[Dungeon Idea]Wicked Game Show - BB


#1

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Wicked Game Show

By BaraBlazer

Honorable mentions:

@Nubiedubie, he supported the conception of the idea, and some of the boss/enemy phases. I mainly talked to him about this idea, and he reviewed the final product. Best brother I could wish for. Have you done your homework?

@Toastrz and @Puffagod, they made some great dungeon Ideas, which if you’re here, I’m pretty sure you know already. Their dungeon documents were used as references when making this.

@Legolegger and @Nevov who hinted the usage of HTML for forum formatting

@Xaklor, who made a guide and suggested using Tiled for quality map design.

If you are willing to review this idea, there’s the reply icon from the right that you can use to start constructing it. There will be a couple of sections, so you might want to start from here! I’ll notify you when I think you have finished “one section”

A mid-game dungeon, made to bridge the gap between Abyss of Demons and Toxic Sewers. This dungeon is dropped by
Beholders at 15% chance.

Heyya, These will be the author’s comments. I’ll always try to keep these short and sweet. I hope you enjoy the read!
If you want to read it through Google Documents, you can use this:
https://docs.google.com/document/d/1gYOqwapjcPwLHPy_1VkVFUcj2WNLhLgKqvSd4CD-4lA/edit?usp=sharing

The whole post is quite long, so if you just want to jump to the discussion, you can click here!

If you’re only interested in the drops, you can also jump there.
If you want to see the boss, here’s the link
The story is quite lacking, but if you’re curious, here!

Introduction

Welcome to the Wicked Game Show! Excitement and Shrills of joy surrounds you in the wondrous and magical game show! Earn prizes and glory, and return a winner! The suspense and drama of this place never ceases, as everyone who enters never leaves…

Layout

The Wicked Game Show’s rooms are connected to each other without corridors (subject to change, according to situations). Every room has shiny tiles as floor, as well as walls draped with curtains. There are 8-10 rooms for the main path, as well as 3-5 branches with 1-3 rooms long each. At the end of each branch, there’s a 20% chance for a treasure room. There are 5 types of treasure rooms. This means, on average, given that the dungeon is fully cleared, there’s an 80% chance to acquire a treasure room. Prominent colors for the dungeon include shades of blue, red, and green.

There are several room types, but all of them have breakable walls. These walls may contain a path to the next room, or a dead end. Every room has 4 potential entrance/exits. They are all on the north, east, south, and west of the room. However, until the room is cleared, the walls remain invulnerable; meaning the only way to finish the dungeon is to clear a path through it.

Teleportation is disabled, mainly to prevent sequence breaking in the treasure rooms.

Picture 1.1 Example of smaller and larger map layout

Random Vs Whole

This dungeon is procedurally generated, but the rooms which are spawned are always a selection of several possible types, with the exception being the starting room and the boss room being constant. The starting room will be generated at a random location, which is followed by 8-10 game rooms, and ends with the boss room. There are 3-5 random branching paths, which consists of the same game room types. At the end of every branch, a treasure room may spawn, which is randomly chosen from a pool of treasure room types.

Group Dynamics

The group dynamics of this dungeon comes from its potential enemy composition, as well as the players’ decision making in choosing the enemy types to fight, as the player has some control over the enemies which will spawn.

Max Number of Players: 25.

Explain how your dungeon promotes cooperative play:

This mid-game dungeon’s gimmick is the player’s ability to choose. Several rooms in the dungeon require the players to make decisions based on the composition of classes available. The group also has little reason to split up ahead, as the rooms are locked anyways. The fact that there are no teleports also means that the better option for survival is to stay with the group, as you can’t regroup as fast.

Rooms

There are several categories of rooms that this dungeon provides. They are the starting room, the boss room, the game rooms, as well as the treasure rooms. All of the rooms contain white invulnerable breakable walls, which will turn vulnerable when the room objective has been completed.

Starting Room

Picture 4.1.1 Starting Room

This is the room where the players will spawn. Upon entering, the Wicked MC will greet the players.

He will say, “Welcome, lucky contestants to the Wicked Game Show!”

He will follow it with, “If you can reach the main stage, you’ll stand a chance to win fabulous prizes!”

Finally, he will say, “I’ll see you on the stage! If you already know this, just say toodles!”

Each of the lines takes 2.5 seconds, and after that, the Wicked MC despawns, and the breakable walls turn vulnerable.

If any of the players say “toodles”, then the Wicked MC will stop whatever line he’s saying and despawns immediately, turning the walls vulnerable.

Game Rooms

Game Room type 1 – Quiz Room

Picture 4.2.1 Game Room type 1, the Quiz Room

The room objective is to defeat all of the enemies.

This room has 3 crystals. The Red Wicked Crystal, which is spawned on the red tile. The Blue Wicked Crystal is spawned on the green tile, and the Green Wicked Crystal spawns on the yellow tile. The wall in the middle of the room will ask a question. The Wicked Crystals will then say their answers, and you need to break the correct one.

If you do not break the correct one, the Wicked Crystal which was saying the correct answer will shoot an AoE which spans the entire room, inflicting weak and quiet for a period of time.

After breaking at least one crystal, enemies will spawn. There are 2 Gaffers, and 5 Stereo Speakers.

Here are the list of possible questions and their answers;

No. Question Red Blue Green Correct Answer
1 How many graves is the Mad Lab’s difficulty? 5 4 3 Red
2 What is the Hauted Cemetary’s final battle against? Skuld Scold Skold Red
3 What does Oryx say when he dies? I shall avenge myself! No! This cannot be! Fools... Killing me will only prolong your suffering! Blue
4 Which of these UTs do NOT drop from Snake Pit? Snake Eye Ring Snakeskin Shield Snake Scale Armor Green
5 How many graves is the Snake Pit’s difficulty? 2 3 1 Green
6 Who is your guild helper’s full name? Guille Guillermo Guilerno Blue
7 What are the classes needed to unlock Ninja? Warrior and Wizard Warrior and Rogue Archer and Rogue Blue
8 Who is the boss of the Cave of A Thousand Treasures? Golden Effigy of Oryx Oryx’s Gold Effigy Golden Oryx Effigy Green
9 What does Septavius, boss of the Undead Lair drop? Potion of Wisdom Potion of Defense Potion of Attack Red
10 What is the name of the reskin of Demon Blade? Sword of Radiance Sword of Illumination Sword of Luminescence Blue
11 Which one of these does the Murderous Megamoth drop? Potion of Vitality Potion of Mana Potion of Defense Red
12 How many stages are there in the Haunted Cemetary? 4 5 6 Red
13 What tier is the Ring of Unbound Health? 5 6 UT Green
14 How many MP does the ring of Exalted Magic give? 150 140 160 Blue
15 How many common pets do you need to fuse to get a legendary pet? 4 8 16 Blue
> Ahh, one of the most basic ways to test a contestants. It's inspired by who said that, or who wants to be a millionare. In case you are curious of the enemies, here you go!

Game Room type 2 – Choose a Deal Room


Picture 4.2.2 Game Room type 2, the Choose a Deal Room

This room has 4 crystals revolving about the room’s center. Every crystal has its own spawns. Upon breaking one crystal, the rest of the crystal disappears and enemies spawn based on the crystals broken. Upon defeating all the enemies, the room’s objective is fulfilled, and the walls turn vulnerable.

The 4 types of crystals: 1. Defensive Crystal, if not broken spawns 3 Prop Machines. 2. Disruptive Crystal, if not broken spawns 4 SFX Tool. 3. Offensive Crystal, if not broken spawns 5 Green Screenies. 4. Showtime Crystal, upon broken generates a random Number, ranging from 0-5. a. If the number rolls 0, then no enemies will be spawned, and the room objective will be fulfilled. b. If the number rolls 1, the Defensive Crystal is despawned as well. c. If the number rolls 2, the Disruptive Crystal is despawned as well. d. If the number rolls 3, the Offensive Crystal is despawned as well. e. If the number rolls 4, none of the other crystals despawn. f. If the number rolls 5, all of the other crystals despawn, spawns a Platinum Director.

This section is supposed to give the player a chance to choose the enemy they want to face, especially after knowing which crystals spawn which enemies. The showtime crystal is that risky random, if you’re lucky, you might not need to fight anything, or you might encounter the rare enemy(if you call that lucky).
If you’re curious of the sprites and enemies of this part, I’ll take you there directly!

Game Room type 3 – Game Time Arena

Picture 4.2.3 Game Room type 3, the Game Time Arena

This room is the only game room to not have a choice element in it. There are 5 possible types of enemy group here. 1. 5 Stereo Speakers, 3 SFX Tools. 2. 3 Gaffers, 5 Prop Machines. 3. 5 Stereo Speakers, 5 Green Screenies. 4. 5 Stereo Speakers, 3 Prop Machines. 5. A Platinum Director.
Not only that, but the red liquid tiles in the center area, barring the red floor tiles, are Bloody Acid, and it deals 20-30 damage, as well as inflicting Bleeding for 2 seconds. At the perimeter of this room are also Rotating Saws, which will be detailed in the enemy section.

This arena is just a straight-up fight, the most traditional room so far. It has a couple of hazards naturally, so players need to watch their positioning. Not to mention, there’s a chance that the rare enemy, the Platinum Director, might spawn here! Rotating saws are very similar to the Bloody acid in damage. You can the look at the enemies’ stats and sprites,
some of which spawn only in this room, here!

