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Old 11-13-2009, 09:43 PM   #101
seamonkey
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Default Re: T&T Dungeon 8 - Clockwork Cave

I keep the skull pattern for later and eat the green with yellow.
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Old 11-14-2009, 08:40 PM   #102
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades eats the red mushroom with white spots. He grows twice as tall! Unfortunately, he knocks his head on a stalactite and shrinks back to normal size.

Seamonkey pulls out the purple skull mushroom, but it withers up and within a few minutes without being eaten. He takes a bite out of the green mushroom with yellow spots, and yells, "EEEYAH!" It tastes nasty though.

It looks like eating the green mushroom with white spots did something. But what? Maybe you should try exploring different areas to see if it did anything...
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Old 11-14-2009, 11:09 PM   #103
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Default Re: T&T Dungeon 8 - Clockwork Cave

Eat white with red spots
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Old 11-15-2009, 10:28 AM   #104
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades eats the white mushroom with red spots. He has a strange feeling that the princess is in another castle.
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Old 11-15-2009, 01:18 PM   #105
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Default Re: T&T Dungeon 8 - Clockwork Cave

I'll also eat the illuminating one. then I go back to every place yhat we've visited so far.
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Old 11-15-2009, 02:06 PM   #106
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Default Re: T&T Dungeon 8 - Clockwork Cave

I'll try eating the green with white stripes, then purple with skull pattern, I guess.
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Old 11-16-2009, 04:29 PM   #107
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Default Re: T&T Dungeon 8 - Clockwork Cave

Seamonkey eats the illuminating mushroom. He opens his mouth - light shoots out of it! It's bizarre, but it might come in handy later... Seamonkey also revisits every room, which is kind of redundant. You can still do things in other rooms without my reposting the room description (sorry if I didn't make that clear). There are probably other rooms you haven't been to yet though!

Darkguyhades considers eating the purple mushroom with the skull on it, but it's pretty obvious that those are bad for you.

EDIT: Also, spellbooks! Pick three new spells! Moves in BOLD are moves you already have. Moves with an exclamation mark (!) have been changed. Remember to pick your six moves and a passive for the next battle!

CheeseLord the Pyromancer
(HP went up by 1!) (pick three)
Scorch
(Move) (2C) (+1) 3 damage.
Heat Ray (Move) (3C) (+1) 2 piercing damage.
Avenge (Move) (1C) (0) Counter. Attacker hit for 2 piercing damage at (attacker speed -1).
Incinerate (Move) (2C) (-2) 7 damage.
Time Bomb (Move) (2C) (-1) Hits this turn. Next turn, target takes 6D.
Purifying Flame (Move) (3C) (0) Piercing. Target loses all buffs and debuffs.
Explosive Defense (Move) (2C) (0) Counter. 1.5 piercing damage to all enemies.
Hot Air (Move) (3C) (+1) Weather. Healthiest enemy as -1A for 3T.
Living Inferno (Passive) Successful attackers take 1 piercing damage.
Toastmaster (Passive) Starts battles with 2 Toasties!
Flame Sword (Move) (3C) (+1) 4.5 melee damage.
Firey Vengeance (Move) (6C) (0) Deal 12-HP damage. Target must have successfully hit user last turn.

Toasty (stats for Toastmaster passive)
3/3 HP, 12S, 0A
Fireball (2C) (+1) 1 damage.
Flame Armor (1C) (0) Target has +1 armor for 2T.
Ignite (3C) (-1) 1 damage. Target takes 1 piercing D/T for 2T that spreads to allies it targets.
Self Destruct (0C) (-3) 4.5 damage. User self destructs.

