mrkillwolf666

Hazbin Hotel X Silent Hill part 4 (crossover)

Dec 10th, 2019
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  1. from /hhg/ - Hazbin Hotel General Thread #179
  2. part 1: https://pastebin.com/kY6bKvD4
  3. part 2: https://pastebin.com/bLzVm5KJ
  4. part 3: https://pastebin.com/VRh8XuGz
  5. part 5: https://pastebin.com/g6GVf36m
  6. part 6: https://pastebin.com/0h9RBMG6
  7. -
  8. chan (peror) in Silent hill and other stuff: https://pastebin.com/p3X9iPGc
  9. /hhg/ Niffty speculations: https://pastebin.com/EJ7JtWtt
  10. /hhg/ Silent Hill speculations: Katie Killjoy: https://pastebin.com/nBVQ8Mwk
  11. ---
  12. Cherri:
  13. >plays more like Silent Hill 3 - going through various areas before reaching the town
  14. >Mall - she barely caught glimpse of one in life
  15. >filled with ungainly tall, feminine figures which are composed of long, shapely, yet unnaturally bending legs, arms, with sharp, pointy heels and fingers, and two inflated-looking breasts which resemble infected eyeballs, barely held back by an undersized business suit, heads replaced by constantly "chatting", enormous mouths with Gingivitis and swollen lips
  16. >Subway - resembling the NYC subway at its worst, she has to make her way to the front of the train, while the various carriages are filled with her early memories, which are destroyed thematically: a carriage with a memory about a cold, rainy day is flooded, in another about going hungry for days, she's attacked by a sea of rats
  17. >Factory - resembles the run-down industrial areas of Detroit
  18. >randomly charged by masculine figures dressed in hobo clothes, old factory overalls and welding coats or boiler suits, faces completely carved up, and wheezing like chain smokers on their last breath, moving like Frankenstein's monster, hands replaced by various broken tools to attack her with
  19. >entire place reeks of chemicals and burning garbage, there are several fires in the dark alleyways, where shadowy figures seem to huddle around, only to stare at her with spotlight-like eyes if she comes too close
  20. >this is where she'll meet her first "main" monsters - male members of her family, each appearing as massive, hunched-over, shambling giants with limbs like enormous clubs made out of bits and pieces of buildings and stationary machinery - reflecting upon their common demand for her to "get a job" and "get somewhere in life", while all they've ever gotten were shitty assembly-line jobs that slowly destroyed them - their faces are clad in a dirty oxygen mask, the pipes burrowing into their chests, eyes replaced by voltmeters with violently twitching arms
  21.  
  22. Cont.
  23. -
  24. >Tram - long distance overground train, gives her a breather, but also, forces her to truly reconsider her life (and death) for the first time
  25. >Downtown - resembles the area she grew up in, consumed by a riot: fire, wrecked cars and barricades everywhere
  26. >the monsters here are three-fold:
  27. >the "rioters" appear to be coated in half-melted strips of black tape, resembling fucked up gimp-mummies, mouths and eyes taped over, the tape pulled in by suction, giving the round outline of a gas mask's filter and lenses - they move on all fours before standing up, assaulting her with makeshift clubs, shivs, and rocks
  28. >the "coppers" are dressed in military-esque uniforms that make them resemble storm troopers, with single-visor gas mask that reveal a decayed, empty-eyed skull behind the dirty glass, with maggots crawling in an out of it's orifices - they always walk upright, however, their movement is jerky and uncanny, as if they were wind-up toys, and attack with old-fashioned, lead-lined police batons, extendos or coshes, mainly accosting the rioters, but also Cherri if they catch sight of her
  29. >the third type are "firemen" - resembling mutated, burly men who's bodies appear to have been flayed, skin replaced by their own, sewn-on uniforms, gas masks fused to their faces - they lumber around in the more deserted areas, carrying enormous fire axes, destroying anything they see as an "obstacle", with little regard to who they may strike while doing it, while never actively seeking to harm the other beings, or Cherri - however, their frantic wheezing and bulging, blood-shot eyes behind the lenses of their masks make them terrifying
  30.  
  31. Cont.
  32. -
  33. >escaping Downtown, Cherri would arrive to the "Tenements", the older, poorer part of town
  34. >everything's coated in a thick layer of ash and soot, as if the entire neighborhood had caught on fire, but never burned down
  35. >"Shadow People" seem to inhabit this area - up close, they take on the facial features of her former friends - they flicker in the periphery of her vision, always disappearing before she could take a proper look, as long as she's outside, while inside buildings, they become much more permanent, twitching and shrieking, cornering her randomly, or standing around in a circle of five in the middle of a room, looking at her with empty eyes - many never grew past the age of 5
  36. >her main enemy in this area is a mirrored image of her young self, whom she usually happens upon, standing in the middle of a doorway leading out from wherever she's in, before shattering into millions of glass shards, that home in on her - the pain of her unhappy youth
  37. >from the tenements,, she takes a back road that would eventually lead her to the town, on foot, and not entirely unscathed
  38. >aiding her throughout her quest are two people: a slightly older gentleman who seems to be "competing" with her, often remarking, rather annoyed, that they "meet once again" - his agenda is unclear, but their paths cross every once in a while, and while he never outright hinders her, he still verbally disparages her, and tries to prevent her from continuing - it's implied that the older man may be what her subconscious imagines Sir Pentious looked like as a human, and serves as an unwelcome reminder of her adulthood, and the responsibilities that come with it
  39. >the other figure appears to be an effeminate street kid of her age, who often gets her out of a tight spot, only to land her in an even more dangerous area, and then leave her to "figure it out on her own" - which may be how her mind sees Angel Dust: a good friend, and yet, a toxic influence
  40.  
  41. Cont.
  42. -
  43. >finally reaching the town, Cherri would uniquely find it to be already in it's corrupted state (and permanently locked in it, as well)
  44. >more pressingly, however, the entire town would be on fire, manifesting as her own fear of her morbid fascination with explosions and destruction
  45. >it's devoid of people, as all she has to do now is recreate her first ever explosive device
  46. >there are, however, two last monster awaiting her: one in the hospital basement, and the other in the town church, where she'll have to set off her bomb
  47. >the first monsters is a large, ash and soot covered, nubile figure, wearing rags, and sobbing into it's clawed arms - it's enormous size fills the room, face hidden by the blackened claws
  48. >implicitly, it is representative of her mother's grief over her death - it doesn't do much, except sob in a corner, taking up half the room, and make Cherri feel guilty and depressed
  49. >comforting it would elicit a violent reaction: an angry shriek, with it's large, clawed arms swatting at her, while it reveals it's face to be similar to Cherri's, with one, large, central eye
  50. >this action, however, has no further effect on the events, except maybe giving her some sort of closure
  51. >the final monster awaits in the church - this time, it's a dead ringer for Cherri, apart from a now black eye, it having a ponytail, wearing '20s suit, and using grenades instead of Cherri's cherry bombs, not uttering a single word throughout their battle in the empty church, just carrying a calm, sinister smile, up until the point it is defeated, where its expression changes into that of shocked disbelief, before breaking down into a tantrum as it fades away - being nothing more than Cherri's personified fear of her own criminal ambitions, and how those would change her, permanently
  52. >the two companions both emerge, the Sir Pent-like offering to take care of the bomb, while the Angel-like encouraging her to take it along - the choice between maturity and childish escapism
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