Series 9 ideas...
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That's what you said before as well!
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I remember now - you said it in Chat on Sunday. I told you I would be a bit strange on the 23rd, happens all the time.
I found a "23p" sticker on my door the day after that, and was sent a Flash animation with the number 23 today. Help.
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They could split it into the elements...
Earth - an underground level
Fire - a hell-like level (possibly the last and hardest)
Wind - Flying some sort of creature and having to dodge things? Pick up survivors on the tops of moutains?
Water - Underwater level
Wood - The forest level
Metal - the electricity/robot/machinery level
Comments?
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That's a good idea.
I had a similar idea a while back; instead of one dungeon, have several different worlds the dungeoneer could enter by chance at the start of the quest. There can be a dungeon quest (like in series 1-3), a forest quest (like series 4-6) that could sometimes also be tropical, maybe some kind of Ancient Egyptian quest, and a quasi-futuristic quest - metal/machinery as you said Emii.
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Hi! Thanks.
I'd completely forgotten about this thread. It gives me an opportunity to present another idea. Sorry.
For a series finale, Lord Fear could actually capture and take over Treguard's antechamber, cutting the team off from the Dungeoneer. The Dungeoneer would have to get some powerful magic, plus a way to get back to the antechamber - and since this would be happening in the final episode, there would only be a very limited time in which to do it. The Dungeoneer would make a surprise entry to the antechamber and get rid of Fear and save the day just in time for the end of the series.
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I think series 9 should have an under-water section, something different.
What a splendid idea! We could have a more upgraded dwarf tunnel from series three, with the screen rippling so it looks like it is underwater. I would call it HYDROCITY! ;D (From Sonic 3 Mega Drive)
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I've come up with a couple of ideas, if anyone's interested. I think they could be good to try out.
Use Avatar technology to have snakes, scorpians, goblins, Skeletrons, Catacombites and Ariadne that could intelligently chase the dungeoneer, as opposed to filmed footage.
Have a face life force clock a la series 1-5 but created from the face of the dungeoneer playing. That would help emphasise that it was their own life force and would increase tension.
Have puzzle-locks for doors on the wall, operated manually. For example, a Tower Of Hanoi puzzle - the dungeoneer has to solve it to open the door before a Catacombite gets them, slowly clunking up the corridor!
I also had an idea for a final conflict scenario - for a quest involving rescuing a maid:
The dungeoneer's life force is getting critically low.
The main baddie appears and offers the dungeoneer a portal that leads back to Treguard's antechamber. If they refuse it, and press ahead with the rescue, they will not have sufficient energy to escape the dungeon.
The idea is that the dungeoneer sacrifices himself/herself to rescue the maid. Just as Treguard is about to dismiss the team, something magical happens and the dungeoneer is brought back to life and they win!
This is the kind of morality tale that will appease any critics that would otherwise worry about the horror element in the show.
What does everyone think?
Like the Avatar technology monsters idea! Not sure about the "Dungeoneer's face for Life Force"... might look very odd! (Though assumedly it'd always break down the original classic S1-5 skull! )
I like the "dungeoneer's hands-on puzzle" idea, although it'd need to be done in a way that the dungeoneer could properly see what they're doing/have to do!
Not too sure about the morlaity tale ending - sounds like a good idea, but it sounds like it could over-outsmart the smart dungeoneers who technically "deserve" to win...
Generally, I'd like to see something returning to the old school S1-3 Knightmare image...
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Crikey, 9 months without a single post on the Series 9 topic then it bursts back into life! ;D With regards to the underwater level, it would be a good idea but in order to access the level, the dungeoneers would require some magical gills or other means in order to survive there.

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It's great, eh?
Cull: In the new series, Dungeoneers will be able to see anyway so I think the hands-on puzzle could be done. Regarding the morality ending, I think any team would do the right thing and rescue the maid - witness that team in series 2 who used FREE on Gretel instead of themselves, despite Treguard advising them otherwise.
Zagor: Well, Dungeoneers are equiped with the Eye Shield as standard so maybe they could be provided with a magic air bubble for underwater sections.
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We'll save that pun for either the knew dungeon master or the dungeon master's assistant. Or the Opposition.
Don't forget to add cryptic clues around...
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Cull: In the new series, Dungeoneers will be able to see anyway so I think the hands-on puzzle could be done. Regarding the morality ending, I think any team would do the right thing and rescue the maid - witness that team in series 2 who used FREE on Gretel instead of themselves, despite Treguard advising them otherwise.
Good point about the team using FREE.
But as for your suggestion fo the dungeoneer being able to see... well, sorry for sounding like a skipping 2 Unlimited record, but no, no, no, no, no, no, no, no, no, no, NO! You can't get rid of the whole "Helmet of Justice blindfolding the Dungeoneer" concept - that's part of what made the team work so vital to the quests success... otherwise, you may as well not bother with the advisors. And then you'd just be watching the dungeoneer wander about the dungeon themself... which sounds to me like Knightmare being dragged down to reality TV levels!
I never was happy about them bringing in things like Insight potions and spells so the dungeoneer could "see " their way round a room - beforehand, good team would be able to guide their dungeoneer perfectly well without help, and poor teams who couldn't were rightly killed off - letting the dungeoneer see is almost a cheat's way out of this in my eyes.
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