The Mysterious Duck: Difference between revisions
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Level Information
Line 80: | Line 80: | ||
| 10, 12, 14, 16 | | 10, 12, 14, 16 | ||
| 4 | | 4 | ||
| Currently undefeated | |||
|- | |||
| Gendyl | |||
| Unknown, the Unknown Shadow Stinker seems to have great hopes in him | |||
| 16, 17 | |||
| 2 | |||
| Currently undefeated | | Currently undefeated | ||
|} | |} |
Revision as of 20:51, 21 September 2012
This article is about an item of unofficial content. The content is not canon with the official Wonderland games.
The Mysterious Duck | |
Author(s) | Master Wonder Mage, MyNameIsKooky |
Created for | Wonderland Adventures Editor |
Levels | 17 (As of August 4, 2012) |
Date of Release | July 19th, 2011 - Present |
Forum Thread | The Mysterious Duck |
The Mysterious Duck is a series of Tennis custom adventures between Master Wonder Mage and MyNameIsKooky. It follows the story of you trying to stop the antagonistic duck-like creatures called Duckoids from conquering Wonderland.
Characters
Main Friends
Name | Appearances | Total Appearances |
---|---|---|
Napooty | 2, 6, 7, 8, 10, 11, 12 | 7 |
Hevic | 2, 3, 5, 8, 9, 10, 12, 14, 15, 16, 17 | 11 |
Quinty | 4, 6, 7, 10, 11, 12 | 6 |
Ozi | 10, 12, 13, 14, 15, 16 | 6 |
Avian & Fowl | 10, 16 | 2 |
Tantsy | 12 | 1 |
Safari Guy | 10, 11, 12 | 3 |
Main Enemies
Name | Tier of Duckoid Command |
Appearances | Total Appearances |
Defeated In |
---|---|---|---|---|
Hatless Guy | Weakest | 1, 2, 4, 5, 6, 7, 8 | 7 | 8 |
Red | Second weakest | 11, 12, 16, 17 | 4 | Currently undefeated |
Slip | Third weakest | 13, 14, 15, 16, 17 | 5 | Currently undefeated |
Stinkagi | Currently strong | 10, 16 | 2 | Currently undefeated |
Unknown Shadow Stinker | Apparently very powerful | 10, 12, 14, 16 | 4 | Currently undefeated |
Gendyl | Unknown, the Unknown Shadow Stinker seems to have great hopes in him | 16, 17 | 2 | Currently undefeated |
Level Information
Part No. | Author | Battles | Bosses | Plot Summary |
---|---|---|---|---|
1 | MyNameIsKooky | None | None | You find a guy with no hat looking at a giant duck. Suddenly the duck dissappears. His "common sense" tells him that the duck teleported into the nearby castle. He opens the gate. Inside, you find a sign warning you to go to the right. The hatless guy enters the castle. The hatless guy tells you that his common sense told him to go to the left, saying that the sign was probably wrong. You go to the left, and find the duck you were looking for. However, as you are talking to the hatless guy, some large gates go down revealing some giant ducks. |
2 | Master Wonder Mage | Giant Duckoid Attack | None | The hatless guy teleports away as the ducks start launching fireballs at you. You run from the castle, this time going down the right side. In the passage to the right, you discover a mysterious artifact. You decide to keep it. Just outside the castle you meet a Stinker named Napooty. He claims to be an archaeologist. You show him the artifact. He says he doesn't know what it was, but that his former employer, named Quinty, would know. He doesn't know where Quinty is, but says Hevic, who owns a racing arena to the north, would know. You meet Hevic in the arena, and says he won't tell you a thing until you race him. |
3 | MyNameIsKooky | None | None | After racing Hevic, he says that Quinty's house is to the East. The randomly exploding powder keg chains that appeared in the last two adventures are definately attributed to the "giant killer ducks". At the end of the adventure, you reach Quinty's house. |
4 | Master Wonder Mage | The destruction of Quinty's house | None | Upon entering Quinty's house, you discover that the artifact you found was related to the Duckoids, sometimes referred to as the giant killer ducks by the unlearned. However, the house starts being destroyed by the duckoids while you are talking. You grab the artifact and run. Quinty informs you that Napooty has an underwater base not far from where you were. You decide to go there for some safety. As you approach the base, Quinty runs ahead to meet Napooty. You follow behind him, but to your surprise you see the hatless guy barring your way threatening you about his army. |
5 | MyNameIsKooky | Hatless Guy's gate crusher, Duckoid chase | Giant Duckoid Rematch | You run from the hatless guy's gates which he's using to try to crush you. You continue running back, and grab onto a fishing pole to get out of the water. Turns out it was Hevic. You tell Hevic your story, and he decides to come with you. Some Duckoids start chasing you. When you escape from them, you come to a small city with no one living there. Hevic tells you to pick a house, but before you can a giant duckoid smashes them all. Hevic leaves you here and you continue onward. You quickly encounter the hatless guy again. He teleports you to Duckoid castle, where you try to escape the giant Duckoids again. You cannot get out of Duckoid castle the same way as last time, so you look around. A secret entrance opens up in the middle, and you end up in a strange room with a fan. |
