadows. It could be a friend sure, but there is a higher chance that it may also be a foe, waiting for the right time to strike. he knew they had to stay on the move. "lets take this passage over here."
The door had seen better days, its fibrous wood looking very haphazard and frail, like a solid hit with his shoulder could topple it very easily. Dante took its metal ring in hand and gave it a tug, dust from the top of it cascaded to the floor like a river of age as it creaked open, he ushered Gimpi in with haste, trying to get out of the open room as fast as their feet could allow.

Bloodlust Dante

Fortunate Hellraiser


Lucifer Force

Sparkling Senshi

PostPosted: Mon Jan 17, 2011 10:21 am


Quote:
> Inspect the fireplace/painting


"I'd leave the armor alone, dude. It's probably a bad idea. What if it falls on you? Just come on over here and let's check around the room. You've impressed me enough just by being here." smile

The pair of them wander up to stand a yard or two away from the painting/fireplace epic combo to scope things out. The cord was too suspicious and bad things tended to happen when you just pulled on random cords. Plus, like we said above, the armor could just come to life or fall on peeps and that would be BAD.
PostPosted: Mon Jan 17, 2011 10:34 am


Prelude
Nio Love
Mediciner
Komse
Manda
elvyralani
Amon Larethian
Lucifer Force
Kanth
MoonKitsune
Eyulra
Dark Fire Angel
Meeki
whimsicalDreamthief
The_RedDaisy




Tonight was supposed to be the night. It’s the one you and your friends have been talking about for ages (well, ok, since last week) and you’ve been doing your best not to think about how excited you are. On a recommendation, you’ve all planned to go and haunt a spooky forest nearing the mountains. Apparently there’s a healthy bit of variety in comparison to your typical cemetery drive; a bar made out of the remnants of a train (mostly undead and ghosts), one or two abandoned houses, and miles of woods to explore.

The night is still fairly early, but you’re already having a great time. The trees howl at you- your friends shriek and shrill with them, then go on, cackling. You’re all making quite a ruckus (except for the poor boil that you’re initiating- he’s too busy trying not to buckle under the ice box you all made him lug along), because that’s how you prove that, tonight, you’re going hard, just like the world is yours. Or something like that. Everybody figures that, after you all find a suitable patch of wood, you’ll all make a temporary base and decide what to do from there. The popular opinion seems to be leaning toward hunting down the old crone that supposedly lives in these parts and seeing what torment you can inflict. Everyone’s heard the stories, but no one knows for sure if she’s real. You’re all debating on what you think she makes her infamous dolls from –hair, twigs, match-sticks- when, from behind, there comes a great clatter and a scream.

You turn just in time to see your trial-friend and the cooler go down, kicking and screaming, beneath what must be at least three evil gremlins. He doesn’t stand a chance, especially not now that you see there are more of the creatures coming. Their bright eyes shine with impish glee around the base of the trees, malice in their wide, razor-bladed grins. The rest of you don’t even think twice: you run.

One by one, you see or hear your friends go down around you; apparently you’ve run right into the gremlins’ trap and they’ve been waiting to drop down on your crew from the branches. You’re about to call it quits and let the little bastards have you (but damn, death by dismemberment hurts) when you smack right into a cast-iron gate. Idiot- you were too busy looking at what was going on over your shoulder to see where you were going!

You can hear a round of cackling from behind you, the sound of the pack fast closing in, and the distant shouting of your fallen comrades. It looks like the end for you. Hoping to salvage what remains of your dignity, you turn to face your attackers and start a battle cry!

Unexpectedly, a wave of cold washes over you as something passes through you and continues on. Ghost hounds! The gremlins are just as surprised as you are, falling over their own ranks as the canine creatures plow through them. There is a tug at your arm to distract you from the spectacle of flying, gremlin chew-toys. It’s one of your friends (ok, it’s one of your friend’s friends that always tags along; you never liked him much, but you’re reconsidering your opinion now), and he helps haul you to your feet.

“We gotta get out of here,” He says, breathlessly. You can smell the blood on him, and his stylish Ichorzombie & Witch apparel is tattered with evidence of a fight he must have narrowly escaped. “I bet if we can get back to the ice box, we can melt ‘em all, no problem.”

He does, however, seem to be looking for guidance. You check the area for options, because one question has really been nagging you – where did the dogs come from?

Turning back toward the gate, you stare through the brambles and behold a manor. Somehow, you didn’t notice it before (which is understandable since you weren’t really looking), but it’s a pretty big place, two stories tall, and properly foreboding. There are lights in every window, dim on the top floor (candles) and bright on the bottom; you get the impression of a wide grin. In the very center, up the steps of a wide porch, there’s an arch of yellow light and a humanoid silhouette. Someone is watching you and your friend from the entrance of that mansion.

What are you going to do?

