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*'''Right door''': On this page, a "gallery" door is seen at the end of a hallway in the line of bookcases. It makes the viewer think as if they have reached the end of the game. The door is clickable and the player can move by clicking on it. However, a trap is triggered as the floor gives way, causing the player to plummet into a spike pit. | *'''Right door''': On this page, a "gallery" door is seen at the end of a hallway in the line of bookcases. It makes the viewer think as if they have reached the end of the game. The door is clickable and the player can move by clicking on it. However, a trap is triggered as the floor gives way, causing the player to plummet into a spike pit. | ||
====Oiaaeptoiympe.html==== | ====Oiaaeptoiympe.html==== | ||
The page it redirects to features an entrance designed like a clown with a cape and a fedora is featured. To progress, the player interacts with the left keypad and enters the correct code (→←↓↓↑). Entering an incorrect code or clicking the cape without entering the code prompts a return; clicking it five times triggers Dorodoro to appear. Upon entering the correct code, illuminated arrows and a blue top section appear, rendering the keypad unresponsive. Clicking the cape opens the entrance to Pieyama.html. | |||
Pieyama.html presents a small white dot and upon clicking it, a Chrome-styled window appears, featuring a red background and black text. Attempting to close this window by exiting triggers, makes the same Chrome tab reappear with different text. This cycle repeats four times, culminating in the sudden appearance of Pieyama Pie-Man, who appears along with the traditional Lomando scream. | Pieyama.html presents a small white dot and upon clicking it, a Chrome-styled window appears, featuring a red background and black text. Attempting to close this window by exiting triggers, makes the same Chrome tab reappear with different text. This cycle repeats four times, culminating in the sudden appearance of Pieyama Pie-Man, who appears along with the traditional Lomando scream. | ||
The game then transitions into a Jan Ken Pon (rock-paper-scissors) fight with Pieyama Pie-Man. Both the player and Pieyama Pie-Man start with 100 HP and have access to three attacks, each inflicting 20 damage. Should both parties choose the same attack, a pair of eyes named Aikokun appears, dealing 20 damage to both Pieyama Pie-Man and the player. A victorious outcome for the player leads to the disappearance of Pieyama Pie-Man, unveiling a door behind him. Clicking this door triggers a screamer of Yukie, followed by a piece of paper displaying a code for use in Hokora1.html. | The game then transitions into a Jan Ken Pon (rock-paper-scissors) fight with Pieyama Pie-Man. Both the player and Pieyama Pie-Man start with 100 HP and have access to three attacks, each inflicting 20 damage. Should both parties choose the same attack, a pair of eyes named Aikokun appears, dealing 20 damage to both Pieyama Pie-Man and the player. A victorious outcome for the player leads to the disappearance of Pieyama Pie-Man, unveiling a door behind him. Clicking this door triggers a screamer of Yukie, followed by a piece of paper displaying a code for use in Hokora1.html. | ||
====Curse.html==== | ====Curse.html==== | ||
Curse.html presents a black background featuring a TV screen displaying static. Interacting with the TV triggers Purapura's alert screen, accompanied by a loud beeping sound. The alert screen contains her sprite and inverted Japanese text. | Curse.html presents a black background featuring a TV screen displaying static. Interacting with the TV triggers Purapura's alert screen, accompanied by a loud beeping sound. The alert screen contains her sprite and inverted Japanese text. |
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