Yeah, yeah. there are a bunch of requests for King Tinkinzar to be the new boss for T3, if no T4. I have My own suggestions for this, however...
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First off- the requirements for entering the last Tier.
-5 star weapon equipped
-5 star shield equipped
-5 star helmet equipped
-5 star armor equipped
-3 star trinket equipped (for you guys who don't wear trinkets!)
-* At Least 2 UVs for anything on your armor!
(All five star stuff just isn't enough!)
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Tier 4 description:
Tier four, in my opinion, should be a monster of a stratum. Not six or eight levels, but a whopping fifteen levels to tackle! Seven are before the last clockwork terminal (Basil and the Clockworks Warden advise you to return, but they also say that you have proven yourself a worthy knight. On your first dive into the last terminal, they give you a Mist Tank if you want to delve deeper. They describe the center of the core as a treacherous and beautiful sight, not that they have made it before. From there, they say they hear Tinkinzar's wisdom and ideas... of taking over Cradle. The Crimson Order must mask their fear of light to take over Cradle, but you must stop the King before he can do so.) Lucky for you, there are Level 20 Vitapods! However, the last level is Tinkinzar's Chamber... or should I say, world.
There are seven more levels- the Fortress at the Core. They are inhabited by none other than the most elite Gremlins and monsters of the Tier. Here are some descriptions:
Lumbers have two arms and could do the Jelly King twirl when an enemy is close.
Kats don't stop charging, dealing damage with every swoop.
Gun puppies fire at random rates they choose (going from three to eight)
Mechaknights are bulky, armored beasts of destruction, able to cloud their surroundings with their steam.
Retrodes blast away multiple times (up to three times) and jump (like zombies)
Zombies STEAL your health as their own when they swipe and split into two when you kill them once.
Wolvers will bite three times and alpha wolvers bite five times.
Chromalisks stretch their tongue up to three times longer.
Lichens could combine into a new mob- Lichen Behemoth. Twice as big, twice as powerful, not that fast. Lichens themselves look spiky now.
Scuttlebots shoot twice a row of five blasts, and explode when killed.
Elite Scarlet Order:
Menders: T3 appearance, but instead of purple, red. When they die, they leave a large aura that FULLY heals monsters that step in it. They also can revive dead monsters that die in their "Get close!" They teleport when they want within a room.
Thwackers: Boomerang wrenches, zipping across rooms Lockdown style, shields everywhere except for their fronts, and wrenches that extend a bit longer to reach a further knight, these guys are totally fun!
Scorchers: Same as T3, but would rather throw oil across the room and fire long distances, shoot anywhere, and have shields on their backs. They drop a whole mess of oil when killed. Oh, did I say they have a nasty habit of catching themselves of fire?
Demos: They huddle in groups or protect menders. They themselves also have shields on their backs and could throw far distances. Moving fast, they can now dodge other bombs and do as their T3 brethren do, as well.
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Boss range:
The last five levels belong to the Gremlins.
Level Five: Crimson Order- Detour
A dark labyrinth filled with Fiends and the Undead, as well as Gremlins. Hidden keys are scattered, and Grimalkins team up with Phantoms to take you down. Find your keys and light to unlock several doors to get to the elevator!
Level Four: Crimson Order- Gladiator's Finest
Find yourself in an unwelcoming arena filled with five chambers with no full heal areas at each end. Instead, there are a few crates of hearts at each end. This lion's den is filled with Beasts and Gremlins. Gun Puppies and Trojans assist the animals as you fight your way to the finish. Hordes attack while you use the simple hack and slash technique of Spiral Knights.
Level Three: Crimson Order- Glutinous Gates
Are you in... the Jelly Kingdom!?!?! Not necessarily, you ARE in a kingdom now, not of Jellies, well, not really. The place is FILLED to the brim with Jellies- Polyps stuck to walls, Lichen Behemoths scouting the rooms, ugh. You can say it's terribly disgusting, but rather sweet at the same time, just don't touch the razor sharp thorns. In all, yes, welcome back to the Jelly Kingdom! Well... there are Gremlins too though....