> Make a dash for the mansion. The gate is open, even if it is overgrown with weeds and thorn bushes. Maybe they sent the dogs out to help you? Surely they’ll shelter you while you wait for your friends to come back!’

> Take your friend’s advice and run for the woods. Those dogs can buy you time while you get back to the camp and gather your liquids for a counter-attack. Besides, that mansion just seems a little too good to be true






To the Mansion (Foyer)
Sayuri_Nitta
Lucifer Force
Toshihiko Two
Vashtya (x)
Bloodlust Dante (x)
iloveyouDIE






You decide to grab your retarded friend and drag him through the gates, toward the manor. He stumbles a little, clearly not expecting to move in such away, but he does his best to keep up. As you approach the door, the silhouette within steps away and disappears into the light. It’s a bit strange, but since they left the door open, you don’t think twice about your decision to take shelter there. You shove your partner in first (just in case it IS a trap) then dart in after him. The door shuts itself behind you.

Of course.

The place is well lit, at least. It’s actually… a little charming, in a sense. You’re in the foyer, clearly. There’s a dead plant on the table ahead of you, and a chandelier above. Long, iron stands are placed strategically around the room so that the candles they bare cast just the right amount of light. A giant staircase leads up to the second floor, just out of sight for now, a red, velvet rug pooling down it like a tongue. There are two doors on either side of that staircase, and one to either side of you. All of them are made of some sort of dark wood.

Turning around, you check the door from which you came in: it’s unlocked. You can leave if you wish.

However, you are advised against doing so by a simple message, scratched into the very wood of the door.

’Don’t go out!
-Ratwel’


“What the Hell?” Your partner grumbles, then sighs. “Okay, what now?”



> Oh no, you’re not coming with me. (Go through the door directly right of you, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly right of you)

> Oh no, you’re not coming with me. (Go through the door to right of the staircase, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door right of the staircase)

> Oh no, you’re not coming with me. (Go upstairs, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go upstairs)

> Oh no, you’re not coming with me. (Go through the door to the left of the staircase, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door left of the staircase)

> Oh no, you’re not coming with me. (Go through the door directly left of you, alone)

> Isn’t it obvious, Gimpy? (Take your partner and go through the door directly left of you)

> Let’s go. (Leave the manor)




! Notes !


Hooray! You are not completely alone in this mansion after all! You’ve got a partner that has… the potential… to help see you through. But he’s hurt. After trying to run you off into the woods, his intelligence seems a little questionable as well. But he’s gutsy (hahaha), you have to give him that. Now it’s time to decide whether you leave him behind or continue on with him.

Partner Benefits:
- You may, at any time*, ask your partner what they think about your current situation. They just may have some insight toward your next move! However, if you abuse this privilege, he may start to question your ability to lead…
- You can overcome obstacles you couldn’t before with your partner.

Drawbacks:
- Your partner is hurt, so he may have to stop and rest at certain times. To keep him, you will have to forfeit a turn and wait with him.
- He may spark a random event in a room that wouldn’t have happened if you were alone. This may lead to death.



** Some circumstances may not allow you to chat with your partner.





The Family Room (The Left)
Lucifer Force +


You enter what looks like a den. Is a fireplace at one end of the room, where two moldering armchairs face one another. At another corner of the room is a suit of armor (your partner is excited for this particular addition, limping over to begin trash talking it in an attempt to win your approval) which stands at a cold attention, leaned against the wall. There is a settee upon which, of all things, sits a bobble-headed cat toy. There is also a skelevision.

A painting on the far wall, over the mantelpiece of the fireplace, surveys all. There’s also a velvet, braided cord that hangs from the ceiling, not far from where you are. The ceiling is too high for you to tell where it goes.

> Tell your partner to give the old armor a good one-two.
> Inspect the armor yourself.
> Tug the cord
> Inspect the bobble-head
> Inspect the fireplace/painting
> Turn on the skelevision
> Go back






The Dining Room (to the Right)
iloveyouDIE +


You enter a long, spacious room. Straight ahead, there is a wall lined with long, large, glass windows. The moonlight hasn’t reached this side yet, but you can imagine how glorious it must be when it does. For now, there are candles, set along a large table. It is set for five, though it’s very clear that it could hold a whole party. Who lives here, you wonder. And why haven’t you seen anyone yet? You’d think someone would come along, at the very least to throw you out!

No one is here, but there’s a door at the other end of the room. It is stained with a red handprint.

“Hark, a vagrant!” You turn to look at your partner reproachfully for the outburst, but they look thoroughly bemused.

“It wasn’t me!” He insists.

Disturbed, you look back to where your instinct told you to (reason just told you not to give it credence)- the table.

At the head-of-the-table’s place setting, the knife seems to flash beneath the flicker of the candle.