Seamonkey the Necromancer (HP and armor went up by 1!) (pick three)
Ectoplasmic Beam (Move) (1C) (+1) 2 damage. Poisons target for 1D/T for 2T.
Bone Whack (Move) (2C) (+1) 3 melee damage. Speed +4. Target has -2 speed next turn.
Build Skeleton (Move) (2C) (-2) Summons a skeleton. Uses a corpse.
Bone Bomb (Move) (1C) (-1) 6 damage. Costs a corpse or summon.
Toxic (Move) (4C) (0) Poisons target for 4 turns. Poison deals 1D first turn, 2D second turn, 3D third turn, 4D last turn.
Curseburn (Move) (3C) (+1) Cast on a cursed enemy. Cures curse and deals 5 piercing damage.
Curse of Loss (Move) (-1, 12CD) Curse. Target can't use moves that cost 3 or more energy. (note on curses: Only one curse can be placed on the enemy team at a time. Curses are active on the enemy until the curse-caster or the victim dies.)
Uncurse (Move) (3C) (0) Cure an ally of debuffs.
Corrupting Aura (Passive) User's poison effects last two turns longer on enemies. Poison lasts 1 less turn (min 1) for allies.
Curse of Balance (Move) (-1) (12CD) Curse. Target can't use counters or instants.
Not Dead Yet (Passive) (If brought to 0 HP, user will survive with 2HP and have +20 speed next turn. Can only do this once per battle.)
Vengeance Beam (Move) (0) (2CD) 3 damage per dead allied wizard.

Skeleton (stats for Build Skeleton move)
4/4 HP, 4S, 1A
Bone Crush (1C) (+1) 2 damage.
Self-Fossilize (1C) (-1) Hide. Speed +6.
Grave Rob (1C) (-1) Summon a corpse.
Skeletal Hammer (2C) (-2) 4.5 damage. Melee. Speed +6.
Specialty: Summon (Immune to special effects. Dies when summoner defeated.)

Mr.Onion the Electromancer (HP went up by 1!) (pick three)
Lightning Bolt (Move) (1C) (+1) Separate 2-damage and 1-damage attacks.
Black Out (Move) (3C) (0) 2 damage. Target loses 1 energy at end of turn.
Thor's Cannon (Move) (5C) (-1) Deals (energy after spending + 0.5 for each E) damage.
Surge (Move) (2C) (+2) Nothing but energy.
Smiting Bolt (Move) (1C) (+1) 2 damage. If it is the finishing kill move, it hits another target. Can hit a maximum of 3 victims.
Spark Blast
(Move) (2C) (0) Instant. 2 piercing damage.
Quick Attack (Move) (2C) (0) (!) Instant. 2.5 melee damage.
Lightning Storm (Move) (4C) (-1) Weather. 2 piercing damage to weakest enemy for 3T.
Energy Converter (Passive)(User heals 0.5 HP for every 1E used. Max 2 HP healed per turn.)
Chain Lightning (Move) (3C) (-1) Hit 3 targets for 4D/2D/1D
Charge Cannon (Move) (5C) (-1, 0) 1st turn – Instant. Do nothing. 2nd turn – 6.5 damage.
Force Field (Move) (2C) (-1) Hides target. Acts at speed+10. Instant.

Darkguyhades the Geomancer (HP went up by 1!) (pick three)
Rock Out
(Move) (1C) (+1) 2 piercing damage. Target has -2 speed next turn.
Gravity Hammer (Move) (1C) (-1, 0) 1st turn – nothing, 2nd turn – Melee. 8 damage.
Rock Shield (Move) (4C) (+1) User has +1 armor for 3 turns.
Earthquake (Move) (1C) (-3) Speed -10. Hit 3 targets for 5 damage.
Bodyguard (Move) (2C) (+1) (!) Instant. Take damage of first enemy attack for an ally. Acts as Speed +20.
Gravity Up! (Move) (5C) (+1) Target has -4 speed for 4 turns.
Wizard Toss (Move) (3C) (0) Pick an ally. Move does 4.5 melee damage at ally's speed.
Armor Breaker (Move) (3C) (-1) Melee. 3 piercing damage. Target loses 2A next turn.
Pitfall (Move) (3C) (-1) Counter. 2 damage. Attacker blocked next turn. (note on all blocking moves: nothing can be blocked two turns in a row.)
Charge (Move) (5C) (-1) Speed +5. Deal (5+A) damage. Melee.
Monster Toss (Move) (2C) (+1) 2.5 melee damage to one target, 2 non-melee damage to another.
Stoneskin (Move) (5C) (+1) Armor +3 next turn.

Your Enemy Radar predicts a boss! Bosses are immune to most negative effects, so pick carefully!
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Last edited by PurpleKoopa; 11-16-2009 at 05:13 PM. Reason: adding spellbooks
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Old 11-16-2009, 07:43 PM   #108
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Default Re: T&T Dungeon 8 - Clockwork Cave

Quote:
Originally Posted by PurpleKoopa View Post
Darkguyhades considers eating the purple mushroom with the skull on it, but it's pretty obvious that those are bad for you.
But if I get an extra life before eating it, I should logically be fine!