Level Two: Crimson Order- Throne Room
The largest Construction site gives you a terrifying view of the core itself- a solid, unbreakable mass of pure energy... with an elevator leading right to it! The Construction Site is just like any other, except the Super Mario Galaxy feel- slightly a sphere- sort of gets you noxious. It's filled with an unlimited amount of Constructs to face- just get the keys! Keys for keys to keys, unlock more sites to unlock more sites (three rooms total besides the actual throne room). Finally, you reach a rather large elevator. Ready for an epic battle- at the core?!
The Core: Crimson Order- Final Clockworks to Cradle's Core
You meet King Tinkinzar on a "Super Mario Galaxy" kind of realm. He is on a very large robot, with steam-punk designs, and gun puppies on his shoulders. Three similar, but smaller robots stand next to him. Desekrate- fire bringer and bomber, Tremor- the big shock and thwacker, and Harth- ironically freezes instead of burns.Tinkinzar's mech holds a clockwork staff, with a bright blue crystal at the end. He is the "Mender" of the group.
"I thought I heard footsteps. Yet, with each mighty step, i expected a much more mighty foe. The Spiral Order has no right to interfere with my plans. When I take over Cradle, I will make sure I would deal no damage to you or your friends, is that fine? NO! You come to destroy me, and you will all rise against me! Why do you seek the core? Your evils would corrupt this... what? You're only here for me. Me of all foes? For persecuting me like this deserves... a reward. Your bravery shines in my eyes, but wait! You have not come for a reward, but for my head, no? GET BACK! GET THEM!"
BOSS BATTLE: Several Phases. This would be a long, serious, almost inconcievable challenge!
PHASE 1: ALL ROBOTS, except for Lord Tinkinzar's mender, charges toward you at once. Desekrate bombs like a maniac, Tremor stomps everywhere, and Harth freezes you in place! It's almost fighting three Vanadukes at once, but they have a healer. Don't worry, once you've dealt a lot of damage one by one, each withdraw from the fight until one is left, you DESTROY that one! Three left!
PHASE 2: "No!!!!!! How dare you!" Tinkinzar enters the brawl. A swoop of his staff could deal a light curse or heal his friends. Again, each withdraws from the fight against your party until all have withdrawn. They could shield whenever they want in this brawl.
PHASE 3: The three mechs jump across the orb that is the very core of Cradle, and leave you fighting hordes upon hordes of mechaknights! Kill them ALL!
PHASE 4: The mechas gang up on you guys again until one more is killed off. This time, when Tinkinzar's mech is almost at critical health, he runs the farthest away from the knights to heal his friends. You have to chase him down and defeat this phase so he can stop healing!
PHASE 5: Tinkinzar: "You blasted fools! Why? WHY!? You will pay for your consequences for murdering (the mech you killed)!" [He lifts up his staff and creates a not-so virtual world]. You fight off Snarbolax in its Lair!!!!!!!!!!! You decimate the Jelly King in its final phase!!!!!!!!!!!!!!!!! You disarm the Roarmulus Twins in their final phase!!!!!!!!!!!!!!!!!!! You rebattle Vanaduke in his last stage!!!!!!!!!!!!!!!!!!!!!!! (You must kill them each before moving on the the next in their respectable boss chambers. You could die in their battles, and minions sometimes drop hearts. New bosses WILL be added to this phase, so for every new boss, this battle becomes harder every time!)
PHASE 6: The mechs again take you on, and each withdraw until you kill either of the first three you start with! Tinkinzar's mech could still heal the others, like before. Gremlins spawn in this stage, and menders could heal the robots too.