Treasure Rooms

There are some general concepts which apply to all treasure rooms. For one, usually only several of the chosen classes can complete it. If the challenge locks you in the treasure room, there will be a warning text. All of the entrances to the treasure room are in the south, so it can only exist when you’re breaking walls to the north. Upon clearing the room objective of the treasure room, an event chest will spawn on the red tiles that you will encounter near the entrance, which you can break to get loot.

Treasure Room type 1 – Slow Hall Run

Picture 4.3.1 Slow Hall Run Room, with and without walls

The entrance to this room is through South.

This room is designed to be cleared by Knights, Rogues, or Tricksters. The room objective is to defeat the Final Target.

The blue liquid tiles clear status debuff, just like the blue ooze from the Mad Lab.
The purple liquid tiles inflict slow indefinitely.

The gray tiles are conveyor belts, with the speed of 3.5 tiles per second south.
The red tiles besides the conveyor belt are where Game Show Targets are.
The black tiles are where the Eternal Viewers are.

The Final Target exists on the colorful tile, which in this case is yellow.
The Treasure Chest will spawn near the red tiles south of the purify/slow pools.

Eternal Viewers spawn Spiteful Feedbacks at a rate of once every 8 seconds, and the Spiteful Feedbacks inflict Paralyze upon touch. The Spiteful Feedback will continue to travel south until it’s the end of the conveyor belt tiles, at which it’ll despawn. Since the speed at which Spiteful Feedbacks travel south is exactly the same as the conveyor belt’s speed, any players which are paralyzed will be paralyzed until they are at the beginning of the conveyor belt.

The intended solutions are: 1. Cloaking of rogue. The Spiteful Feedbacks do not fire shots if it can’t see players. Of course, if another player triggers the Spiteful Feedback while there’s a cloaked rogue, the rogue will be paralyzed as well. 2. Teleport of tricksters. The Spiteful Feedbacks have a decent gap between each other, and there are safe zones which the Trickster can teleport to. This gives trickster the ability to pass them. 3. Stuns of knights. Although Spiteful Feedbacks are invulnerable, they are susceptible to stun, meaning that knights can pass through them as long as they have the mana.
It is possible to complete the challenge without these classes using certain UTs, however since this is a mid-game dungeon, I don’t mind end-game characters finishing the challenges. > This room is the last room that I got to working. The Conveyor belt stops you from reaching the final target, with paralysis coming down the conveyor belt. Exciting! I counted, and you should be able to reach the next "checkpoint" with just one stun. Check the essential enemies out in the Treasure Room enemies section!

Treasure Room type 2 – Wicked Game of Chicken

Picture 4.3.2 Wicked Game of Chicken, with and without walls

The entrance to this room is through the south.

This room is designed to be cleared by huntresses, archers, and mystics. The room objective is to stand on the colorful tiles for 4 seconds, which in this case are the pink and yellow ones.

The tiles also push you down at a rate of 4 tiles/second.

There are also turrets from the left and right of this room which shoots at you, requiring you to dodge.

There is a Wicked Shredder which travels left and right through the trigger tiles. It passes through the middle tile every 2.67 seconds. Since it paralyzes your character, any character which is hit by the Wicked Shredder travels away from the tile.

The intended solutions are: 1. Huntress traps can slow the Wicked Shredder down, giving the player just enough time to trigger the tile. 2. Archer quivers can also slow/paralyze the invulnerable Wicked Shredder, which also gives the player more time to trigger tile. 3. Mystics can stasis the Wicked Shredder, giving the player time to trigger it as well.
UTs which can help solve this challenge include Scepter of Fulmination, the Skull of Esben, and other paralysis/slow inducing UTs. However as stated before, I don’t mind people needing UTs or consumables to finish this challenge.

Again, a room intended to be class-exclusive in terms of clearing. You can check important enemies down in the Treasure Room enemies section.

Treasure Room type 3 – Blind Target Throw

Picture 4.3.3 Blind Target Throw, with and without walls

The entrance to this room is through south.

This room is designed to be cleared by assassins, huntresses, and wizards. The room objective is to clear the Final Targets at the colorful tiles, which in this case are the green and cyan tiles.

The tiles behind the wall are Standing Lamps which acts similar to a solid wall, and regenerates every several seconds.

Turrets will also shoot you from left and right, requiring you to dodge.

The intended solutions are: 1. Wizard spells can directly bombard the final targets behind the wall. 2. Assassin poison can be lobbed to where the targets are. 3. Huntress traps can damage the targets, even when they’re slow.
> This room is also pretty exclusive. Standing lamps/final targets/solid objects can't be teleported through, so I think it gets a pass.

Treasure Room type 4 – Far Far Targets

Picture 4.3.4 Far Far Targets

The entrance to this room is through south.

This room is designed to be cleared by Ninjas, Sorcerers, as well as Archers.

In the beginning, there will be an announcer which hints at the Final Target’s location since it’s going to be barely off-screen. The tiles which are separated from the accessible platform are spawned with the Standing Lamps, which prevents tricksters from teleporting there.

The announcer, the Wicked MC will say, "Welcome contestants! Your objective is simple; hit that final target!"
The announcer will then continue, “The true Final Target is actually between these two… Let’s see if you can hit it!”

The Final target is on the bright tile, which in this case is yellow.

Turrets will also be firing from left and right of the platform.

The intended solutions are:

  1. The shurikens of ninjas to strike the Final Target at the end of the room.
  2. The quiver shots of archers to strike the Final Target at the end of the room.
  3. The Sorcerer scepter to jump from lamp to lamp to reach the Final Target.
I guess you can use wizard spells to reach it, but it takes so long, that I think I can let it slide.

Treasure Room type 5 – Hold your Ground

Picture 4.3.4 Hold your Ground

The entrance to this room is through south.

This room is designed to be cleared by Priests, Necromancers, or Paladins.

In the beginning, there will be an announcer which hints at this room’s lethality, as it locks you inside until you have finished the objective. The objective is simple; survive for 10 seconds.

The announcer, the Wicked MC will say, "Welcome contestants! Your objective is simple; survive in the mist!"
The announcer will then continue, "Just a word of caution, but the studio is not responsible for any injuries."
Finally, the announcer will say, “Proceed at your own risk!”

On every Bloody Acid tile, there will be Fog Machines. They will attack the players for 10 seconds, dealing pet stasis whilst armor piercing. They will be vulnerable, but will heal every tick for up to half its health, giving necromancers ample source of HP.

Within the bright tiles, which in this case are pink, yellow, green, and blue tiles, there will be breakable Game Show Targets which will supply MP pots so the characters in the room has an abundant MP source.

The intended solutions are:

  1. Priests can heal the players, while recovering MP from the Game Show Targets.
  2. Necromancers can drain the Fog Machine’s HP, while recovering MP from the Game Show Targets.
  3. The Paladin can heal, or more accurately buff HP, while recovering MP from the targets.

I suppose it will be possible to tank through this if you have stocked up on healing pots, but I don’t mind the usage of consumables to finish this stage.

The only treasure room that forces a nexus or death if you don’t complete it. Teleportation is disabled mainly for this room. The fog machines bomb you with armorpiercing and pet stasis, so you really need to use those abilities well. Look at the machines in the Treasure Room enemies section!

Boss Room

_Picture 4.4.1 The Boss Room_ This is the boss room. Again, the entrances are from the breakable white walls. The room objective is to defeat the True Wicked MC. The green tiles are actually walls that you can’t go through, so the areas that the player can thread on are only the normal floor tiles, the golden tiles, and the dark gray ones. The Black tiles are inaccessible and filled with decorative Crazed Crowds (just the sprites).

Upon entering the golden tiles, the boss shall be activated.

Perils

None.

Interactions

The boss is activated upon stepping the golden tile. The room isn’t locked, though, so you still can escape to the previous room. The light blue walls are walls which blocks the player from entering the audience area.

In case you want to skip to the boss, click here!

Alright, that’s the first checkpoint! If you want to return here, just use Master Navigator, to jump to the Monster List section! It can be very tiring to read all of these, so have a break. Get some water. Here’s my treat!


[Dungeon Teaser]A teaser for a dungeon concept - BB
Buff Pets... and more!
#2

Monsters List

The monsters in this dungeon have a sizable amount of HP and defense, depending on which enemies. However, there is a mini-boss which is stronger than the other enemies.

The Choose a Deal family

By choosing a deal, you choose which poison you are willing to chug!

Offensive Crystals

**Lore:** What lies beyond door number one is a world of excitement, adrenaline, sweat, and blood!

Basic Image:

Picture 5.1.1 The Offensive Crystal sprites. Moving only.

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This entity is less monster and more entity to be destroyed and interacted upon. These will not shoot anything.
Upon having at least one of the other crystals destroyed, it turns invulnerable, and is despawned 2 seconds later.
HP: 1500
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
Upon having one of the other crystals destroyed, spawns 5 Green Screenies.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
They move around their path at about 2 tiles per second, revolving around 2 tiles from the middle of the room.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
Is this monster a slave, master, or neither?
Technically speaking, this monster is a master to the Green Screenies, since it spawns them if not destroyed.

Other:
Does this monster have any immunities to status afflictions?
Paralyze, slow, stasis.
What does this monster drop?
None.

Defensive Crystals

**Lore:** What lies beyond door number two is a world of peace, calmness, and silence...

Basic Image:

Picture 5.1.2 The Defensive Crystal sprites. Moving only.

