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Cotton Shorts Kid Captain
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Posted: Sat May 20, 2017 8:18 am
Here you may upload a streamlined list of events/triggers that should occur in a specific dungeon. Keep in mind that another crew may choose to tweak/update a dungeon's script; this is a guide for crew who did not design a dungeon to proctor a challenge, should the need arise. I recommend Gozzys.com for dungeon maps, but you can use whatever as long as it gets the job done. Also, feel free to add more bullet points. [align=center][size=16][b](dungeon name)[/b][/size]
[size=16][b](initial puzzle)[/b][/size] (This normally opens the dungeon. How does a player [i]get to[/i] the dungeon?) •[size=9][/size] •[size=9][/size] •[size=9][/size] [size=16][b](player path)[/b][/size] (The path one takes through the dungeon. Be sure to include things like how to get the compass, map, etc. Also, any mini-boss fights and triggers go here.) •[size=9][/size] •[size=9][/size] •[size=9][/size] [size=16][b](boss)[/b][/size] (Events and triggers relating to the boss of the dungeon. Boss' weakness must be included.) •[size=9][/size] •[size=9][/size] •[size=9][/size] [img][/img] (dungeon map) [/align]
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Posted: Sun May 21, 2017 2:38 pm
Arrowhead Keep(initial puzzle)Getting to the dungeon itself requires a hike of many hours, not for the faint of heart. The wind and height threaten to keep many off the peaks, and disallow many visitors. Generally, one who is either very strong or is equipped with weight enough to keep them from being blown off the mountain is able to make it. Special cases include being able to jump from a higher cliff and glide down to the keep below. However, the latter method is particularly dangerous because missing ones mark means certain death. • Weighted Climb• • (player path)One enters to find a hallway and an almost immediate turn to the right. This hallway loops on itself, and if one turns to the right, they'll find themselves following a course that leads to a locked closet. Turning left instead allows them to enter a more open hallway, with a few wandering wind-keepers, preserved from their time in the mountain. • After clearing this room, one can step on a platform that opens up two doors, one that turns left from the right side of the hall and the other that seems to lead to the entrance, and a few more pathways. Essentially, you've found the first hallway again. • Turning to follow the first hallway away from the entrance, one finds an alcove with a chest in it. Opening it gains access to a map of the dungeon. Taking a close look at it, one finds this dungeon only has one floor, and that there are a lot of angles that make up dead ends. Just opposite the alove is a locked door. One must proceed down the first hallway, and step onto a pressure plate, to see three pathways open. The first of which leads to a club-shaped room, where after one organizes the objects within to be perfectly symmetrical, will be granted a key. Another hallway leads you down a square loop with a target on the wall. The third hallway is round and has a chest opposite of the entrance. This chest contains a simple bow and teleporting arrows, a small group of five arrows that return to their quiver when they fall to the ground. These arrows are necessary to hitting the target in the square room, thus allowing you to find a compass, but also granting you a key to the locked room before. • The locked door opens up to a miniboss, who can be beaten with quick steps and clever use of the surrounding alcoves. His back his exposed, but his face and nose is very well shielded. He doesn't say much.Defeating this enemy grants you access to the boss key. Following the room, however, you'll find a chest at the far end of the hallway and an unlocked room. Along all the walls are decorative tapestries, detailing the glory of the goddess and of the history of the temple. Also within this chamber is an old and dusty tome. Perhaps someone in the village could use this? Also in this room, of more practical importance, is a bracelet of strength. Wearing this gives the user Super Strength! Making it easy to turn aside boulders as big as yourself and hurl things as big as you are across the room. (Its a great way to shatter pots.) • Armed with key, bow, and bracelet, proceed back to the more open hallway and you'll find that it opens. However, stepping into the hallway that turns left, you'll find that there is an intensely strong wind tunnel that will inevitably push you back. Regardless of how you made it up the mountain, this wind is stronger than you are, also making it hard to keep your eyes open without proper protection. Nevertheless, there is a target at the end of this hallway. • Successfully shooting the target significantly slows down the wind for a few moments, allowing a person to rush across the hallway and to the door on the other side. There should be just enough time for a healthy individual to reach the door, just pass the source of the wind tunnel, and use the key to unlock the door. (boss)• The boss seems like a giant turtle, thick and fairly slow. When facing you, he prefers to use his wind, huffing and puffing to keep anyone from hurting him. If an enemy is too close, he will snap or try and crush them under his feet. However, after each strong puff of air, he is 'winded' and will need a moment to breath again.• One can flip him while he is winded, exposing his underbelly and the soft skin at the base of his neck. Enough good hits on this will make it so he's done with trying to get back onto his feet, initiating phase two.• Frustrated, the enemy will skid about on his shell, propelled by his wind. He will bounce off of walls and flail, in a sense, as he chases the intruder, but after a few dangerous bounces, he will slow and spin out, being disoriented and winded. (Also a good time to attack.) However, he recovers a little more quickly, and when he's about to move, he lashes out with legs. Hilarious to watch, but hurts to be hit. Once he perishes, he perishes, and one can find that the wind that blows through the hallways are still as strong as ever, suggesting that he was never the source of the wind. (dungeon map)
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