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| == Level Information<br/> == | | == Level Information<br/> == |
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| === Part 1 by MyNameIsKooky<br/> === | | {| border="3" |
| | ! 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 is almost complete. 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 || Needs a plot summary. |
| | |- |
| | ! X |
| | | Author || Battles || Bosses || Plot Summary |
| | |} |
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| ==== Battles<br/> ====
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| None
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| ==== Boss<br/> ====
| | [[Category:Level Series|Level_Series]] |
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| None
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| ==== Plot Summary<br/> ====
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| | |
| 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.
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| === Part 2 by Master Wonder Mage<br/> ===
| |
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| ==== Battles<br/> ====
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| Giant Duckoid Attack
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| ==== Boss<br/> ====
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| None
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| ==== Plot Summary<br/> ====
| |
| | |
| 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.
| |
| | |
| === Part 3 by MyNameIsKooky<br/> ===
| |
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| ==== Battles<br/> ====
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| None
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| ==== Boss<br/> ====
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| None
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| ==== Plot Summary<br/> ====
| |
| | |
| 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.
| |
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| === Part 4 by Master Wonder Mage<br/> ===
| |
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| ==== Battles<br/> ====
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| Quinty's House Destruction
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| ==== Boss<br/> ====
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| None
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| ==== Plot Summary<br/> ====
| |
| | |
| 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.
| |
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| === Part 5 by MyNameIsKooky<br/> ===
| |
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| ==== Battles<br/> ====
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| Hatless Guy's gate crusher
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| Duckoid Chase
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| ==== Boss<br/> ====
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| Giant Duckoid Rematch
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| ==== Plot Summary<br/> ====
| |
| | |
| 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 enterance opens up in the middle, and you end up in a strange room with a fan.
| |
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| === Part 6 by Master Wonder Mage<br/> ===
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| ==== Battles<br/> ====
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| Rescuing Quinty and Napooty
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| Duckoid Swarm in Supply Room
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| Capturing Duckoids in Specimin Study Room
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| ==== Boss<br/> ====
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| None
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| ==== Plot Summary<br/> ====
| |
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| 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.
| |
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| === Part 7 by MyNameIsKooky<br/> ===
| |
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| ==== Battles<br/> ====
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| None
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| ==== Boss<br/> ====
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| None
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| ==== Plot Summary<br/> ====
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| 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.
| |
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| === Part 8 by Master Wonder Mage<br/> ===
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| ==== Battles<br/> ====
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| Duckoids in the lab
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| Chomper Chase
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| ==== Boss<br/> ====
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| None
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| ==== Plot Summary<br/> ====
| |
| | |
| 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.
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| === Part 9 by MyNameIsKooky<br/> ===
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| ==== Battles<br/> ====
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| None
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| ==== Bosses<br/> ====
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| None
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| ==== Plot Summary<br/> ====
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| 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.
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| === Part 10 by Master Wonder Mage<br/> ===
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| ==== Battles<br/> ====
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| None
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| ==== Bosses<br/> ====
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| Duckoid Army
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| ==== Plot Summary<br/> ====
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| | |
| 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.
| |
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| === Part 11 by MyNameIsKooky<br/> ===
| |
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| ==== Battles<br/> ====
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| Red's guards
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| ==== Boss<br/> ====
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| The ambush
| |
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| ==== Plot Summary<br/> ====
| |
| | |
| 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.
| |
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| <br/>[[Category:Level Series|Level_Series]]<br/> <br/>
| |
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| === Part 12 by Master Wonder Mage<br/> ===
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| ==== Battles<br/> ====
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| None
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| ==== Boss<br/> ====
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| Spikeyball and Chompers
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| ==== Plot Summary<br/> ====
| |
| | |
| 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.
| |
| | |
| === Part 13 by MyNameIsKooky<br/> ===
| |
| | |
| ==== Battles<br/> ====
| |
| | |
| None
| |
| | |
| ==== Boss<br/> ====
| |
| | |
| None
| |
| | |
| | |
| ==== Plot Summary<br/> ====
| |
| | |
| 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.
| |
| | |
| === Part 14 by Master Wonder Mage<br/> ===
| |
| | |
| ==== Battles<br/> ====
| |
| | |
| None
| |
| | |
| ==== Boss<br/> ====
| |
| | |
| None
| |
| | |
| | |
| ==== Plot Summary<br/> ====
| |
| | |
| 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 is almost complete. 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.
| |