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This entity is less monster and more entity to be destroyed and interacted upon. These will not shoot anything.
Upon having at least one of the other crystals destroyed, it turns invulnerable, and is despawned 2 seconds later.
HP: 1500
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
Upon having one of the other crystals destroyed, spawns 3 Prop Machines.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
They move around their path at about 2 tiles per second, revolving around 2 tiles from the middle of the room.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
Is this monster a slave, master, or neither?
Technically speaking, this monster is a master to the Prop Machines, since it spawns them if not destroyed.

Other:
Does this monster have any immunities to status afflictions?
Paralyze, slow, stasis.
What does this monster drop?
None.

Disruptive Crystals

**Lore:** What lies beyond door number three is a world of challenge, distraction, discipline, and chaos!

Basic Image:

Picture 5.1.3 The Disruptive Crystal sprites. Moving only.

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This entity is less monster and more entity to be destroyed and interacted upon. These will not shoot anything.
Upon having at least one of the other crystals destroyed, it turns invulnerable, and is despawned 2 seconds later.
HP: 1500
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
Upon having one of the other crystals destroyed, spawns 4 SFX Tools.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
They move around their path at about 2 tiles per second, revolving around 2 tiles from the middle of the room.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
Is this monster a slave, master, or neither?
Technically speaking, this monster is a master to the SFX Tools, since it spawns them if not destroyed.

Other:
Does this monster have any immunities to status afflictions?
Paralyze, slow, stasis.
What does this monster drop?
None.

Showtime Crystals

**Lore:** What lies beyond door number four... wait, we have four of these? The Director’s orders? Huh. Alright, then!

Basic Image:

Picture 5.1.4 The Showtime Crystal sprites. Moving only.

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This entity is less monster and more entity to be destroyed and interacted upon. These will not shoot anything.
Upon having at least one of the other crystals destroyed, it turns invulnerable, and is despawned 2 seconds later.
HP: 1500
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
Upon being destroyed, a random number is rolled (preferably on another invisible, invincible entity). Depending on the number, certain waves of enemies will be spawned;

1. If the number rolls 0, then no enemies will be spawned, and the room objective will be fulfilled. 2. If the number rolls 1, the Defensive Crystal is despawned as well. 3. If the number rolls 2, the Disruptive Crystal is despawned as well. 4. If the number rolls 3, the Offensive Crystal is despawned as well. 5. If the number rolls 4, none of the other crystals despawn. 6. If the number rolls 5, all of the other crystals despawn, spawns a Platinum Director.
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** None.

Movement and Aggression level:
• How quickly do they move? How far do they chase?
They move around their path at about 2 tiles per second, revolving around 2 tiles from the middle of the room.
• How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
• Is this monster a slave, master, or neither?
Technically speaking, this monster is a master to the SFX Tools, since it spawns them if not destroyed.

Other:
Does this monster have any immunities to status afflictions?
Paralyze, slow, stasis.
What does this monster drop?
None.

Props Machine

**Lore:** Have you seen all of the maintenance needed to keep a Game Show running? It’s ridiculous! Not only that, but one moment they need a wheel spinner on stage, the other they need a pachinko arcade system. It’s madness! It’s a good thing the prop machine just does what is needed! Fuel? It’ a wicked machine, what else would it be fueled by...

Basic Image:

Picture 5.1.5 The Props Machine sprites. From left to right, idle, move, and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts like the Haunted Cemetery’s Risen Archer. It stays at a certain range with a decent HP.
HP: 2000
Def: 30
Exp: 100
Use examples of other monsters in game to describe how your monster shoots/attacks
It has a similar attack pattern to the Toxic Sewer’s Goblin Warlocks, but without the slow star projectile. Instead, it shoots a stun star projectile, predicting your path, like a Sprite God’s quiet shot.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Prop Grabbers 45 7 8 2 every 0.5 seconds Amplitude 2 tiles, Frequency 1/second
Heavy Prop 0 Stun for 3 seconds 6.2 10 1 every 3.5 seconds

Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
This monster deals stun, mostly to impede players who wish to go face to face with this monster. It’s supposed to tank and last long, and it having stun helps its companions in surviving as well.

Movement and Aggression level:
How quickly do they move? How far do they chase?
This enemy is quite slow, moving away at a rate of about 4 tiles/second. They will try their best to stay away from players.
How aggressive are they? Do they keep their distance or rush the player?
They will keep their distance at about 4.5 tiles away from any nearest player. Not very aggressive, offensive wise.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither a master nor slave.

Other:
Does this monster have any immunities to status afflictions?
No.
What does this monster drop?
T8 Armor, at 10%.
T9 Armor at 5%.

Green Screenie

**Lore:** Sometimes, you need something extra for your introduction sequence, and these guys will do just that! They are so dedicated to their jobs that they keep the green screen suit all the time! They can be quite... nervous if you stare them in the eyes. If you let them do their jobs, they definitely will not hurt you. Nope, no chance.

Basic Image:
<img src=https://www.realmeye.com/forum/uploads/default/original/3X/6/6/66a6d2ffdd4be1df04dc3632e60ed29d243bf71c.gif" width=“150”>
Picture 5.1.6 The Green Screenie sprites. From left to right, idle, move, and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts like the Abyss of Demon’s Brute of the Abyss, but stops 1.5 tiles before sitting on you.
HP: 1000
Def: 10
Exp: 80
Use examples of other monsters in game to describe how your monster shoots/attacks
It has a similar attack pattern to the Abyss of Demon’s Brute of the Abyss, but with 3 shots instead. It also turns invisible for 2 seconds after 4 seconds, and repeats this cycle until its demise.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Green Bolts 70 8 4 3 every 2 seconds Arc Gap of 15 degrees
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** This monster can turn invisible, mostly to keep players on their toes and keep running.

Movement and Aggression level:
How quickly do they move? How far do they chase?
This enemy is quite fast, moving in at a rate of about 7 tiles/second. They will try their best to get to its preferred range from players.
How aggressive are they? Do they keep their distance or rush the player?
They will keep their distance at about 1.5 tiles away from any nearest player. Very aggressive, offensive wise.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither a master nor slave.

Other:
Does this monster have any immunities to status afflictions?
No.
What does this monster drop?
T8 Weapon, at 10%.
T9 Weapon at 5%.

SFX Tool

**Lore:** This tool is self-operational and picks the proper effects needed for all Game Show occasions! Its cheerful face keeps the staff and live audience alike happy and well. This wicked machine uses its lamp to project all kinds of wondrous illusions directly to your brains.

Basic Image:


Picture 5.1.7 The SFX tool sprites. From left to right, idle, move, and attack
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts like the Haunted Cemetary’s Risen Archer.
HP: 1500
Def: 0
Exp: 80
Use examples of other monsters in game to describe how your monster shoots/attacks
It has a similar attack pattern to a Giant Crab, and throws an AoE like a Medusa.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Wind 1 20 Confused for 2 seconds/td> 6 5 1 every 2 seconds
Wind 2 40 Confused for 3.5 seconds 5 4.5 1 every 2 seconds
Wind 3 60 Confused for 5 seconds 4 4 1 every 2 seconds
Special Effect 35 Darkness for 3 seconds 1 every 3 seconds Radius 2 tiles, Arming time of 1.5 seconds

Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
This monster deals confuse from the normal projectiles, and Darkness from its AoE. Its main function is to cause as many inconveniences to the player, so they become easier targets for the Green Screenie.

Movement and Aggression level:
How quickly do they move? How far do they chase?
This enemy is quite slow, moving in at a rate of about 4.5 tiles/second. They will try their best to get to its preferred range from players.
How aggressive are they? Do they keep their distance or rush the player?
They will keep their distance at about 4 tiles away from any nearest player. Very aggressive, offensive wise.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither a master nor slave.

Other:
Does this monster have any immunities to status afflictions?
No.
What does this monster drop?
T4 Abilities, at 10%.

You can return to the room sections from this linky link

The Quiz Family

The Quiz room will spawn this regardless of the player’s answer to the quiz. Of course, it helps immensely that you answer the questions correctly.

True Wicked Crystals

**Lore:** We ran out of buttons to push during the Quiz Show since every contestant seems to insist on slamming their limbs on it. We have since changed to these, and now we only need to change once every question! This one seems pretty volatile, though.

Basic Image:

Picture 5.2.1 The True Wicked Crystals sprites. From left to right, green, red, and blue

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This entity is less monster and more entity to be destroyed and interacted upon. These will shoot weakened and quiet AoE with arming time of 0.2 seconds when at least one of the other crystals are destroyed.
Upon having at least one of the other crystals destroyed, it turns invulnerable, and is despawned 2 seconds later.
HP: 1500
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
The most similar one would be the Medusa, if the AoE bomb is aimed at itself, and spans the entire room.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Penalty 0 Weakened, Quiet for 10 seconds Once Radius 6 tiles, Arming time of 0.2 seconds
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Quiet and Weakened are a form of penalty. If the players answer incorrectly, they will be inconvenienced at least.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
Is this monster a slave, master, or neither?
Technically speaking, this monster is a master to the False Wicked Crystals. If one if its slaves has been destroyed, it’ll proceed to debuff the players.

Other:
Does this monster have any immunities to status afflictions?
Stasis.
What does this monster drop?
None.

False Wicked Crystals

**Lore:** We ran out of buttons to push during the Quiz Show since every contestant seems to insist on slamming their limbs on it. We have since changed to these, and now we only need to change once every question! This one seems pretty tame, though.

