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#31
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There's still no sign of the queen in all of this, and that's pretty concerning. We have to keep looking, though. The tunnels just keep going. Quote:
One last fork in the road. If we head north, we'll encounter the Queen, so I'm going this way first. Another bit of furniture, not that we can use it without leaving. I'm going to have to do that anyway, I don't have the resources to stay in the beehive much longer. This is where Clean Getaway comes in very handy. Music: Let's Color Today Backing out for now so I can get my ducks lined up for the last part. Music: Adventuring for Beginners Quote:
Once more. Music: Cacophony of Bees I don't run from any encounters here, but neither do I expend much in the way of resources in fighting them. Which is good, in the long run: lots of fights can be really hairy if not properly leveled. But it's fairly tedious and doesn't make for a good story, so we'll skip past it. This last Royal Guard is instantly alert and attacks us as soon as we try to approach it. No status effects hampering this one's ability to fight us. Looks like the bottom-most chamber of the hive here. Get ready. Music One last... thing. A voice, familiar yet wrong, buzzes through from inside the thing. It throbs pretty regularly throughout this scene. Quote:
Music: Skin Thieves Quote:
But we don't get that luxury. It's time for the final boss of the beehive: Music: A Cocoon Throbbing in a Dead Man's Mouth The true Jimmy and the Pulsating Mass starts here. The Queen Bee has a schedule to most of her attacks and sticks to it. On the second turn, she'll shriek, which will cause both of the otherwise-invincible Pupae next to her to hatch. On the fourth turn, she'll call up two new Pupae, which overtake any enemies already on the field. Both of these actions happen about once every five turns, so as the fight goes on she'll cycle through Pupae and their hatched forms pretty regularly. These Pupae start off by hatching into Drones, but will upgrade the longer the fight goes on, first to Worker Bees, then Buddy Bees, and finally to Royal Guards. Outside of that, the Queen Bee can attack, sting to Startle, or hock up something to inflict Sick, and is just as vulnerable to light as the others. I really liked my strategy for this fight, of just ignoring all the extra guys and going ham on the queen (although I, a stupid person, also decided to Insult the Worker Bees each time they did their clicky thing, assuming it was a telegraph). You can either use the Happy Little Sunflower to do huge blasty damage with Sunshine, use Revolting Blob form to poison with Toxic Sludge and then tank up to keep the team alive, or roll Low-Level Goon for straightforward High Five healing and Bully or basic attack damage. Attacking the newly hatched bees is a choice you'll have to make for yourself, although the longer the fight goes on, the more damage you have to pump into them to keep them down, and by that point wouldn't you rather just hit the Queen Bee instead? Also: that was a pretty gruesomely thematic end to the fight, huh. Music Quote:
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Music: Cacophony of Bees One last room. The bees aren't going to need this anymore. We can use our Honey Pot to gather a bit. |
#32
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Music: Let's Color Today Now, we're not going straight back Home yet. We have one last thing to handle in The Wilted Lands. I also swap out the party's gear so Jimmy gets the Bee Stinger for now. Music: Fortress of Nitwits Remember the secret hole underneath Punch Tanaka's pile of wrecked motorcycles? Time to explore that. Music: Groaning Planet Dark down here. Interesting designs in this cave, too. Huh, that's all? Okay. Back we go, then. Quote:
...Huh. Exit was here before. It appears to be gone now. But we've got ourselves a new path to the right. Awful cramped, this place. Tends to alternate between long, tight corridors, and little windy multi-level spaces with pits. Hm. Sort of unnerving, and probably not very fun for anyone particularly claustrophobic, but not nearly as horrific as the beehive. Still, you could find yourself here just by exploring a little right after defeating Punch Tanaka, before you knew the game was gonna nosedive right into full body horror. And the music here, combined with the sudden music stings when you find the dead ends, can shake someone up a bit. But to us, right now, it's just a dark and cramped cave. We're high enough in level that the encounters don't even stop us, although the Grabbing Hands can prove a nuisance if you enter this area as soon as possible (especially since without the Bee Stinger, Jimmy can't break Buck free if he gets Grasped). Just us and the barely-there music. Really narrowing down here, huh. Guess we're going this way. Hm. Ceiling's coming down, too. Nothing our Blob form can't handle. Hm... getting pretty tight here. Wonder how long we're going to be in here. It's pretty long, and squishing down this much is slow going. Ah, I think that's the end. Just a bit further. ...Oh no. I think we're stuck. Jimmy's wiggling like mad but he can't get through. |