PHASE 7: Tinkinzar: "GWAAAAAAH!!! Why do we even bother keep fighting!?" [Goes into shield mode, immobilized, and the last mech goes into rampage mode to take you out. The energy field around Tinkinzar would stun you. Orbs orbit the core and could hit the player to deal much damage.] Kill the last mech! And attack Tinkinzar to latch onto him!
PHASE 8: Tinkinzar's mech thrusts upward at full speed, going through level after level upward towards the surface. Random monsters latch on to Tinkinzar's mech to deal you damage. Every level that he breaks through gives harsh damage and stun as well as random status effects depending on what level your party just broke through if you don't shield on time. Destroy turrets on Tinkinzar's mech and dealing damage to thrusters. He himself is unable to be damaged due to being shielded. You're fighting until Tinkinzar reaches the surface of Cradle. Deal enough damage and you can gain a very good handicap for a later phase!
PHASE 9: On the dark side of Cradle, Tinkinzar resumes his battle with you on Cradle. He, if you didn't destroy the turrets, could shoot at you any time he wants.
PHASE 10: He starts flying and is not vulnerable to swords, if you didn't destroy thrusters, or starts going into the Jelly King's berserk mode, shooting everywhere from his palms if all turrets are destroyed. Eventually, he goes into a stun if enough damage has been done, he starts toppling over close to the crater he made, and falls in. The ground you were fighting on immediately breaks and you fall down with him.
FINAL PHASE: Back on the core, Tinkinzar is off his mech, but still a tad larger than you. This is the easiest stage- except for the hordes of Gremlins that charge into the fight. Defeat Tinkinzar among the Gremlins that could heal him and you win. All the Gremlins run from him, and Tinkinzar surrenders, but decays like the normal boss, and the token is released. Eventually, the Spiral Warden comes and congratulates you and gives you the reward, and asks if you want to go to the surface. If you say no, come back to talk to him when you're ready, and a good number of snipes come to take you up. Huge commemoration video, yadayadayada.
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CREDITS (could be skipped after second victory over Tinkinzar)
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TOKEN: Essence of the Core
MODULE: Veteran's Victory
TOKEN REWARD: Too lazy right now, but what do you think of the rest? Please give comments and concerns!
King Tinkinzar- Tier 4: The Core
I thought he was a tad cheesey, btu what would you expect for someone stronger than vanaduke?
As for me, Vanaduke is pretty easy so... I'm not going to say anything... I guess.
i like the idea, but I would NOT...
A) get a trinket slot AND trinket
B) spend HUGE amounts of energy to revive through 15 levels
C) spend ALOT of crowns or energy trying to get 2 uvs
D) fight EVERY (and later) BOSS unless the last forms have less hp
Other than that, iz gud
I would LOVE to see the shadow version.
:D
(death,death,death)
But Great Colony is where the Gremlins are from and is where King Tinkinzar and his Crimson Order are... The Core is sealed, its original purpose to shield it from the darkness, the Swarm.
Still, I suppose I should say you do have creativity and something could be extracted from it, like the Crimson Order sector to the throne etc.
High recommendations for Shadow?! and rev of thread? OKAY! And yes, I will take into account Aumir's point into account....
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SHADOW:
Story: After finishing Vanaduke's shadow version, as well as Tinkinzar in his battle, Warden will inform you of the awkwardness that still haunts the common clockworks. Gremlins still exist, and have not cowered. Why? Well, Bootshuze has the answer. Talk to the Stranger, and her wise words inform you of one of the reasons for the Clockworks- to protect the core. Tinkinzar was but myth until you have conquered him, but he is still in hiding. Why? You opened the path to the Core. Why is that a problem? Shadow. The Swarm launched itself into the Core and created the ultimate replica. Tinkinzar himself is not native to the Core, and so the Swarm has no need of him, but rather sees the Spiral Order as an imminent threat. Bootshuze advises you to reach the Jelly Queen once more to see why this is true. After the Ice Queen boss fight, her royal adviser, Gelirem, talks to you about the elevator's path into the Shadow room. Gelirem says that the Swarm was there since time began, and that all is the essence of it one way or another on Cradle, but Shadow overcame it. The reason why Cradle isn't under this looming darkness, but only a fraction of it, is because of the Scarlet Order. Becoming attracted more to Energy, the fled to the Core and never fought Shadow again, and Swarm was its host now. Why? Head to the Red Roarmulus Twins. There, after beating the Roarmulus Twins, Uradil the ex-commander of the Scarlet Order further informs you that Cradle is under attack by the Swarm. Tinkinzar wanted to fly to the surface to eliminate the potential threat the Spiral Order first held, but now that you have defeated him, there is no one to destroy the Shadow that was to come. Now guess who's turn is it?