Basic Image:

Picture 5.2.2 The False Wicked Crystals sprites. From left to right, green, red, and blue

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This entity is less monster and more entity to be destroyed and interacted upon. These will not shoot anything, unlike the True Wicked Crystals since these shouldn’t be destroyed if the players answer correctly.
Upon having at least one of the other crystals destroyed, it turns invulnerable, and is despawned 2 seconds later.
HP: 1500
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
None.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
• **Is this monster a slave, master, or neither?
Technically speaking, this monster is a slave to the True Wicked Crystal, since it disappears when the True Wicked Crystal is destroyed.

Other:
Does this monster have any immunities to status afflictions?
Stasis.
What does this monster drop?
None.

Wicked Gaffer

**Lore:** When you run a Wicked Game Show, there are a lot of things that can go wrong. Malfunctioning buttons, lights, short-circuits and generally a hundred things that can go wrong. That’s why being the Gaffer is very stressful work! You need to become one with the setting, one with your work. Figuratively, of course.

Basic Image:

Picture 5.2.3 The Wicked Gaffer sprites. From left to right, idle, move, and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts like the Haunted Cemetary’s Risen Archer.
HP: 4000
Def: 15
Exp: 125
Use examples of other monsters in game to describe how your monster shoots/attacks
It has a similar attack pattern to a Lizard God, and throws predicting unstabling stars.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Jolts 50 7 5 3 every 1 second Arc Gap of 10 degrees
Shocks 30 Unstable for 3 seconds 6.2 10 1 every 3 seconds
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** This monster shoots unstable to mess with your effort to focus it down.

Movement and Aggression level:
How quickly do they move? How far do they chase?
This enemy is quite fast, moving around at a rate of about 6 tiles/second. They will try their best to get to their preferred range from players.
How aggressive are they? Do they keep their distance or rush the player?
They will keep their distance at about 4 tiles away from any nearest player, when they’ll proceed to circle the players. Not very aggressive.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is the master of Live Wires. It’ll spawn 2 of them every 5 seconds, with a cap of 5 Live Wires.

Other:
Does this monster have any immunities to status afflictions?
No.
What does this monster drop?
T4 Abilities, at 10%.
T3 Rings at 10%
T4 Rings at 5%
Potion of Health, at 50%.
Potion of Magic, at 50%.

Live Wire

**Lore:** Wow, these little things can really shock you! Although unplugged, these wires are alive and active, and it seems like it wants to know you on a deeper level...

Basic Image:

Picture 5.2.4 The Live Wire sprites. From left to right, idle, move, and attack
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts like the Abyss of Demon’s Brute of the Abyss.
HP: 700
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
It has a similar attack pattern to a Brute of the Abyss, and throws a single shot.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Plug Sparks 70 4.5 4 1 every 0.2 second
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
This enemy is quite fast, moving around at a rate of about 4 tiles/second. They will try their best to get to their preferred range around players.
How aggressive are they? Do they keep their distance or rush the player?
They will keep their distance at about 1 tile away from any nearest player, when they’ll proceed to circle the players. Very aggressive.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is the slave of the Wicked Gaffer. It’s spawned every 5 seconds in pairs.

Other:
Does this monster have any immunities to status afflictions?
No.
What does this monster drop?
Potion of Health, at 15%.
Potion of Magic, at 15%.

Stereo Speaker

**Lore:** In the show business, the only time when nobody’s talking, is when the dramatic music is playing. This speaker does that and then some with automatic locomotion and face recognition! It never seems to know when to stop sadly, and there are some cases of... hearing disruption after usage. That’s what happens when you stand near a speaker, I guess.

Basic Image:

Picture 5.2.5 The Stereo Speaker sprites. From left to right, idle, move, and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts like the Haunted Cemetery’s Possessed Child.
HP: 1300
Def: 15
Exp: 90
Use examples of other monsters in game to describe how your monster shoots/attacks
It has a similar attack pattern to a Haunted Cemetery’s Possessed Child, but in 8 shots.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Sound Wave 50 5 2 8 every 1 second Arc Gap: 45 degrees
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
This enemy is quite fast, moving around at a rate of about 4 tiles/second. They will try their best to sit on the player.
How aggressive are they? Do they keep their distance or rush the player?
They will try to sit on the players. Extremely aggressive.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
No.
What does this monster drop?
T7 weapons, at 10%
T8 armor, at 10%
Potion of Health, at 15%.

You can return to the room sections from this linky link


#3

Treasure Room Essentials

These monsters are very important for treasure rooms to function properly.

Wicked Turrets

**Lore:** The Wicked Game Show’s security measure against unwarranted interloper includes confusing them, and redirecting their movement so the staff can remove said interloper. Usually it works. The staffs here are really good.

Basic Image:

Picture 5.3.1 The Wicked Turret sprites. From left to right, idle and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts like the Turrets from the tutorial. This monster is phasing in its entire existence, just like that one phase from the Headless Horseman.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
This turret shoots like the Turrets from the tutorial too. Arc gap is 180 degrees, just so that these turrets can be used once for the left side, and once for the right side.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Bloody Pellets 20 Confused for 0.3 seconds 3 10 2 every 2 second Arc Gap: 180 degrees
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Confusion, just to make the Treasure Rooms that little bit harder.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
They don’t really move, but they could attack, so it’s kind of aggressive.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
No.

What does this monster drop?
Nothing.

Perpetual Viewer

**Lore:** Have you ever made a career of having hundreds, thousands, maybe millions pairs of eyes stare at you? Sometimes you can feel that pressure on your shoulders being really heavy. Sometimes, it could drive people mad.

Basic Image:

Picture 5.3.2 The Perpetual Viewer sprites. From left to right, idle and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster acts very similarly to the Heroic Observer in Deadwater Docks, except that your attacks phase through this monster.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
No attacks.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
No.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is the master of Spiteful Feedbacks. It spawns Spiteful Feedbacks every 8 seconds.

Other:
Does this monster have any immunities to status afflictions?
No.

What does this monster drop?
Nothing.

Spiteful Feedback

**Lore:** There are always those kinds of people. After all, you can’t please all of them. Somehow, for some reason, these hurt more than your usual words.

Basic Image:

Picture 5.3.3 The Spiteful Feedback sprites. From left to right, idle, move and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster moves at the speed of 3.5 tiles/second south, the same as the conveyor belts in the Slow hall Run, Treasure Room type 1. This monster is always invulnerable. This monster despawns when it reaches the conveyor belt’s tile right before the purple liquid’s tiles.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
This monster attacks whenever there are players within 1.5 tiles from it that it can detect. It’s attack pattern is the same as the Toxic Sewers bats, except that the Spiteful Feedback’s attack paralyzes you.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
[Invisible] 0 Paralyzed for 1.5 seonds 0 1 1 every 0.1 second
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Paralyze. This monster will continually paralyze players, especially to stop them from reaching the Final Target. Even if the players can purify the paralyze, their position would still be on top of the Spiteful Feedback, which inflicts paralyze again and again.

Movement and Aggression level:
How quickly do they move? How far do they chase?
3.5 Tiles/second, going south. They stop chasing upon reaching the last conveyor belt tile, before the purple liquid tile.
How aggressive are they? Do they keep their distance or rush the player?
Quite aggressive, but they generally don’t care about player position, unless it’s about the shooting trigger.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is the slave of Perpetual Viewers.

Other:
Does this monster have any immunities to status afflictions?
Slow, paralyze, stasis.

What does this monster drop?
Nothing.

Wicked Shredder

**Lore:** Ah, the studio’s favorite pet! The MC really loves this cute critter. It loves to chomp on anything it isn’t supposed to, so if I were you, I’d keep my fingers off!

Basic Image:

Picture 5.3.4 The Wicked Shredder sprites. From left to right, idle, move and attack
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster moves at the speed of 3 tiles/second left and right. It switches direction every time it reaches the room’s edge. This monster is always invulnerable. This monster despawns when the room’s objective has been cleared.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
This monster attacks whenever there are players within 1.5 tiles from it that it can detect. It’s attack pattern is the same as the Toxic Sewers bats, except that the Wicked Shredder’s attack paralyzes you.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
[Invisible] 50 Paralyzed for 1.5 seonds 0 1 1 every 0.1 second Armor piercing
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Paralyze. This monster will continually paralyze players, especially to stop them from completing the challenge. The player could feasibly purify themselves to stop the paralysis from dragging them off the tile, but I’m not sure if the timing even allows that, since if you’re too early, you’ll simply be paralyzed again, and if you’re too late then you are already on another tile.

Movement and Aggression level:
How quickly do they move? How far do they chase?
3 tiles/second. It switches direction whenever it reaches the edge of the room.
How aggressive are they? Do they keep their distance or rush the player?
Quite aggressive, but they generally don’t care about player position, unless it’s about the shooting trigger.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stun, daze.

What does this monster drop?
Nothing.

Active Fog Machine

**Lore:** This is one of our older models for providing stage theatrics. It’s pretty much inferior to the SFX Tool, but we keep it back stage just in case we need it again. This one works pretty well!

Basic Image:

Picture 5.3.5 The Fog Machine sprites. From left to right, idle and attack
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Does not move at all, and regenerates its health every second to full health.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
This monster throws a room spanning AoE, which deals 100 armor piercing damage, pet stasis every 0.5 second.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Scorching Mist 100 Pet Stasis for 2 seconds 1 every 0.5 seconds Radius 5.5 tiles, Arming time of 1.5 seconds
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Pet stasis, just so we can limit player’s regenerative powers.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
Quite aggressive, but they generally don’t care about player position.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stun, daze, stasis.

