Difference between revisions of "Talk:Axe Hero™ guitar"

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Like poetry in music, with a flash of harmony, your axe begins to play "She Blinded Me with Violence" from Einstein-Bose Condensate. Your opponent had better look out, or you'll blind them with violence, and stun them with this machinery. (no aftercombat message)
 
Like poetry in music, with a flash of harmony, your axe begins to play "She Blinded Me with Violence" from Einstein-Bose Condensate. Your opponent had better look out, or you'll blind them with violence, and stun them with this machinery. (no aftercombat message)
  
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You feel a hot wind on your elbow, as you face this nasty fellow. You hear the walking of the villain, crime gives you that funny feelin'. Your axe is playin' - whoah - "Twilight Radio," by Ball of Hoodoo.
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It must be two-song Tuesday because your combat ends the double set with a rendition of "Man It's So Loud Out Here" by He's No Cyclops.
  
Also occassionally gives the choice to Go: There will be Trouble or Stay: It will be double.
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Also occassionally gives the choice to Go: There will be Trouble or Stay: It will be double against a foe.
 
Going gave me 100 xp, and took 8 hp at level 47 versus a clockwork beetle
 
Going gave me 100 xp, and took 8 hp at level 47 versus a clockwork beetle
 
Staying added 21 xp (42 FT) against several different foes, and made it much more difficult
 
Staying added 21 xp (42 FT) against several different foes, and made it much more difficult

Revision as of 19:51, 31 March 2011

Here is the song stuff before and after combats: Because your day is night alone, and you feel like letting go, your axe bursts into the music for Brainwave's "Everyvillain Hurts." So hold on, hold on, because every villain hurts, sometimes ... You hear the first few notes of Jen Melonball's "Hurts So Bad" coming from the axe, but sometimes a fight ends like it should, so you put the brakes on the instrument.


At the start of the fight your axe rips into the Gregarious Undead's "Friend of the Hero." It sets out runnin but it takes its time, while your sidekick sings the lines: "If I stop crime before daylight, I just might find some peeeeeace toniiii-ight." As the fight wraps up your axe tries to carry on over to a more mellow "I've Got a Friend" by Tames Jailor, but winter, spring, summer, or fall, it's not loud enough to keep you going in a fight so you skip the tune.


Your axe kicks off a rendition of "Money for Nothing and Your Chips for Free." That's the way you do it, you play the hero on the Twilight street. Wailin' on the villains like a chimpanzee. Somewhere in mid-fight the song must have ended, because now you're hearing the final notes of the classic "Hero You're a Rich Man" from the Beatless. How does it feel? It feels good, actually.

Like a distant smokestack on the horizon, your axe strums the muffled, uneasy notes of Purple Flynn's "Uncomfortably Numb." Your opponent asks you to show them where it hurts, and you wisely refuse-that'll make it harder for them to hurt you. (no aftercombat message)

Your axe plays the Atlantis Morrisey tune "Hand in Their Pocket" for the duration of the encounter. You're broke and you're not happy, you're poor and you mind. Put your hand in their pocket, and see what you find. What it all comes down to, is that everything's gonna be quite alright, because you've got one hand in their pocket, and the other hand is stuffing loot in your backpack. As the fight wraps up your instrument hits a few notes from another song you recognize but can't remember the name. But you're reassured to hear "You want it all but you can have it" in the background.


Like poetry in music, with a flash of harmony, your axe begins to play "She Blinded Me with Violence" from Einstein-Bose Condensate. Your opponent had better look out, or you'll blind them with violence, and stun them with this machinery. (no aftercombat message)

You feel a hot wind on your elbow, as you face this nasty fellow. You hear the walking of the villain, crime gives you that funny feelin'. Your axe is playin' - whoah - "Twilight Radio," by Ball of Hoodoo. It must be two-song Tuesday because your combat ends the double set with a rendition of "Man It's So Loud Out Here" by He's No Cyclops.


Also occassionally gives the choice to Go: There will be Trouble or Stay: It will be double against a foe. Going gave me 100 xp, and took 8 hp at level 47 versus a clockwork beetle Staying added 21 xp (42 FT) against several different foes, and made it much more difficult

I noticed no extra pp gains. --Blackmatter615 20:22, 31 March 2011 (PDT)