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Accessing Shadow Lair Tinkinzar: Head to Moorcroft after all this ruckus. the Clerk says your train.. wait.. TRAIN? Yes train... is about to arrive. However, it does not arrive until you face Darkfire Vanaduke once more. He himself is shrouded by Swarm and Shadow, but the Crystal on his mace begins to quiver, and that's yours to keep for now. head back to Moorcroft and show the ominous stone. The Clerk gives you a ticket and head to the railroad tracks. Oddly enough, it takes you to the Sanctuary only this time. Make the armor you need. The letter left reads:
"Dream becoming reality, and reality becoming dream. What is to come now is and what now is is not to be. Fret not, adventurer, the gate is widened to you. Swarm is, and is not, but will never go away. Shadow is, and is not, but to be stowed in the abyss. The abyss, that is, of eternal light, where shadows would scurry, and evil would perish. The triumphant will rise, and the victorious will once again fall. May this be of good hope."
Voila! Shadow Lair: Ending is accessible!
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BOSS LEVELS:
NOTE: Menders are now able to Stun you when trying to heal around them. Swarm Seeds are all over the place.
One more level is added to the rest- ??? ! Survive!
-Scarlet Order: Detour
Curse panels litter the floor, and Fiends and Undead (Yes, even Phantoms and Grimalkins) all are Shadow. Gremlins, oddly enough, are hostile to these monsters, and sometimes aid you.
-Scarlet Order: Gladiator's Finest
Curse panels litter six rooms in the arena stage. Beasts are all shadow, and again Gremlins (who are not Shadow) take on you and these monsters. Watch out for Cursed Dreadnaughts!
-Scarlet Order: Glutinous Gates
Curse Panels again litter the floor. Carnavons are all over, and Jellies are all shadow! SOME Gremlins have gone hostile into the Shadow side. Gremlins could fight Gremlins, and you must get in between all of them!
-Scarlet Order: Throne Room
Curse Panels litter the floor, and Swarm Seeds create all. Only Gun Puppies assist you here. Good luck.
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BOSS BATTLE:
???-???
Tinkinzar stands alone, in front of your party, kneeled away from you in horrid defeat. His stands by his scepter, watching into the distance of this disgusting site. The Core in all its glory, is but blackness.
TINKINZAR: "...lost. All is lost. [Turns to you] Is this what you wanted? Is THIS what you wanted? What do you think it is? Hmm? [Turns back] It is our Core. OUR CORE. Why are you here? There is nothing to fight except yourselves. My staff that once was is not. The power source that was once is now not. Energy itself has rotted by the Shadow that haunted this very world."
You have the chance to run around this Core. (Once you have reached it, when you reach the Core in T3, it would appear dark and no one is there but Swarm, so you must run to the elevator) When you get to the other side, the same Letter is found that you usually find in the Sanctuary.
"Hope. Dream. All is vanity..."