What does this monster drop?
Nothing.

Inactive Fog Machine

**Lore:** This is one of our older models for providing stage theatrics. It’s pretty much inferior to the SFX Tool, but we keep it back stage just in case we need it again. This one works doesn’t seem to work that well.

Basic Image:

Picture 5.3.6 The Fog Machine sprites. From left to right, idle and attack
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Does not move at all, and regenerates its health every second to full health. Acts only as a health source for Necromancers.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
None.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
Pet stasis, just so we can limit player’s regenerative powers.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stun, daze, stasis.

What does this monster drop?
Nothing.

Game Show Target

**Lore:** One of our older game show tricks. Ahh... this brings back memories of when the studio was younger. This relic is sometimes still used by the staff to wind down.

Basic Image:

Picture 5.3.7 The Game Show Target sprites, idle only.

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Does not move at all, acts more as an entity to be destroyed by the player.
HP: 1000
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
None.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.
Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stasis.

What does this monster drop?
8 Potions of Magic, at 100%.

Final Target

**Lore:** One of our older game show tricks. Ahh... this brings back memories of when the studio was younger. This relic is kept in the most pristine condition as possible, as we don’t really have a lot of these in best conditions.

Basic Image:

Picture 5.3.8 The Final Target sprites, idle only. From left to right, bird point of view Front-Left-Top, bird point of view Back-Right-Top, left point of view, front point of view.

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Does not move at all, acts more as an entity to be destroyed by the player.
HP: 2500
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
None.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
None.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stasis.

What does this monster drop?
None.

Standing Lamp

**Lore:** Setting up the perfect light angles is very hard work. It could take hours to find the perfect angle, intensity, and dispersion of light. These old models are now unused because it took way too long to set it up. It’s a good thing the rooms are now naturally lit up!

Basic Image:

Picture 5.3.9 The Standing Lamp model. From left to right, bird point of view Front-Left-Top, bird point of view Back-Right-Top, left point of view, front point of view.
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Does not move at all, acts as just a regenerative tower/wall. Heals to full health every second.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
None.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
Nope.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stasis.

What does this monster drop?
None.

Test Chest

**Lore:** Apparently, we store our most precious items in this classic chest. Hey, I don’t make the calls. I fully trust the director, so I don’t ask much.

Basic Image:

Picture 5.3.10 the Test Chest for the Wicked Game Show.
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
It doesn’t move at all.
HP: 20000
Def: 20
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
Doesn’t attack.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
Doesn’t attack.

Movement and Aggression level:
How quickly do they move? How far do they chase?
It’s a test chest. Why are you even reading this part?
How aggressive are they? Do they keep their distance or rush the player?
Not aggressive at all.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stasis.

What does this monster drop?
This monster drops the Potion of Defense for 1 character guaranteed, and 25% for others.
This monster drops an Wicked MC Mic in a public bag at 2.5% chance.
This monster drops the Overcranked Stiletto at a 1% chance.
This monster drops the Neoteric Spell: Blitz at 0.65% chance.

You can return to the treasure room sections from this linky link

I call this point the Halfway Checkpoint! You’re halfway there, so just hang in there! Stretch out a bit. We need to straighten our backs, and use better posture! Here’s my treat for this checkpoint!


#4

Boss Room Minions

These monsters are spawned by the boss of the dungeon, the Wicked MC.

Auto Camera

**Lore:** These automatic cameras are set to aim at the contestants at all times during the show time. The drawback is that these things don’t really catch the amazing moments which sells shows of ours. I have no idea where it is broadcasted to though. I believe one of our most loyal customers goes by the name of... Mr. Horrible?

Basic Image:

Picture 5.4.1 The Auto Camera sprites, idle and attack only.
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Does not move at all, acts more as a turret. It is invulnerable in its entire existence. Despawns after 5 seconds.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
It aims exactly where the closest character is during its first 2 seconds of existence. It shoots a warning red shot for 2 second, and follows with the white shots afterwards, which it will not move afterwards.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
(Warning)Aim Line 10 8 10 1 every 0.2 second
Blitz 100 8 10 1 every 0.3 seconds Armor piercing

Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.
Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
Aggressive, but it doesn’t move.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stasis.

What does this monster drop?
None.

Cheering Crowd

**Lore:** The Wicked Game Show is always buzzing with these easily excitable cheering crowds! Some of them are older contestants, and others are curious people from all kinds of places. We have some history of violent fans, so you might want to keep your distance from them.

Basic Image:

Picture 5.4.2 the Cheering Crowd’s sprites. From left to right, idle, move, and attacking.

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Acts very similarly to the Haunted Cemetery’s Possessed Child.
HP: 2000
Def: 15
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
Attacks very similarly to the Possessed Child. Shoots a radial of 6 shots, dealing confusion.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Wicked Cheers 20 Confusion for 2 seconds 7 1.5 6 every 0.7 seconds
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Confusion, since this enemy is only spawned during some of the Wicked MC’s phases. It serves to disorient the players and lead them to the Wicked MC’s attacks.

Movement and Aggression level:
How quickly do they move? How far do they chase?
They are quite fast. They move at the rate of 5.5 tiles/second.
How aggressive are they? Do they keep their distance or rush the player?
Very aggressive. They’ll try to sit on the players.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is a slave to the Wicked MC.

Other:
Does this monster have any immunities to status afflictions?
No.

What does this monster drop?
Potion of Health, at 50%.

Wicked Roulette Ball

**Lore:** These balls are used in one of our most exhilarating and heart pounding games, the Wicked Roulette! Depending on the number that it lands, the audience has a chance to win the prizes that the contestants are fighting for. It seems that it’s powered by the same fuel that the wicked machines are fueled by.

Basic Image:

Picture 5.4.3 the Wicked Roulette Ball’s sprites. Only for attacking.
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
This monster goes around the boss room at 8 tiles/second for the first 10 seconds, and then it slows to 5 tiles/second, after deciding which number it is going to land on.
HP: 6000
Def: 20
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
Attacks very similarly to the Possessed Child. Shoots a radial of 6 shots, dealing armor piercing damage.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Roulette Leak 50 4 2 6 every 0.2 seconds Armor piercing
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
They are fast. They move at the rate of 8 tiles/second. After 10 seconds, they will move towards their target at a rate of 5 tiles/second, which is quite slow.
How aggressive are they? Do they keep their distance or rush the player?
Very aggressive. They will not target the players, but they will hurt them if any of the players come in range with them.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is a slave to the Wicked MC.

Other:
Does this monster have any immunities to status afflictions?
Slow, paralyze, stasis.

What does this monster drop?
Nothing.

You can go back to the boss section using this, or you can go to the next section, aesthetics!

Miscellaneous

These monsters don’t exactly belong in a certain category, but they exist in the dungeon.

Platinum Director

Lore:
The director is a mysterious man. His sleek white suit and hat brings with him a mysterious aura and presence. His bigger than life perspective is hidden by his silent but effective leadership. Oddly, some people are asking where does his hat stop, and where does his hair start.

Basic Image:

Picture 5.5.1 The Platinum Director’s sprites. From left to right, idle, move, and attack

Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
The Platinum Director is a mini-boss. It has a random chance to be spawned when the player chooses random crystal on the Choose a Deal room, or in the Arena.
HP: 10000
Def: 20
Exp: 200
Use examples of other monsters in game to describe how your monster shoots/attacks
It has 3 phases.

a. 1: The Rush Attack
At the start of the phase, the Platinum Director will flash red, while exclaiming, “Good Grief…”

Like the UDL’s Black Bat, the Platinum Director will move towards you at high speed, and attack you in close quarters. It’ll dash towards your current position at the speed of 15 tiles/second, which it’ll then stay for about 1.5 seconds while attacking with a shotgun of 3 armor piercing shots at 50 each every 0.5 seconds, before dashing again. The Platinum Director will then rest for about 0.5 seconds. It will do this 4 times, after which it’ll move to the next phase.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Green Bolts 50 5 3 3 every 0.5 seconds Armor piercing, Arc Gap of 10 degrees

b. Phase 2: The Star Power
At the start of the phase, the Platinum Director will exclaim, “STAR POWER, act 4!”

Similar to Limon’s Turret Phase, the Platinum Director will spawn 5 Star Cameras at a 72 degree gap with the arming time of 1.5 seconds, effectively making a pentagon. The Star Cameras are spawned roughly 3 tiles away from the Platinum Director. Clockwise, The Star Cameras will face the second Star Camera from itself, making a star pattern when it shoots, since it shoots a continuous stream of straight shots. This lasts for 4 seconds, after which it’ll move to the next phase.

c. Phase 3: The World Stopper
At the start of the phase, the Platinum Director will exclaim, “THE WORLD… will listen to me!”
The Platinum director then spawns an AoE at the Platinum Director’s tile, with an arming time of 3 seconds. The Platinum Director does not move in this phase, and is vulnerable. The AoE will inflict petrify which lasts for 3 seconds after landing in a radius of 4.5 tiles around the Platinum Director.

3 seconds after the phase has started, about the same time as the AoE’s explosion, the Platinum Director will exclaim, “You WILL stop right there!”

