Tadd
Tadd Bio: The Tadd have intertwined their lives with the fresh world. Practitioners of nature's magic, the Tadd, like the Lotus, derive their strength from the raw Terra. Some Funkeys say the Tadd lost their faith in science and progress. But it's more a belief that any problem can be dealt with using the simple tools of nature, and the little bits of magic everything contains, rather than being dependent on technological advances. Creating powerful organic foods and Funkeopathic medicines, the Tadd can turn any plant, rock, or animal into a healthy treat that will make the biggest city dwelling Funkey into a bona fide tree hugger! The Tadd aren't stuck in the stone age, they're embracing the new age.
Always born as twins, the Tadd are fiercely connected to their sibling, but once each year, in accordance with Tadd tradition, the Tadd must journey out on their own, away from their twin. This journey is undertaken in order to strengthen their bond with the Great Mother Terrapin. It is written in the scrolls that "some Tadd will climb, some will fall, and some will rise to get to the heart of Terrapinia." Each Tadd must travel across the land and endure many a hardship in order to find to the most perfect place in all of Terrapinia.
You would think that the most perfect place in all of Terrapinia would be crowded with Tadd, but it means different things to different Tadd. One Tadd may believe that a hidden grove deep in a forest of piney woods is the perfect place, while another may believe a secluded cove on the shores of Lake Kai to be more perfect, and another still may believe a shimmering crystal cave deep within the Frigid Murk to be perfection. In this, the pursuit for the most perfect place in Terrapinia is really a journey for a Tadd to find the most perfect place for themselves as an individual, or as the Tadd saying goes: "No matter where you go, there you are."
Despite the differences of location, there is a singular mission that each Tadd must perform when they find their perfect place, their perfect self, and they are truly at peace. Each Tadd must share their story with the land. They carve an urn from drift wood or a fallen tree. Place their story in it and burry it. Like sailors putting a message in a bottle, The Tadd give their greatest gift back to Terrapinia. In the shadow of the moon, the spiral light of the stars rising first and shining best, while the crickets and cicadas sing, The Tadd tell their story. And the earth learns.
The Tadd then reunite with their twin. Both having faced mysteries dark and vast, and are inspired by light, song and color. They are confident in the knowledge that they have helped shape the natural beauty of Terrapinia. But back in Paradox Green, the wings of fortune beat like rain. They are back in Paradox Green for good or ill again, for good or ill again.
Always born as twins, the Tadd are fiercely connected to their sibling, but once each year, in accordance with Tadd tradition, the Tadd must journey out on their own, away from their twin. This journey is undertaken in order to strengthen their bond with the Great Mother Terrapin. It is written in the scrolls that "some Tadd will climb, some will fall, and some will rise to get to the heart of Terrapinia." Each Tadd must travel across the land and endure many a hardship in order to find to the most perfect place in all of Terrapinia.
You would think that the most perfect place in all of Terrapinia would be crowded with Tadd, but it means different things to different Tadd. One Tadd may believe that a hidden grove deep in a forest of piney woods is the perfect place, while another may believe a secluded cove on the shores of Lake Kai to be more perfect, and another still may believe a shimmering crystal cave deep within the Frigid Murk to be perfection. In this, the pursuit for the most perfect place in Terrapinia is really a journey for a Tadd to find the most perfect place for themselves as an individual, or as the Tadd saying goes: "No matter where you go, there you are."
Despite the differences of location, there is a singular mission that each Tadd must perform when they find their perfect place, their perfect self, and they are truly at peace. Each Tadd must share their story with the land. They carve an urn from drift wood or a fallen tree. Place their story in it and burry it. Like sailors putting a message in a bottle, The Tadd give their greatest gift back to Terrapinia. In the shadow of the moon, the spiral light of the stars rising first and shining best, while the crickets and cicadas sing, The Tadd tell their story. And the earth learns.
The Tadd then reunite with their twin. Both having faced mysteries dark and vast, and are inspired by light, song and color. They are confident in the knowledge that they have helped shape the natural beauty of Terrapinia. But back in Paradox Green, the wings of fortune beat like rain. They are back in Paradox Green for good or ill again, for good or ill again.
