It's been two years, Ima give another shot at my idea for a Dead by Daylight house.
Dead by Daylight (Location: Soundstage 24A (Dueling Dragons/Insidious))
Prelude/Facade
As guests make their way down the black curtain corridor, they will hear the main theme of DbD playing, signifying their descent into the Entity's Realm. As they turn the corner, the theme transitions into the killer version, with the MacMillan Estate Coal Tower awaiting us, the sound of screams echoing from inside. We have no choice but to step forward and begin our Trial.
Scene 1: MacMillan Estate (Coal Tower)
We enter the cold building, the smell of iron and coal immediately hitting us. On the floor screaming, caught in a beartrap, is Dwight, begging for us to run. Alas, it's just a distraction, as the Trapper comes swinging around a corner to strike at us! We quickly dodge and continue on towards a crumbled wall, a generator and suspicious-looking locker on either side. We anxiously wait for someone to burst out of the locker, only for the generator to explode and make a loud noise, scaring us out of the tower.
Scene 2: Autohaven Wreckers (Gas Heaven)
Stepping out of the tower, we find ourselves at a rundown gas station, bells chiming in the distance. Using clever lighting and mirrors, we hear the bell chime again and watch as seemingly out of nowhere, the Wraith appears before us. We try to get away towards a broken bus, only to side step out upon having our path blocked by a pallet, with Meg pre-emptively dropping it, afraid we were the Wraith. With no other choice, we step into a stain-glassed building.
Scene 3: Crotus Prenn Asylum (Father Campbell's Chapel)
Entering the building, we find ourselves in an abandoned chapel that seemingly goes on forever. To our right, we see Jake Park shushing us to be quiet, only to hear a screech as the Nurse suddenly appears and grabs him by the throat, choking him out, before looking towards us. Not wanting to stick around, we make our way down the aisle, with covered sheets in the seats. We finally reach the end of the aisle, but using another mirror trick, the Nurse (on a bungee cord) lunges at us, almost as if we're watching her teleport toward us in real time. We quickly round the corner to escape her wrath, leaving the chapel.
Scene 4: Coldwind Farms (Rotting Fields)
The scariest thing about this scene? We're now in a cornfield. The second scariest thing though is that we hear the sound of a chainsaw revving, followed by a roar as the Hillbilly lunges at us through the corn with his chainsaw, sending us running through. However, as we all know, running leaves behind red scratch marks for the killer to track us, and so the Hillbilly easily catches up just as we think we lost him, giving us another scare from the corn, sending us out of the field and into another building.
Scene 5: Lery's Memorial Institute
This is the simplest scene in the house, as we find ourselves in a laboratory with electricity cracking, and the disturbing laughs of the Doctor surrounding us. Strobe and a constant red light above us keeps us anxious, as we round about a room full of Doctor mannequins, unable to tell which are hallucination and which is the real killer. Of course, one of them is real and strikes at us with his creepy laugh. We make our way through a door with snow beginning to pile at the bottom.
Scene 6: Mount Ormond Resort
In the cold snowy fields of Mount Ormond, the Legion strikes at us from all angles with Frank, Julie and Susie giving us a good triple scare at a snowmobile, sending us running towards the lodge. We think we've escaped them, but wait, isn't there one missing?- SWING! Joey, the hesitant one of the group, tries to finish the kill with a sneak attack, but we escape into the lodge.
Scene 7: Red Forest (Mother's Dwelling)
We enter the lodge, yet it isn't the Mount Ormond ski resort. Rather, the interior is much more that of a small, forest cabin, the fireplace lit and a small hum coming from it. Wait, fireplaces don't make a singing hum? Oh no. An air spray blasts us as a light suddenly shines on an axe in the wall, like it was just thrown, barely missing our heads. We quickly try to escape, before being attacked by the Huntress on our way out.
Scene 8: Yamaoka Estate (Family Residence)
The shouts and cries of anger, battle and death surround us as we enter the bloody chambers of this Japanese residence. Those roars get louder as the Oni comes charging around a corner with his club raised above his head, ready to strike us down, and the cries become equally loud when the Spirit comes in from the other side, giving us a double scare between the first and last of a bloodline. We quickly make our leave.
Scene 9: Withered Isle (Greenville Square)
Inside this movie theater lobby, lockers surround us everywhere, with Sable Ward clearly scared yet still trying to help us escape, she knows we're almost to freedom. Each locker violently shakes with the sound of scratching behind its door, as the Dredge breaks out of one, trying to absorb us. At the end of the scene, the Dredge manifests again around a corner, leading us into the finale.
Scene 10: The Basement
Blood-red room, with four hooks at its center, each having a survivor hung on them, and the Entity's spider claws reaching down from above to consume these poor souls. Of course, this only serves as a distraction, as four killers who didn't get their own scene (Knight, Clown, Unknown and the Hag) attack from all sides, giving us a quadruple scare as we finally escape the Entity's Realm, and we see the large open soundstage door to the outside. Just before we leave though, the Blight gives us one last scare on our way out, having finally caught up to us.