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Star Charisma 0 Petrify for 3 seconds Once Radius 4.5 tiles, Arming time of 3 seconds
After this, the phase repeats to the first phase.
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Petrify is inflicted by the Platinum Director to stop the players from moving, or attacking back. This means if melee characters are not confident that they can survive the next phase of the Platinum Director, they should back off.

Movement and Aggression level:
How quickly do they move? How far do they chase?
On the first phase this enemy is quite fast, moving around at a rate of about 15 tiles/second. They will try their best to sit on the player. On the other phases, it will not move.
How aggressive are they? Do they keep their distance or rush the player?
They will try to sit on the players in the first phase. Extremely aggressive. Not so in the other phases.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is the master of Star Cameras which it spawns in its second phase.

Other:
Does this monster have any immunities to status afflictions?
No.
What does this monster drop?
Potion of Attack, at 10%
T4 Rings, at 15%
T8 Weapons, at 10%
T9 Weapons, at 5%
T9 Armor, at 10%
T10 Armor, at 5%
Potion of Health, at 100%
Potion of Magic, at 100%

Star Camera

**Lore:** These are the Director’s personal cameras. He’s really good at determining the show’s best moments and timing, and sometimes he wishes to record it by himself, so we made these cameras! They point exactly at where the director wants them to.

Basic Image:

Picture 5.5.2 The Star Camera sprites, idle and attack only.
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
Does not move at all, acts more as a turret. It is invulnerable in its entire existence. Despawns after 4 seconds.
HP: 99999
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
It aims exactly 198 degree to the right, clockwise. It shoots a warning red shot for 1 second, and follows with the white shots afterwards.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
(Warning)Aim Line 10 8 10 1 every 0.2 second
Blitz 100 8 10 1 every 0.3 seconds Armor piercing
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
None.
How aggressive are they? Do they keep their distance or rush the player?
Aggressive, but it doesn’t move.

Master vs. Slave:
Is this monster a slave, master, or neither?
This monster is neither.

Other:
Does this monster have any immunities to status afflictions?
Stasis.

What does this monster drop?
None.

Styrofoam Wall

**Lore:** Styrofoam is a very interesting substance. Before it hardens, you can almost spray it anywhere! Then, it hardens into solid, yet fragile shape; perfect to hold contestants back without injuring them. Of course, We’ve made measures to stop contestants from breaking them before finishing the game...

Basic Image:

Picture 5.5.3 The Styrofoam wall’s sprites. From left to right, seen directly from top-front, top front-left, top back-right, and top side.
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
The Styrofoam wall is just there to block you from moving to the next room. Obviously, before broken, rooms behind the Styrofoam wall is concealed, so you shouldn’t be able to teleport through it.
HP: 4000
Def: 0
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
It doesn’t attack.
Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.
None.

Movement and Aggression level:
How quickly do they move? How far do they chase?
It doesn’t move.
How aggressive are they? Do they keep their distance or rush the player?
It’s as aggressive as a wall.

Master vs. Slave:
Is this monster a slave, master, or neither?
Neither.

Other:
Does this monster have any immunities to status afflictions?
Stasis.
What does this monster drop?
None.

Rotating Saws

**Lore:** These saws are used as a prop to add suspense, especially when the contestants are heading to the last stages of the challenge. They have been dulled, so you won't accidentally cut yourself if you fall on it. It'll still hurt if you touch it when it's spinning, though, so keep your hands off!

Basic Image:

_ Picture 5.5.4 The Rotating Saw’s sprites. From left to right, idle, and attack._
Behavior and Action:
Use examples of other monsters in game to describe how your monster acts
These saw act as a room hazard that you should avoid. It is phasing in its entire existence, so you shouldn’t be able to hit these.
HP: 99999
Def: 999
Exp: 0
Use examples of other monsters in game to describe how your monster shoots/attacks
This monster is always attacking, and players are damaged by contact. Very similar to the Toxic Sewers’ bats.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
[Invisible] 30 Bleeding for 2 seconds 0 1 1 every 0.2 second Armor piercing
• **Explain any condition effects (Slowed, etc.) that your monster shoots/attacks.** Bleeding is inflicted as a further deterrent from players who wants to camp where the saws are.

Movement and Aggression level:
How quickly do they move? How far do they chase?
It doesn’t move.
How aggressive are they? Do they keep their distance or rush the player?
It attacks players, but it won’t move towards them.

Master vs. Slave:
Is this monster a slave, master, or neither?
Neither.

Other:
Does this monster have any immunities to status afflictions?
None.
What does this monster drop?
None.

Here’s a link if you want to return to the rooms section!


#5

Boss List

Wicked MC

**What do we need to know about the monster?** • **Name:** Wicked MC • **Lore:** The Wicked MC is a simple being. It likes extravagance, show business, and smiling. It persuaded the Director into the position! Truly, the Wicked MC knows how to charm people. We at the studio have certainly felt the change as well! It’s now more lively, music and shows are always running, and new contestants are always coming in. • **Basic Image:** _Picture 6.1.1 the wicked MC’s idle and moving animation._ • **Statistics** HP: 35,000 Def: 15 Exp: 450 • **The Fight:** 1. **Phase 0: Introduction**

In the beginning, the Wicked MC is invulnerable. The Wicked MC is spawned in the middle when the player has activated the room, which is where the golden tiles are.

The Wicked MC exclaims, “Welcome contestants to the final round of the Wicked Game Show!”
Then, it says, “I hope you don’t mind if I remove my make-up. These things are heavy you know!”
Then, the Wicked MC’s sprite changes to:

Picture 6.1.2 the True Wicked MC’s talking animation.
The Wicked MC will henceforth be referred to as the True Wicked MC.

True Wicked MC Basic Images:

Picture 6.1.3 From left to right, the True Wicked MC’s idle, walking, and attacking animation.

The True Wicked MC is now vulnerable.

About 0.3 seconds later, True Wicked MC will then exclaim, “Ahh… That’s better…” while shooting black projectiles with the shooting pattern like Gulpord’s Asteroid phase which lasts for 3 seconds.
After this, the phase 1 begins.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Wicked Essence 50 8 10 8 every 0.3 second
2.**Phase 1: Lights, Camera, Action!**

In the beginning, the True Wicked MC exclaims, “Alright, staff. It’s show time!”

The true Wicked MC stays in the center during this phase. 4 Auto Cameras are spawned in the corners of the room. For the first 2 seconds (When the Auto Cameras are aiming), the True Wicked MC is invulnerable, and then the Wicked MC turns vulnerable for 3 seconds(When the Auto Cameras are shooting).

After that, the True Wicked MC goes to phase 2.

3.Phase 2: Hype the Crowd.

In the beginning, the True Wicked MC exclaims, “Let me hear your cheers, people!”
The True Wicked MC stays in the middle while being invulnerable for 2 seconds. 2 Cheering Crowds are spawned from every edge of the room, spawning a total of 8 cheering crowds.
The True Wicked MC is then vulnerable, while spawning 4 tentacles, rotating about 36 degrees per second, for 5 seconds.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Wicked Essence 50 4 10 4 every 0.1 second Arc Gap: 90 degrees

After that, revert to phase 1.

4.Phase 3: What’s behind these doors?

Phase 3 is triggered when the True Wicked MC only has 27,000 HP left.
In the beginning of this phase, the True Wicked MC is invulnerable and exclaims, “It’s time for you to pick a door!”

The True Wicked MC then shoots a barrage of yellow, blue, and green warning shots.
First, the True Wicked MC Shoots 360 degree of yellow, blue, and green warning shots in that order in intervals of 0.5 seconds which the players aren’t supposed to dodge.

Then, the True Wicked MC shoots warning shots at:

  • 120 degrees to north are the yellow shots.
  • 120 degrees to the south west are the blue shots.
  • 120 degrees to the south east are the green shots.

These are shot every 1 second. This phase lasts for 5 seconds.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Yellow Flash 0 Confusion for 0.1 seconds 8 10 24 every 1 second Arc Gap: 5 degrees
Blue Flash 0 Daze for 0.1 seconds 8 10 24 every 1 second Arc Gap: 5 degrees
Green Flash 0 Slow for 0.1 seconds 8 10 24 every 1 second Arc Gap: 5 degrees
Then, the True Wicked MC shoots one wave of true shots of corresponding colors, according to the warning shot’s pattern.
Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Yellow Beam 0 Confusion for 10 seconds 8 10 24 every 1 second Arc Gap: 5 degrees
Blue Beam 0 Daze for 10 seconds 8 10 24 every 1 second Arc Gap: 5 degrees
Green Beam 0 Slow for 10 seconds 8 10 24 every 1 second Arc Gap: 5 degrees

After this, the True Wicked MC turns vulnerable for 10 seconds, and exclaims, “So, how do you like your gifts, contestants?”
During these 10 seconds, the True Wicked MC shoots predicting shotguns of 3 wicked bolts at 15 degree angle. The True Wicked MC also throws an AoE on where you are every 1.2 seconds. The wicked MC moves around the room erratically, roughly about 3.5 tiles/second.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Wicked Bolts 100 7 10 3 every 0.7 seconds Arc Gap: 15 Degrees
Special Effect 70 1 every 1.2 seconds Radius 2.5 tiles, Arming time of 1.5 seconds

After that, it goes to phase 4.

5.Phase 4 : Spin the wheel!

In the beginning of this phase, the True Wicked MC is invulnerable, and exclaims, “Let’s spin the wheel, and see which challenge you will get!”

