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Bookworm Adventures 3 Ideas (Cont.)
- 1 Enemies
- 1.1 First Scientist (1 of 5)
- 1.2 Second Scientist (2 of 5)
- 1.3 Third Scientist (3 of 5)
- 1.4 Fourth Scientist (4 of 5)
- 1.5 The Magic Pen (5 of 5) (Final Boss)
Here are ideas for the five enemies of The Black Hole.
- Health: 10 Hearts
- Physical Appearance: The normal Skelebot.
- Health: 15 Hearts
- Physical Appearance: Will be more technological-looking (if that makes any sense to you).
- Health: 20 Hearts
- Physical Appearance: Looks like an actual scientist.
- Health: 25 Hearts
- Physical Appearance: Bigger than other Skelebots and looks like a fireman.
- Health: 30 Hearts
- Physical Appearance: Design similar to the Magic Pen from the end of Bookworm Adventures, Vol. 2, except with a red-and-black color scheme (rather than a blue-and-yellow one) and a glowing crimson a…
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Bookworm Adventures 3 Ideas
- 1 Plot
- 1.1 Introduction (Book 7)
- 1.2 Book 8
- 1.3 Book 9, Chapters 1-9
- 1.4 Book 9, Chapter 10 (The Black Hole)
- 2 Gameplay
- 3 Treasures
[FLASHBACK] At the end of Bookworm Adventures, Vol. 2, Bigger Brother, in an attempt to control all thought, creates the three-phase plan that involved taking the Magic Pen and using its powers over books to create Rifts (passageways in and out of books) to capture all books and burn them. However, Lex cuts the plan short at Phase Three, and so Bigger Brother's Machine engages in its self-destruction plan, thus destroying the Magic Pen and leaving the Rifts unsealed. Because of this, characters can now walk in and out of any book they please. [FLASHBACK]
As Lex and his six companions (Mother Goose, Cheshire Cat, Master Wong,…