6 | Master Wonder Mage | Rescuing Quinty and Napooty, Duckoid Swarm in Supply Room, Capturing Duckoids in Specimen Study Room | None | In the room with the fan, the floor drops out from under you. You fall into a room where you hear the Duckoids planning to use the tunnel they just built to get to Napooty and Quinty and defeat them whether through posessing them or through killing them. Napooty and Quinty refuse to give in, so you must destroy the large duckoid in order to save them. After that, you must destroy or capture the duckoids in the lab. When you do, you get a key to the room the artifact is being stored in. |
7 | MyNameIsKooky | Chomper chase | None | You enter the artifact storage room. After getting past the security, you find the artifact and exit. You go talk to Quinty in the main room of the lab. Suddenly the hatless guy and his army begin attacking that room from the tunnel. You run to the exit. |
8 | Master Wonder Mage | Duckoids in the lab, Chomper chase | None | As soon as you leave the main room, you hear the hatless guy say that he will bring some of the duckoids around to the other side of the base to trap you. Some duckoids chase you through some barrels out the other side. You see the hatless guy and chase him. He is cornered against some gates. When you say that you have defeated the duckoid's leader, he laughs and says that he was the weakest of the leaders. You defeat him, and the gates open. The duckoids built an elevator, it seems, where you have entered and exited the water in the past. You take it. Quinty meets you at the top to say that he and Napooty are heading to the mountains where Napooty seems to know some one. You should find Hevic, convince him to come with you, and follow them into the mountains. You find him right where you left him. He says he will come, after you race him. You race him, then head for the mountains. |
9 | MyNameIsKooky | None | None | Before you can head into the mountains, you need to find eight keys to get past a set of gates. You collect all 8, and then move forwards into the mountains. |
10 | Master Wonder Mage | None | Duckoid Army | You enter the mountains through a cave. After getting to the end of the main chain of mountain peaks with Hevic, you encounter two Duckoids. They warn you of a unit of duckoids headed by a fireflower with 200 HP. They will help you defeat them. You move onto the boss, learning from the opening dialog that the ID the duckoids use for you is 24601. The friendly duckoids help with the fireflower, but you have to worry about the spikyballs, chompers, and duckoids warping in constantly. After you beat the boss, you journey into the base. You are introduced to Ozi, who offers you the choice of whether you want to join a Anti-duckoid organization called the Order. If you do, he will lead you back to a security room. You step up to one of the machines and see Stinkagi and a mysterious shadow stinker arguing. After this, Ozi tells you that you will need to escort Quinty and Napooty to an even more important base and then come back. |
11 | MyNameIsKooky | Red's guards, the ambush | None | You, Quinty, and Napooty have to split apart. You overhear a large red duckoid named Red, apparently the second weakest leader, talking about setting up an ambush. He leaves two duckoids there to block the passage. Shortly after, you join back up again with Napooty. You have to pass a powder keg chain together before you can defeat the two guarding duckoids. After a while, you reach the ambush of duckoids. Beyond that, you get reunited with Quinty and Napooty again and enter the main Order base. |
12 | Master Wonder Mage | None | Spikeyball-powered Chomper teleporters | You arrive at the trap enterance to Tantsy's base. After finding your way through the entrance, you talk to Tantsy. Turns out, he was once a leader of Duckoids. He turned against them once they turned evil. Then you exit the base. A cutscene shows a conversation between Red and the mysterious shadow stinker. He mentions that Stinkagi will soon be demoted and Gendyl will soon become a new Duckoid leader in his place. After journeying through the forest, you come upon a trap set by the Duckoids. When you successfully beat the trap, you journey back to Ozi's base. |
13 | MyNameIsKooky | None | None | You go through Ozi's Training Course. He is confident that Duckoids would not be able to penetrate the shield surrounding it. However, at the end, TNTs are blocking the path to the exit. Therefore, you go through the various maintenance areas trying to find a solution to this problem. Finally, you enter an area with lots of buttons. These, however can not be pressed. You take a spring further into the area and find a TNT blocking your way back. Slip, a white, flat Duckoid, is waiting for you. Instead of killing you, he decides to take you back to his base to do labor. |
14 | Master Wonder Mage | None | None | You travel through several rooms, turning scritters into Duckballs and combining spikeyballs with TNTs to create the randomly exploding TNTs. When you finish it shows a cutscene of the Duckoids' failed attack on Ozi's base and Slip's frustration. Then you go to the dining hall where Slip informs the slaves on how productive a day they had. After that, a cutscene shows Ozi and co. preparing a search party. Then it shows the shadow stinker talking to himself about how the Duckoid Portal will be complete in two days. Then Slip tries to convince you to tell him how to attack Ozi's base. You refuse, and he promises you will go through much tedium until you break. |