I choose Monster Toss, Charge, and Armor Breaker.

Spell Book: Monster Toss, Charge, Gravity Hammer, Rockshield, Bodygaurd, and Rock out.
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Last edited by HAL 9000; Today at 3:47 PM. Reason: I'm sorry, Dave. I'm afraid I can't let you post that.

Last edited by darkguyhades; 11-16-2009 at 07:43 PM.
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Old 11-16-2009, 08:54 PM   #109
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Default Re: T&T Dungeon 8 - Clockwork Cave

Well I'll take not dead yet, uncurse and vengence beam. As for what I go into battle with, I choose not dead yet as a passive, Build skeleton, bone bomb, ectoplasmic beam, bone whack, toxic and uncurse.
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Last edited by seamonkey; 11-16-2009 at 08:56 PM.
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Old 11-17-2009, 08:25 AM   #110
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Default Re: T&T Dungeon 8 - Clockwork Cave

Smiting, Energy Converter, and Charge Cannon.
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Old 11-17-2009, 03:31 PM   #111
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Default Re: T&T Dungeon 8 - Clockwork Cave

I'll take Toastmaster, Flame Sword and Fiery Vengeance. I'll use Toastmaster and every move I have except Scorch and Explosive Defense.
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Old 11-17-2009, 04:55 PM   #112
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Default Re: T&T Dungeon 8 - Clockwork Cave

Mr.Onion just needs to choose six moves and a passive for the next battle. Also, don't forget that you can explore now - the boss won't come to you, you have to come to the boss! Okay, actually it will come to you if you take too long, so get to exploring! There are two exits no one's tried yet - the one west of the mushroom cave and the one south of the mines.
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Old 11-17-2009, 05:19 PM   #113
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Default Re: T&T Dungeon 8 - Clockwork Cave

I go west.
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Last edited by HAL 9000; Today at 3:47 PM. Reason: I'm sorry, Dave. I'm afraid I can't let you post that.
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Old 11-17-2009, 11:15 PM   #114
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades and the rest of the group head into the toxic gas filled tunnel. They make it halfway and hit a checkpoint. The toxic gasses catch up to them, and they collapse...

WIZARD X 2

WIZARD X 1

Everyone wakes up at the halfway point in the tunnel. If it weren't for the 1-Up Mushroom, you wouldn't have survived! (or at least you would have to continue from the mushroom caves) The wizards finish their way through the tunnel.

SPRING

This cave seems peaceful and quiet compared to the rest of the mines. It feels almost sacred. Water flows from a small stone fountain in the middle of the room. A statue of a diamond sprays water into the fountain.
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Old 11-18-2009, 04:15 AM   #115
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Default Re: T&T Dungeon 8 - Clockwork Cave

Examine the statue
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Old 11-18-2009, 05:15 PM   #116
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades examines the diamond statue. Just to be clear, it's a stone statue of a diamond, not a statue made out of diamonds. Although this statue is unlike any diamond you've ever seen - it depicts the diamond with long eyebrows and feminine eyes. Weird.

There's something in Gregor's cabin that no one has checked yet...
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Old 11-18-2009, 05:21 PM   #117
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Default Re: T&T Dungeon 8 - Clockwork Cave

Quote:
Originally Posted by PurpleKoopa View Post
There's something in Gregor's cabin that no one has checked yet...
I go do that.
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Old 11-18-2009, 05:31 PM   #118
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Default Re: T&T Dungeon 8 - Clockwork Cave

Darkguyhades heads back to the cabin. (By the way, you can still go into other rooms you've previously visited without explicitly saying "I go into that room again", just check the room description)

GREGOR'S CABIN

Gregor's cabin is small but cozy. A stove is busy cooking something in the corner of the room. The door east leads back into the expanse.
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Old 11-18-2009, 05:36 PM   #119
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Default Re: T&T Dungeon 8 - Clockwork Cave

I'll go see what's cooking.
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Old 11-18-2009, 05:47 PM   #120
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Default Re: T&T Dungeon 8 - Clockwork Cave

CheeseLord checks the potbelly stove. It's set on "Inferno" and the dial has rusted off. No wonder it's so hot in here! CheeseLord peers through little stove door window - the stove's roasting a key, strangely enough.
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