TINKINZAR: "...vanity. Do you not know what this is? It is mine. Those have been left by me. I saw your powers, but it is all too late. i am a poet, yes, and this is how I created the Clockworks, but I did not know this is what it would lead to. You come here to destroy the Shadow behind all this. It can only be stopped, never destroyed. If it is your wish to die, then step forward. I have already died. Why do I stand? Because I and the standing dead. Never to be known by the living again. Only the dead are forgotten. [Continue conversation] What? You have not forgotten about me? Then I am not yet dead, but will be. I will never.. ugh... No!" [Stumbles forward and Shadow overcomes him] "No! NO! NOO!" [Stands and Shadow fully envelopes him, as well as the entire screen.] "FIGHT WITH ME!!! NOOOO!"
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BOSS BATTLE: Shadow flows away from the screen and you're in battle! Against... a big dark figure of pitch- the Shadow Mech, but Tinkinzar, like a Mechaknight stands by your side, but spasms (not Shock but Shadow) hit him. He is able to heal you as well as deal damage! When Tinkinzar dies, revive him!
PHASE ONE: The single Mech roars in pure power. It continually spasms Curse around the Dead Core to kill you pests. It has the power to shield as well as heal itself by summoning hordes of Shadow Mechaknights mingled with Shadow Menders. Take him out ASAP!
PHASE TWO: It roars again and splits into two, one smaller self as the bigger self Jelly-Tantrums around the Dead Core while blasting several Elemental orbs. Destroy the smaller version (which does the same thing as Phase one), and the Mech reverts to normal self, but now stomping on the floor, sending Shock waves all over the place. Defeat it again!
PHASE THREE: Tin: "It's too powerful!" The Mech jumps across the Dead Core, leaving you to take on Phantoms and hordes of Undead. Destroy them all before taking on the Mech once more. This time, it swoops with its giant sword to be able to deal Poison, able to cause Piercing damage.
PHASE FOUR: The Mech flies over you, with perched Gun Puppies firing away. It occasionally lands to send a shock wave of Stun and Fire that deals Shadow Damage, and gun puppies also Shadow Damage. When he occasionally lands to cause shock waves, he is vulnerable. When at a certain amount of health, he summons eight Cursed Dreadnaughts, four which heal him and four which take you on! Destroy all of them in time or he reverts to Phase Three!
PHASE FIVE: Tin: "It's too dark!" (He disappears while you get sucked in by Shadows into familiar sites... [You take on the Rabid Snarbolax! Then Challenge The Ice Queen in Tantrum mode! Move on to Red Roarmulus in their final stages! Defeat Darkfire Vanaduke in his last stage! Be ready to take on several Cursed Dreadnaughts!]
PHASE SIX: The battle reverts to a darker version of the Dead Core. Phantoms appear according to the number in your party, and the Mech goes berzerk. Throwing a Royal Tantrum, it also blasts away with energy orbs that home slightly and would be able to freeze you in place. He is still vulnerable, so do all you can to stop him in this phase! Oddly enough, Tinkinzar is not here to assist you.
PHASE SEVEN: The Mech goes into hibernation stage, where it would not be able to take damage, but getting to near him would deal Curse. Mechaknights of overrun by Shadow would hunt you down, along with Phantoms that stalk you in this darkness. Destroy all the Mechaknights and the Mech comes out of hibernation.
PHASE EIGHT: Tin: "Get close to it! He's going to blast off!" Heed Tinkinzar's words! Take hold of the Mech as it screeches an inaudible speech. Once all are on, the Mech goes into the air, breaking through level after level, each level able to deal Stun as you get smacked. This time, you MUST destroy all the thrusters propelling this machine! Mounted Gun Puppies blast you as you try to defeat this nightmare of a machine! If you fail to destroy all thrusters before the Mech breaches the Surface, Tinkinzar launches you into Phase Five to protect the surroundings. Phase Five will only knock you back to Phase Seven if you accomplish Phase Five. It would buy you time to take out the thrusters.