15 | MyNameIsKooky | None | None | After waking up after sleeping, Slip gives you a special job, which is to replace the factory's batteries in order to making the factory's overall lighting better. After your job is done, you sneak into the Terminal Room and overhear Slip talking to someone about how the Duckoid Portal will be finished tomorrow. In the meantime, Ozi and Hevic prepare to raid the factory. Slip acknowledges this and prepares to take the player to something called the Safebox. You are found eavesdropping, but Slip stifles his anger due to how it's more convenient that prisoner 24601 (you) is right here. You are then taken to the Safebox and locked inside in order to be kept safe from the raiders. |
16 | Master Wonder Mage | None | ScritterFlower | Slip releases you from the Safebox and gives you another special job. This time, you must deliver a message to General Ranx. Meanwhile, Ozi, Avian, and Fowl get trapped in a room, but Hevic escapes (Avian and Fowl are the two friendly Duckoids from Part 10). Slip then teleports in and asks if Ozi wants to submit. Of course, he refuses. Slip then orders his thugs to lock Ozi, Avian, and Fowl in the dungeons. Meanwhile, Red and a large snake-skinned Chomper are talking to the Shadow Stinker about attacking an anti-Duckoid base. After the three of them depart, the Chomper plans to betray the Duckoids. Red and the Shadow Stinker plan to betray the Chomper as well by poisoning him at the celebration feast after the war is over. Meanwhile (once again), Stinkagi has been elected as the new mayor of Wonderfalls after Mayor Scarredy recently passed away. Apparently Stinkagi had "won the heart of 5/8ths of Wonderfalls' population." Some people could be heard talking about how Stinkagi's election didn't seem like a fair one due to how immoral he seemed. The Shadow Stinker tells Stinkagi not to make any bad moves, or he will lose his position as mayor of Wonderfalls. Meanwhile (AGAIN), a fat Stinker named Tuggy the Great is seen running through a snowy area and making an angry monologue about how much he hates the Order. Meanwhile (for the last time in this part, I promise) Hevic steps on a large red button that self-destructs the Main Factory (which is the area from Part 14) (Master Wonder Mage forgot to add this cutscene to the level). Slip is visibly angry at one of his Generals for going through with the idea of adding a self-destruct button and thus demotes this General. Now, back to the player. After delivering the message to General Ranx, you begin to head back, but someone calls you over to a nearby message transmitter. This someone is Tuggy. He tells you to tell Slip that Tuggy wants to see him. You write the name on the back of the envelope you used to deliver Ranx's letter in order to remember it, then you leave to go see Slip. After going through the dilapidated Main Factory (where all of the slaves there have died), you go through a teleporter where you tell Slip about Tuggy. Slip says he'll go see him, but before he leaves he gives you another job. He makes you fight an odd ScritterFlower creature to find its weaknesses, which just so happen to be a bunch of buttons in the room. After destroying the ScritterFlower, you walk through a hallway it was blocking and find Hevic. You two talk about how Ozi, Avian, and Fowl have been trapped and you'll come back to save them when you come back to defeat Slip. Red is the primary target right now. The demoted Duckoid then finds you and alerts the factory that you are conversing with an intruder. |
17 | MyNameIsKooky | Escape sequence | Slave | The demoted Duckoid states that all intruders are killed upon sight, but you and Hevic begin to make your escape anyways. Meanwhile, Tuggy is talking to Slip about how he wants to join the Duckoids in order to get revenge on the Order for calling him fat. He says he can give Slip information about the weaknesses of the bases. Slip agrees to let Tuggy join the Duckoids. Then, a yellow Duckoid arrives and informs Slip of how you and Hevic are trying to escape. Meanwhile, Red and the Chomper plan to attack Ozi's base, but plan to begin attacking you instead if you manage to escape. Meanwhile, Slip goes to see one of the slaves, who dislikes the Order because of their freedom and how they've never saved the slaves. Slip tells the slave that if he submits, the Order will be defeated. So the slave submits. After a long and dangerous escape sequence, you reach the last room before the exit (Hevic has already exited before you by this point). The slave who submitted is operating a machine that shoots fireballs, which he is trying to kill you with. After reaching the slave, he refuses to let you exit unless you kill him. You reluctantly kill the slave and finally exit Slip's factory. Hevic is outside and the two of you agree to return to Ozi's base and rest. However, a Spy Duckoid notices the two of you exiting the factory and informs Red, who then prepares to mercilessly annihilate you and Hevic. |
18 | Master Wonder Mage | Battles | Bosses | Coming soon! |
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