Tin of Submardines
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There are some vague or non-exact figures and information on this page. Some spading is required.
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Tin of Submardines | |
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Monster ID | 1855 |
Locations | The Ice Hole |
Hit Points | 250 |
Attack | 225 |
Defense | 200 |
Initiative | 25 |
Meat | None |
Phylum | fish |
Elements | cold |
Resistance | None |
Monster Parts | lid, tin |
Drops | tin of submardines, sardine can key |
Manuel Entry | |
refreshedit data |
In order to keep warm in the frigid temperatures, this school of fish have packed themselves into an oil-filled metal can. I'm not sure how they manage to make it swim around; I guess they're just shifting their weight in unison or something?
Hit Message(s):
One of the submardines opens the lid slightly, and they swim past and slice your <solar plexus> with the razor-sharp edge. Ugh! Oof! Ouch!
The submardine can plows into your <solar plexus>, leaving a weird little rectangular bruise. Eek! Ow! Eek!
The tin of submardines swims forward really fast and clonks you in the head. Argh! Argh! Eek!
The submardines launch an adorable (and inexplicable) little torpedo out of their can. It explodes rather painfully on your <solar plexus>. (CRITICAL HIT!) Ow! Ow! Ow!
The submardines try to slice you with the lid of their can, but it turns out to be a sardine can't.
The submardines try to ram you, but you give them das boot.
You quickly duck beneath the tin of submardines as it charges at your head.
The submardines get into an argument and can't decide which way to swim. Drive? (FUMBLE!)
![]() | You acquire an item: tin of submardines (25% chance)* |
![]() | You acquire an item: sardine can key (% chance)* |
Occurs at The Ice Hole.
Notes
- The sardine can key is a conditional drop and cannot be yellow-rayed.