Spooky Food Eating Contest
The Perlious Catacombs Door Outcomes
As part of the Perilous Catacombs step in the Spooky Food Eating Contest, users explored the catacombs below Neovia by opening doors. Each door was presented with some introductory text describing what could be heard or seen, and based on this, users selected one of three options to open it. If they selected the correct answer, users were awarded a prize, but picking either incorrect answer resulted in a curse. This is a record of all of the outcome text for the doors in the step.
|Behind the door, you can easily hear an argument. You're not sure what they're arguing about, but there's some pretty creative name-calling. You write down a few of the better insults, in case you want to use them sometime.|
|Success - Offer your services as a mediator|
You find a family of tourists. Boy, do they look out of place here in the catacombs. Tempers have frayed, and they're shouting at each other, but you convince them to hear each other out. Eventually, they realise they love each other and stop arguing. Hugs all around! Items for the nice mediator!
"Don't touch me!" Well, no hugs for Kell. You had no idea his fur could fluff like that.
|Failure - Burst through the door violently|
"Go to your room!" shouts a Neopet. Her child stomps around and yells, "I can't! We're on vacation!" Clearly you have wandered into a family matter. Kell and Corbin are willing to flee immediately, but while you hesitate, the other child, a young girl, points a dusty old book at you and giggles. The book glows, firing a curse at you.
|Failure - Take sides in the argument|
There's a family of lost tourists in here. The dad's stopped listening to reason, but you bravely side with the mom and make him hear sense. They're arguing about how far back the last rest stop was. Since you have no idea, you sort them out with a brand new set of directions back to Neovia. Then the mom opens her purse and out flies a curse.
She has no idea how it got in there, of course.
|A chorus of ordinary-sounding voices are singing an old camping song in the next room. How charmingly normal, right? They sound sort of hoarse, though. Maybe really hoarse.|
|Success - Burst through the door violently|
A family of vacationers is singing old camp songs in this room, but only the dad looks happy. The rest are enduring with expressions of misery. They leap up when you enter, delighted at the disruption. After introductions all around, the mom hands you an item they found.
Thanks for the distraction, she whispers.
|Failure - Hum along with the cheery tune|
You're humming along with a family of lost tourists. Too bad only the dad is enjoying himself. The rest of the family looks pretty bored. You break off when you notice a strange glow from the far side of the room. When you investigate, you're attacked by a clockwork Petpetpet, which curses you before skittering off.
You're quite a curse magnet.
|Failure - Stomp your feet emphatically|
Stomping your way in, you find four lost vacationers. The family has been wandering for hours, maybe days, and the dad made them all sing to elevate their spirits. From the sound of it, they've been singing for hours, maybe days, too. They gratefully stop for introductions. The little girl solemnly hands you a purple gem. As soon as you touch it, a curse hits you.
"Sowwy," she lisps and skips away.
|Voices emanate from behind the door. They seem to be having a pleasant conversation about the price of luggage in Altador... or is it the weather on Kreludor? It's hard to hear through a thick door.|
|Success - Throw the door open boisterously|
You swing the door open, ready to face any monster but especially the one you're hunting. Inside you find a family of lost vacationers. They looked really bored, but seize upon you as their long lost guide. You give them directions back to the entrance and they're so pleased they give you an item they found.
Your good deed for the day.
|Failure - Knock on the door politely|
"Pleased to meet you," a Gelert says, shaking your hand. He introduces his family, a group of lost tourists. "Do you happen to have directions to the Crumpetmonger?" They're unaware of the danger they're in. You struggle to explain. Meanwhile the son picks up a glowing amulet. Corbin tries to take it from him, but it fires a curse.
On the bright side, it really illustrates your argument for this family.
|Failure - Burst through the door violently|
You slam the door open and rush in, ready for whatever creepy monster you find. Instead, you face a polite family of tourists. "Hullo," says the dad. "Are you lost? Your room is probably down the hall. What's the number on your key?" He smiles helpfully. You explain that they're not in a hotel but rather dangerous catacombs full of dark magic. Like that box his son picked up. The one that's glowing brighter—
You have been cursed.