> Inspect the knife
> Inspect the handprint on the door
> Go through the door with the handprint
> Look out the window
> Go back



> Inspect the fireplace/painting
Lucifer Force +


You decide that the painting on the wall needs a closer look. As you step around the settee and draw closer, you are rewarded with what appears to be a family portrait. They are all demons, it seems. A mother, father, and two little children. It's got a definite flavor of rich and creepy to it. Are these the people that live here?

In the fireplace, there is not a shard of wood to be found, nor ash. Someone has kept up with it, apparently. There is a grate guarding it, and a iron spit of sort for where the logs would be. You hear a faint whistling sound, like a sigh; probably air coming down the chimney. Or...?

Crouching, you can see an arch behind the spit. It looks like a passage!

> Enter the passage in the fireplace
> Tell your partner to give the old armor a good one-two.
> Inspect the armor yourself.
> Tug the cord
> Inspect the bobble-head
> Inspect the fireplace/painting
> Turn on the skelevision
> Go back




Left of the Staircase
Bloodlust Dante (x)


With your mystical powers of eenie-meenie, you have decided that this is the right way to go. The door opens to a hallway which is, rather oddly, very pink. You begin to walk forward, only to find that the floor sinks beneath your feet. One of your legs goes knee deep in some sort of gook.

Before you can turn and try to pull yourself up, your partner limps in behind you and bumps you. “Sorry!” He curses, but you are already falling forward, face-first into the goop. You sink, but don’t swim.



END ((Proceed to Foyer))


((x - you had a death ; + - you took your partner with you ))

Bloody Anubis


Bloodlust Dante

Fortunate Hellraiser

PostPosted: Mon Jan 17, 2011 10:40 am


((Freezing Sylion, I'm not lucky in CYOA today
Gimpi: Ha!
Dante: Shut it, your killing me! ))

Gimpi: "What now oh Klutzy leader?" he says while chuckling to himself.
"Shut. it." Was all that you heard with a snarl. Dante was not pleased, as he decided to think along horror movie plotlines.
PostPosted: Mon Jan 17, 2011 10:44 am


rofl I'm sorry! You can move as soon as you die, though. So you can choose another path from the Foyer now, so I'll have a response for you by the turn of the hour.

Bloody Anubis


iloveyouDIE
Crew

Unstoppable OTP

27,425 Points
  • Falling For You 25
  • Married 100
  • OTP 200
PostPosted: Mon Jan 17, 2011 10:48 am


[[ > Inspect the knife ]]

"Hello?"

Gimpy sunk behind me and I practically had to drag him into the next room. For someone who had been out of breath only moments before, he now was moaning and groaning about his injuries. His complaints were blissfully silenced (but so were any that I had) when a voice came out of nowhere.

“Hark, a vagrant!”

"Not vagrants! Were were just looking for safety and then the dogs.." My proclamation had started loudly but soon faltered when I realized I couldn't see whoever it was that had called out. Perhaps it was a ghost?

The glint of a knife on the table caught my eye, and to be honest I had been about to glance out the window for the view when the flash of light stopped me. Haunting voices and threatening knives were never a good sign but I couldn't stop myself from walking through the long room.

"Hey.. go look at that knife.." I nudged Gimpy towards it, whispering, but he stood fast in his cowardice. "You suck.." I grumbled.

My palms were sweaty by the time I reached the place setting and the menacing knife lay before me.
PostPosted: Mon Jan 17, 2011 10:53 am


Quote:
> Ask the partner first before considering going in the passage!


"I dunno about this. Did you hear something?"

There was definitely some sort of noise coming from the chimney. Indeed, there was a passage, but safety first! They were in someone else's house after all. Looking up through the chimney, let's find out if someone's up there!

"Excuse me! Is there someone up there? We're lost and we don't mean to intrude!"

Waiting for an answer, let's ask Gimpy! "Dude, I don't know about this whole passage thing... what do you think?"

Lucifer Force

Sparkling Senshi


Bloodlust Dante

Fortunate Hellraiser

PostPosted: Mon Jan 17, 2011 10:53 am


(( *Initiates Winnie the Pooh Thinking Process* Think, think think... ))
Death count: 2 :O
choice: > Isn’t it obvious, Gimpy? (Take your partner and go through the door right of the staircase)

it took a few quiet moments of intense rage thought before he made a decision, Gimpi decided to keep himself occupied by playing with the vase at the Foyer. Dante was sure he'd break it at any given moment.
..
...
........
*crash* Yep. It never fails.
With a deep heavy sigh, Dante stood up and called Gimpi over. "C'mon, us accident prone knuckleheads need to stick together, to the right staircase. They headed toward the right staircase door, but this time, Dante lost his cool and barreled the door open with his foot.
"It was either the door, or Gimpi." He said to himself, a part of him would have preferred the other choice.
(And may Jack keep me alive for just a little bit longer this time.)
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