Zone: Paradox Green
My High Score: 697 (In Game Room and Trophy)
Tadd's Game Is basically Dominoes in every way, with a lot of luck and thats about it to win I believe. Just press a piece that is glowy and then click an available spot. If you have no matching tiles, you automatically draw until you get one that works.
Rastro
The Rastro consider themselves the wave of the future. They believe that all of the problems of the future will be solved through the emerging technologies that are just on the horizon, and that the Rastro will be the ones to reach that horizon first! Like the Xener, The Rastro have an innate understanding of technology. But while the Xener set the spotlight squarely on speed, the Rastro solely scrutinize, speculate and survey size. Adhering to the theory that smaller is better they are doggedly dedicate to the motto "shrimp it". The Rastro and the Xener have a healthy competitive relationship. Driven to prove that they are the most advanced of all Funkey, this rivalry has pushed both to reach higher achievements and greater breakthroughs.
The Rastro have now set their three eyes on the final frontier...space. The Rastro view the Xener's attempts at manned space flights nothing more than running on a treadmill in space. No matter how fast that crazy thing goes, you don't get anywhere. They even call the Xener space program JANE (Just Another Nitwit Exercise). The Rastro themselves, have instead perfected miniature robotic space exploration. Their Artificial Intelligence Robotic Funkey, or ARF, is more efficient and dependable form of stellar travel. The Rastro's have developed what they believe to be the most advanced source of power ever conceived. The Recumbent Ultrasonic Transmorphing Retro Oscillator (RUTRO) that can propel the ARF at the speed of light.
The Xener have publicly stated that they want to be the first to build a portal on one of the moons. But to build a portal requires lots of equipment and huge rockets to get them to the moon. So while it might be true that giant steps are what you take, walking on the moon; the moon is old hat. The Rastro have their 3 eye sites set on deep, deep space. And that can only be reached by going micro - shrimp it!
Both The Xener and The Rastro have inspired many a Funkey to look to the stars and dream the impossible. Mayor Sayso's introduced the "No Funkey Left Behind...on Terrapinia" Act makes all young Funkeys learn everything about the twelve planets in Terrapinia's solar system before they graduate. The Sprocket, once happy to fix things on land, have started to think Spacely. The Vroom have put the jets on to go faster. And many other tribes have envisioned a rosier future where the cogs of life's machine drive us to the unknown universe.
While their work has been dedicated to the goals of space exploration, the amazing technologies that they have created have also been utilized in creating wondrous advances back here in Terrapinia. And while Rastro would like to be known for their loftier cosmic goals, they are in fact most famous for an amazing device that most Funkeys carry with them every day, the Third Eye Phone. A think tank of the Boggle and Rastro produced the Third Eye Phone and then partnered with a company owned by the Ptep called PT&P to put an Eye Phone in the hands of every Funkey. The Third Eye Phone, allows a Funkey to track the World Wide Web anywhere in Terrapinia, and allows Funkeys to contact each other faster than a Rastro can blink their third eye. Unfortunately, this technology is so fast and efficient; Funkeys all over Terrapinia are spending less and less time with each other because their Rastro Tech products. Some Funkeys believe that the Third Eye Phone provides them with better companionship, and have taken to communicating with each other only through their phone rather then face to face!
Zone: Paradox Green
My High Score: 6,000 (Wins Everything)
As I was playing Rasteroids, I realized it is almost exactly like the 'Worms' game that I always used to play! It is hard to give any tips on this game, because most of it is kind of a figure-it-out-as-you-play type of thing. At the very beginning of the game it is a good idea to use your grenade on one of the enemy's tanks before they get under cover, because it is best, but don't waste it because each of your rover things only have one. On my First try I earned it in my game room and the trophy:
On my second try I knew what I was doing a little better, I earned the Insane High Score Item with a solid score of 6000!
[I decided to leave this part of the post in even though this is a Funkeys Facts page now]
i hav rastro and tadd in very rare but i dont hav mulch and ace ur lucky
ReplyDeletehow do you get in the paradox world?
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