Adventurer, $1.99
This page is in need of content.
|
Deep in the bowels of The "Fun" House, you encounter a large iron door with a hideous clown face painted on it. The nose glows with a deep, throbbing, and sinister red light.
Push the nose |
- With 3 Clownosity or fewer:
The clown's eyes pop open, and glow with a malevolent red light as they look you up and down. Then, the hallway fills with the sound of hideous mocking laughter as the clown's mouth opens, and a napalm-cream pie springs out, coating you with flaming jellied petroleum. The experience is incredibly painful, and not particularly amusing.
You lose 22-300 (scales with level) hit points. |
Something tells you you wouldn't have gotten that reaction if you looked more like a clown. That something is this bit of really obvious exposition.
- With 4 Clownosity or more:
Lurking at the Threshold | |
|
Let sleeping doors lie |
You decide that whatever's behind that door, it's probably something you don't want to be messing with right now. You're pretty happy with that decision.
- With candy cane sword cane equipped:
Poke the clown face in the eye with your cane |
You poke the clone face in the eye with your candy cane sword cane. It leaves a smudge which you assume will impact the doors judgement of your outfit.
+25% passive clowniness
Occurs at The "Fun" House.
Notes
- The in game description of items tells you how much clownosity they give in terms of %. 1 clownoisty is "25% Clowny". You simply need to have enough items that together you look 100% Clowny.
- Selecting "Let sleeping doors lie" does not cost an adventure.
- It also causes this adventure to not occur for 10 more turns, which can be spent in any combination of zones, not just The "Fun" House.
- Running away from Beelzebozo will not banish this adventure from the zone like "Let sleeping doors lie" will.
- It also causes this adventure to not occur for 10 more turns, which can be spent in any combination of zones, not just The "Fun" House.
- This adventure will not appear until you have spent 10 turns in the zone.
- Combat modifiers do not affect this adventure.
- Your total Clownosity is determined by adding up the individual Clownosity of each unique item (i.e, dual-wielding clown whips grants 2 Clownosity, not 4) currently being worn:
- Three Clownosity:
- Two Clownosity:
- One Clownosity:
- Zero Clownosity:
- acid-squirting flower
- clown hammer
- balloon shield
- big bass drum
- Everything else
- One of the many ways to achieve the necessary 4 clownosity is to simply wear the 4 easily-obtained parts of the Terrifying Clown Suit outfit, without the polka-dot bow tie.
- Familiars which can equip clownosity items count towards total clownosity (eg Mad Hatrack, Disembodied Hand, Fancypants Scarecrow)
References
- "Let sleeping doors lie" is a play on the adage "Let sleeping dogs lie."