The Wicked MC then spawns the number 1, 2 ,3, and 4 in the South, East, West, and North of the room.

Then, the Wicked Roulette Ball will spawn at the north of the room. It will begin revolving around the room at the speed of about 8 tiles/second.
If not broken, the ball will spawn Crazed Crowds depending on the number that the ball lands, as it will revolve around the room for about 10 seconds, which it will proceed to choose which one number to stop on, by random while moving at 5 tiles//second.

Picture 6.1.4 From left to right, the Wicked Roulette Numbers. From left to right, one, two, three and four.

The number of spawned Crazed Crowds are 2 times the number it landed on. The Crazed Crowds will spawn from the Wicked Roulette Ball as it despawns, and the numbers despawn with the Wicked Roulette Ball.

After this, the True Wicked MC Goes to Phase 3 again.

6.Phase 5 : Camera, Focus!

This Phase starts when the True Wicked MC’s HP goes below 15,000.
In the beginning of this phase, the True Wicked MC is invulnerable, and exclaims, “The contestants are advancing very well! Cameras, do your thing!!”
The Wicked MC stays in the middle of this room the entire duration, and spawns Auto Cameras from the north of the room, going counter clockwise every 0.5 seconds at a 36 degree gap each. This lasts for 5 seconds.

After this, the True Wicked MC goes to phase 6.

7.Phase 6 : A Winner is You!

The True Wicked MC turns vulnerable and exclaims, “Heh… Congratulations… contestants. Here’s some premature celebration!”

The True Wicked MC throws a 4.5 tile radius AoE every 1 second at the closest player, with AoE of 3 tiles going around that AoE, starting from north, south west, then south east with intervals of 0.3 second.
While this is happening, the True Wicked MC also spawns a delayed knife shot every 0.1 second at the closest character. The True Wicked MC is now revolving around the room at about 5 tiles/second, with a radius of 4 tiles, center being the center of the room.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Delayed Knives 50 Bleeding for 5 seconds 0.2 10 1 every 0.1 second Arc Gap: 5 degrees
Wicked Blast 100 1 every 1 second Radius 4.5 tiles, Arming time of 1.5 seconds
Wicked Burst 100 1 every 0.3 second Radius 2.5 tiles, Arming time of 0.3 seconds
After this, the True Wicked MC Goes to Phase 5 again.

8.Phase 7 : The Show Will Go On!

This phase is triggered when the Wicked MC reaches 2,500 HP or lower.

The True Wicked MC turns invulnerable and exclaims, “You have won the Wicked Game Show… rest assured we will be back. We never miss our airing schedule!”
The True Wicked MC then flashes red and attacks with the same pattern as Gulpord’s Asteroid Phase with black projectiles for 3 seconds.

Aesthetics Damage Condition Effects Speed (Tiles/sec) Range Rate of Fire Comments
Wicked Essence 50 8 10 8 every 0.3 second

After that, the True Wicked MC’s sprite returns to the Wicked MC’s sprite and he says, “cough I hope you enjoyed… the show. Thank you for tuning in. Good bye.”

The Wicked MC then despawns and leaves behind his drops.

•**Does this monster have any immunities to status inflictions?** In all phases, this monster is immune to stasis. This monster is also immune to stun during phases 0, 3 and 7.

What does this monster drop?
This monster drops a guaranteed speed for 2 players, and 20% for the rest.
This monster drops a guaranteed dex for 2 players, and 20% for the rest.
This monster drops defense at 20% chance for 1 player only.
This monster drops an Wicked MC Mic in a public bag at 2.5% chance.
This monster drops the Overcranked Stiletto at a 1% chance.
This monster drops the Neoteric Spell: Blitz at 0.65% chance.

Want to go back up? Here you go!
If you’re curious on the entities spawned by the Wicked MC, you can use this!

You’re almost done! This is the Final Checkpoint! Remember that glass of water you didn’t go get? Well, you might want to drink some now. Treat yourself! That was quite theread! If you did get some water, don’t forget to go to the toilet! This checkpoint gives you this gif!

Aesthetics

Theme and Story

The realm of the Mad God is a wonderful place. There’s joy, fear, hope, and sorrow along the residents of realm. They are all stuck in a world where they must defeat the same entity over, and over again for the sake of fame, glory, and for some, survival. However, not all heroes are pure. Some heroes wish to harm others, to triumph by themselves, and to satisfy their bottomless gluttony. Some houses wicked thoughts, which feed wicked beings and wield wicked forces.

Oryx’s physical death has caused his essence to be leaked all over the realm. They possess no form, or more accurately, no physical form. As the Mad God’s power is great, his essence is thrown into realms other than his own. He is not limited by space, or time, as they bend to his will. All around the realms of his grasp, a piece of him exists, independent from his original physical body, forgotten, but not gone.

These essences are real. Beings can feel them, and sometimes could use them as they are substances of great force and mysterious property. A human once found how to manipulate said substances to create his horrific experiments. He took what he had found, and used it to expand his horizons. He used them to power his ambitions. However, they also learned from him.

Wicked parts of Oryx are now independent of him. They have undergone plenty of wicked perversions, changes from his original essence. They have now achieved their own united mind, bred and raised by the wicked wishes of those from our own. They are now wicked corruptions from the Mad God’s powers, hungry for their own sources of wicked thoughts.

They have learnt to form wicked, alluring attractions. Attractions learnt from the realm of those who watch their own kind perform questionable decisions, taking their chances for the sake of drama. They have learnt from those which relish themselves from the thrill of sadistic torture of their own. Now, they only wish to satisfy our need of the thrilling, the uncertain, and the wicked!

Want to go back up? Here you go!

Ground Tiles and Walls

These tiles are used throughout the Wicked Game Show. • **Generic Tiles** _Picture 7.2.1; From left to right, sprites of blue, purple, gray tiles._ These tiles are used throughout the dungeon, being the basic tile to populate the area.

Highlighted Generic Tiles

Picture 7.2.2; From left to right, sprites of red, orange and black tiles.
These red and orange ones are used near bodies of Bloody Acid, or tiles which has objects that you can interact with. The black tiles usually are inaccessible, or are inaccessible on certain times.

Generic Walls

Picture 7.2.3; From left to right; sprites of top of green wall type green wall side, and blue wall side.
Usually, only the blue wall side is used in conjunction with wall top, but sometimes in treasure rooms, the green wall sides are used instead, just to draw contrast.

Breakable Walls

Picture 7.2.4; From left to right, sprites of top of breakable wall, and side of breakable wall.
These walls are used in between rooms, usually just to stop the players from advancing before clearing the room.

Bright Tiles

Picture 7.2.5; From left to right, sprites of pink, cyan, yellow and green.
These tiles are used under Final Targets which are used as room objectives, as well as the Wicked MC’s entrance tiles.

Entrance to Boss Room Tiles

Picture 7.2.6; The first 6 tiles are gray tiles, and the last one is the gold tile.
These tiles are used only in the boss room, except for the gold tile. The gold tile is also used in the entrance to the Treasure room, which closes after the players have already entered.

Boss Room Audience Separator Walls

Picture 7.2.7; From left to right, sprites of The Top of Audience Separator Wall, and the side of the Audience Separator wall.
These tiles are used only in the boss room. There are audience areas in the boss room which the players are not supposed to access, and these help aesthetically speaking, since the glass helps to keep the crowds out, and the players in.
Choice Room Tiles

Picture 7.2.8; From left to right, sprites of The Top Left Choice tile, Bottom Left Choice Tile, Bottom Right Choice Tile and Top Right Choice Tile.
These tiles are used to mark the path that the choice crystals move on.

Quiz Room Tiles

Picture 7.2.9; From left to right, sprites of Red Quiz Tile, Green Quiz Tile, and Yellow Quiz Tile.
These tiles are used to mark where the Wicked Crystals spawn.

Bloody Acid Liquid Tiles

Picture 7.2.10; the sprite for the Bloody Acid.
The sprite of the bloody acid. Ideally, they would be animated moving up and down, like the deep waters of the realm.

Treasure Room Liquid Tiles

Picture 7.2.11; From left to right, the sprites of Blue Liquid and Purple Liquid.
These are the sprites of the liquid used in Treasure Room type 1- Slow Hall Run. The blue pool purifies you, and the purple liquid inflicts slow.

Treasure Room Conveyor Belt Tile

Picture 7.2.12; Conveyor Belt tile’s sprite.
These are the sprites for the conveyor belt used in Treasure Room type 1- Slow Hall Run. It drags you south at 3.5 tiles/second.

Items

There are 3 items in total that originates from the Wicked Game Show.

Overcranked Stiletto

_Picture 8.1.1; Sprites for the Overcranked Stiletto. From left to right, weapon and projectile._

These knives were used in the making of a very thrilling play. The opposing actors were supposed to dodge them by leaning backwards. Being from a time and space out of this realm, this knife acts and moves by its own laws.

Damage: 40-120
Rate of Fire: 170%
Bullet Speed: 6.5
Bullet Lifetime: 8000
Range: 5.2 tiles
On equip: +4 spd, -2 att
Bullet rotates 60 degrees per second.
Fame Bonus: 3%
Feed Power: 500

The dagger classes haven’t had a Godlands dungeon UT knife drop from anything, and they don’t have a “stationary” weapon. This weapon fills the niche for people who want to spread a mine field. Attack speed is increased, with a low damage average, making this weapon not very powerful against high defense enemies, but quick in filling the field with VERY slow projectiles, taking 8 seconds to reach its destination. Speed is increased to help you get in and out of the perfect position. Attack is lowered, to further remind the players that this weapon is not meant for high defense enemies. Attack goes in a straight line, just so we have a unique shot pattern, as well as to prevent more people abusing the stationary shot + orange drake combo.