PHASE NINE: Upon destroying all the thrusters, the Mech would fall at great speed. An indefinite screech shows the Swarm's failure to take over Cradle, but it is not done yet. Upon landing, you are given 40 second stun and Swarm Seed slows you down, and you are launched back in time to defeat King Tinkinzar in Boss Form. All minions are Shadow
PHASE TEN: Upon returning back to the real world, the Dead Core is littered with Curse Panels and debris is falling like crazy. The Swarm Mech goes insane, also launching missiles into the air to come back as explosive rain upon the Dead Core. The Mech is completely vulnerable during this time. Tinkinzar also appears on top of the Mech.
PHASE ELEVEN: Debris falls faster, and Swarm Spawners in total chaos spawn anything possible to inhibit you success the Mech falls over and Tinkinzar is on top of it bashing the Shadow right out of it. Protect Tinkinzar and destroy the Mech if you can!
PHASE TWELVE: Tin: "Did you just stop the swarm from enveloping Cradle? Impossible! The energy would return to the world if it did..." He's right. The Mech itself Revives itself, launch a large shockwave of energy upon revival. It gets back up, and Jelly Tantrums, launches countless rockets into the air, and blasts away everywhere it possible could. Debris still falls horrendously and Phantoms chase you down. Watch out for Curse panels as you try to take down the Mech! In the end, you may not make it. To aid you, Tinkinzar summons countless Gremlins to aid your fight. Finally, after destroying it, a dark Portal opens up behind the corroding Mech. The Mech itself turns into a grey statue, but King Tinkinzar walks right behind you.
King Tinkinzar: "Dark energies emanate from that portal. It appears that the Shadow version of myself has been defeated, but will not corrode. This being will not die whatever we do. However, you have done what was impossible for us Gremlins. I thank you greatly for this, but those who do not know me will not reward you for this valiance. The core will return back to normal after a while, but I believe this portal will stand. I believe that portal would bring you to a world unknown, that you may save our world from impending destruction and corruption. Here, is your reward, my friends, champions of the worldly Shadow Swarm..."
He hands you a Module for the location, which enables virtual reality to allow you to do this stage again and again. In that virtual reality, you can enter the Portal, otherwise known as Tier 5, the most treasonous place unknown. It would also enable in the Training Hall a virtual location to train on bosses of the real world. The module says:
"By Markuz of Alpha Squad- We made it past the darkness, into the light and into the darkness again, fellow Knights. This will be my, and our, last letter to you. We will enter this unknown world to rid of its evil energies. May the architect enlighten you upon this, and to not follow us."
King Tinkinzar: "I have said what I knew. Never return, for your friends were wise and have not come back. If you want, you can continue in your own risk. Farewell."
He then walks away towards where you started this battle. Upon entering the Void, it's a small Clockworks Outpost. No one is in there, but there is a shield that would not allow you to pass until you accomplish certain tasks. It has a teleporter to Haven. Going back from the Void Portal has another Elevator you can leave on.
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The boss battle has ended, and Tier 4 is done. Sorry to leave you guys on a cliff hanger, btu if you want you can give some suggestions for a good ending... :P
why Ice Queen? Why don't you do the Rabid Snarbys first? shouldn't it be that way because you are going in order of difficulty on the shadow lair bosses?
you must have a lot of time to write this much
@Secretfangs Rabid Snarbies I think are rather more a wild monster guarding further movement. You beat the things, so the next boss, who should be more formal, would be the Ice Queen.
@Dutchman Just bored.
The TO BE CONTINUED is up to you guys! I'll finish it when I see a plausible ending from the suggestions to this boss! Any ideas? :D
Whoaa this is quite epic. As for the ending... There is a stage when the king is legit invincible, and he wipes out your party. At the last moment, the alpha squad appears to help you, and you figh alongside them to kil the king, etc etc
And by the TO BE CONTINUED I meant vs. the Shadow version. I also want a bit of story for this. Any other suggestions?
@Dark-Flare I see where this could be headed.... :D
A little overpowered... I think... But would be fun... I know it. Great Creativity... Me thumbs up, no-- 3 thumbs up... If I had 3 hands.