Neoteric Spell: Blitz

_Picture 8.2.1 Sprite for the Neoteric Spell: Blitz’s appearance._

Used by the wicked force to create cameras on the spot where they need them. Also seem to serve multiple other functions, but most of it looks gibberish to you.

MP Cost: 110

Picture 8.2.2 Sprite for the Neoteric Spell: Blitz’s spawned Cameras.
Spawns an Auto Camera at where your character is, aiming at where your cursor was when you spawned it.

Picture 8.2.3 Projectile sprite of Neoteric Spell: Blitz’s warning Shot.

For 1.5 seconds, it will shoot the warning shot.
Damage: 0
Rate of Fire: every 0.3 second
Bullet Speed: 280
Bullet Lifetime: 500
Range: 14
Special property: Piercing

Picture 8.2.4 Projectile sprite of Neoteric Spell: Blitz’s actual shots.

For the next 1.5 seconds, it will shoot actual shots.
Damage: 300
Rate of Fire: every 0.3 second
Bullet Speed: 280
Bullet Lifetime: 500
Range: 14
Special property: Piercing
Fame Bonus: 3%
Feed Power: 550

This spell is a delayed laser beam which opens your way to the target, or if you just want to take a line of enemies out much quicker than previously. Obviously, it doesn’t kill enemies in the late game, dealing a total of delayed 1500 damage on one line only against 0 defense enemies. Also helps to create “protective barriers” which damages enemies who dares to step to your territory by marking it with your cameras, surrounding yourself or the group with piercing shots.

Wicked MC Mic

_Picture 8.3.1 Sprite for the Wicked MC Mic._

A piece of unknown technology which emanates sound when operated correctly. Sadly, it seems to be calibrated poorly, as you can feel a single use of this tool will break it apart.

This item plays Oryx’s death sound when consumed. It disappears after a single use, a vanity drop for sure.

Want to go back up? Here you go!

Closing

One month. This idea took at least about a month of work, from the concept, to the sprites. I can’t believe I’ve been doing this for one month. Well, I have a feeling that this dungeon will not be appreciated as much as the end-game dungeons, but at least it sure was fun coming up with ideas of how the dungeon is going to work, and how the enemies behave.
I know this was a long read, so I applaud you for reaching this section. I hope you enjoyed the enemies, especially the Platinum Director. That guy’s my favorite. The boss fight was pretty fun to come up with as well!

I hope to see a lot of criticism, especially on the monsters end. It’s a tall order, I know, considering the number of enemies in the place. If anything, I’d like to know if there are problems for the Treasure Rooms.

Release Notes

28 July 2017, Idea was conceptualized. Rough sketches of the rooms and enemy types are made. Item ideas are made. 1st August 2017, Enemy sprites started being made. 3rd August 2017, Tile sprites started being made. 7th August 2017, example maps were made using Tiled. Read Xaklor’s guide. 10th August 2017, second batch of sprites are made. I missed some important sprites. 11th August 2017, Document had just been made. Started filling the document, base was from the Last Halls, as well as Oryx’s Paracosm by Toastrz and Puffagod. 23rd August 2017, third batch of sprites started being made. I missed all the projectiles, and the items. 24th August 2017, made keys, portal, and extra enemies sprites. Forum formatting began. 25th August 2017, Forum Post Prototype constructed, and reviewed. 26th August 2017, Added recreative gif, and green text. Almost release time! Added missing text, especially from the neoteric spell: blitz and SFX Tool. Fixed one of the boss room walls' text.

Welcome to the end of the post! Discuss to your heart's content!

Want to go back up? Here you go!


#6

If you want to jump to certain topics, you can use this!

Master Navigator

The title
Game Rooms
The Treasure Rooms
The Monsters
The Monsters of Choose a Deal
The Monsters of Quiz
The Monsters of Treasure Rooms
The Monsters of Miscellanious
The Monsters of the Boss
The Boss
The Aesthetics
The Itenz

What do you think of the dungeon overall?
from 0 to 10,

0 being this is the worst dungeon idea every, and you should feel ashamed for even coming up with it

and

10 being OMG this is the best dungeon idea ever made, why hasn't Deca adopted this yet?

How much would you rate this?

  • 0
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10

0 voters

Also, which part is your favorite?

A certain enemy? A certain room? A certain item?

Tell me all about it!

Shameful Plugs to my other ideas that I'm not ashamed of

[Class idea] Druid - Nature's Prophet
[Class Idea]Exorcist - Shot-boosting Katana
HP/MP Crosshair
Portal Drop Potion

Edit; Due to unforeseen circumstances (the 30k character limit) the links to navigate the post is not fully functional… I’m very sorry for the inconvenience! I’ll fix it, and you can expect it to be better in 24 hours.


#7

One of the more well thought out posts in a while.


#8

It did take a while for this post to be thought out. I hope you’ll enjoy the read!


#9

I really enjoy this! You went into a lot of detail, and this seems like it’ll take a lot of teamwork to clear effectively. My only concern is that it’ll take a long time for a godlands dungeon, but that could easily be fixed. Other than that, nice job!

9/10


#10

Thanks! This dungeon is supposed to be a semi-secondary source of def, especially for those with one character slot. If you can rush sewers, you can get def faster, but if this dungeon is too long to be fun, I think the room range can be somewhat decreased to 6-8 per dungeon.


#11

I’ll say, there was a ton of thought and time put into this and it’s clearly shown in the document. In fact, my only “issue” with the dungeon is that there’s SO much stuff per room and per enemy, that either make this dungeon more balanced towards a higher end level or tone down a few of the mechanics that are overwhelming, I guess. But don’t get me wrong, the amount of work here is insane. I think it’s just too much work put into a dungeon that drops semi - par drops.


#12

Yeah, halfway through the proccess, I realized that there are so many debuffs, and room types; very unfitting for a mid-game dungeon. To be fair, we can kinda repurpose the concept, buff some health and damage, and it could qualify as mid-late at least.

I’d be sad to know if a new dungeon only guarantees dex and speed too :frowning:


#13

Just for the record, since I asked what your favorite part is, mine are the the miniboss attack animation and the boss’ walking animation;

Oraoraoraoraoraoraoraoraora

Classy, and menacing!


#14

Mindbogglingly awesome.

I especially like the treasure rooms. I read the first four and thought “so none of the healing classes will have a chance at any of the treasure rooms”, and then came the fifth treasure room with a very simple idea for the healers to be useful. I don’t know how I didn’t think of it before. Only the warrior doesn’t contribute to any of the treasure rooms, but I’m surprised you were able to put to use the other 13 classes so nicely.

I mean, a lot of testing would be needed to make that there’s no hard exploits with any of the treasure rooms, i.e., classes that aren’t supposed to do them being able to do them very easily, but that’s what the testing server is for. The creativity here is astounding, there’s nothing like it in the game.

You’re turning out be my favorite idea haver, Bara.


#15

I LOVE the spell idea! It is SOO unique how it spawns a stationary sprite that shoots in the direction your cursor was when you activated it. 10/10 for the spell! And the dungeon I would personally give it a 10/10 just because I LOVE the idea of the dungeon being a gameshow! LOTS of imagination here! And with a game like RotMG where everything is 8-bit, imagination is key in envisioning how the enemies might look with different graphics. Well done M8! I’d LOVE to start seeing this drop from Beholders! :slight_smile:


#16

fyi: if you need 6 posts to complete the whole dungeon you should just put the whole thing in a google doc or something.

also I was thinking of this the entire time:


#17

I really like the dungeon portal. Seems interesting as a whole


#18

ninja is unlocked by warrior and rogue not archer and rogue


#19

He did. Here’s it again, if you missed it in the main post:

I actually like that Bara included the whole thing here anyway.


#20

@Werbenja, I’m also afraid of people brute-forcing their way through the room, or exploiting certain skills to complete the room, especially hackers who won’t be affected by status effects, etc. On the other hand, I think it should reach a point where if you can brute force it, then you have earned the reward anyways because it’s just that much harder to brute force it.
also, thanks for the compliment :blush:

@Tokinbud, I was actually afraid of the theme’s reception! After all, it doesn’t really “fit” into the medieval era, I even made a thread asking about it (with some funny results). It’s good to know that you actually like it! I’m also glad you liked the spell. To be honest, I find myself unable to justify the use for the spell, since your tiered spells spawn on your cursor, so you don’t need to clear the enemies in front of you, but I figured it would be a fun spell to mess with.

@Xaklor, I may or may have not listened to undertale song on loop when I was making this. :wink:
In any case, I was actually formatting this post in the message with Discobot, but I didn’t know we had a 30k character limit, but by that point I was so mad that I’ve made the entire thing that I felt "screw it, I’ll get the entire post here in my way!"
Also, some of the gif in the document is kinda “broken”, so I’d say this is the definitive version… I’ll see if I can fix those.
It’s the amalgamate song tho

@Tauntauned, Thanks! It’s supposed to be like curtains hiding stuff the show. It’s actually not the original design for the portal. Glad it turned out fine.

@ItsGrandma, nice eye! I knew I missed something, but I wasn’t sure what.