#33
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He's trying as hard as he can, but he's not getting any further ahead. Come on, Jimmy, do your best! Almost. Really hope this leads somewhere more open, we physically cannot back up. Well, it's open by comparison. Jimmy pours himself out and recomposes himself. We've gotta be near the end, right? Right through here, right? Not again! And the way back is closed too! Is this it? Oh. We're not alone in here, are we. As scary as all these tight corridors are, they were home to something even more constricting. We're in Slither's domain. Music: A Cocoon Throbbing in a Dead Man's Mouth If you make it all the way to the end here just after fighting Punch Tanaka, Slither will hands-down destroy you. Like Punch, Slither can telegraph an attack by spending a turn watching you, after which it will either prep a Counter or unleash a tremor that deals significant damage to the party. It can also do the venemous Sickness bite of the Mr. Asps, a heavy single-target bite, or its signature attack, a coiling move that Grasps the target for three turns. Slither can only Grasp one target a turn, but it deals damage over time while it does, AND unlike the other sources of the status we've seen, Slither is more than capable of attacking while Grasping someone. Without a way to Startle Slither and break a teammate free, you simply don't have enough actions to keep up with Slither's attrition game. You'll need to make use of Undulate to keep the heat off of Buck, since he's the only one who can break a Grasp with Insult and he's your best damage dealer. After the Beehive, armed with the Bee Stinger, it's a little easier, although I wasn't really prepared for Slither to just roll over and die without even trying to Grasp us once. I kind of fell asleep at the wheel for this one and still came out ahead just fine. In any case, Slither's cave is our first real introduction to the game's hidden zones! Music: The Noble Sea As mentioned, this story takes place in Jimmy's dream. So it stands to reason that the hidden, darker corners of the dream would be nightmares. These Nightmare zones tend to be evocative of one of Jimmy's fears, and when he defeats the boss emblematic of that fear, he usually gets access to a treasure trove of goodies, particularly goodies that expand your weird strategic options. Slither and its cave, naturally, represent claustrophobia, but some of the Nightmare zones are a little more esoteric in what exactly they represent, and can be left up to player interpretation. Incidentally, this, as well as the corruption of the Beehive, were hinted at by the scarecrows in Giant Garden. Wonder what other omens of theirs will come true... Anyway, TREASURE!!! The Slab of Beef is a piece of unique furniture we'll discuss back at the Clubhouse. Quote:
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After you're done pillaging your deepest nightmares, you can hop into the magic circle to warp to safety. Music: Adventuring for Beginners Quote:
Music: My Animal Friends Oh, while I'm here: Ms. Mole came back to her home in Smile after wrapping up that last tunnel. You can shake her to get her to confess her secret crush, but I don't want to be mean. Mrs. Mouse doesn't have much to say, except for being rude to her son. Mr. Marvelous has already left to do some other goofy stunt. Music: An Open Window For now, let's return Home. Uh yeah about that... Music Oh what is this mess? First of all, hell yes boardgames I'm down for some Spirit Island. Second, most rainclouds don't usually make droning noises... |
#34
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Or use teleporter lasers. So, that's not great. Guess we don't have parents anymore. I agree. Any ideas for where to escape? Whenever you're ready. Figures. We're next, aren't we. I had nothing to do with this, you jerk. All that remains is Jimmy. And Jimmy's gone now, too. A while later, some static comes through to us. Speak up, hard to hear you. OW. Too loud. Tone it back. We're currently in a small, sterile-looking place with a screen. Oh, it's GAMM-E. Guess she can't use her mouth and her eye at the same time with just the one terminal. That staticky sound is her switching, I guess. Quote:
Maybe we can call her up on this terminal again. Hi, Jimmy again, how do we get to a more spacious area? Hm. Don't know if we can wait that long if there's exploring to be done. Next Time: A surprise attack? What a Punch Tanaka thing to do. Last edited by Kalir; 10-29-2019 at 11:16 PM. |
#35
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Music Nothing against GAMM-E, but Jimmy is an explorer at heart, so exploring we will go! Again, any spot like this can either use the Revolting Blob (who automatically falls in) or the Happy Little Sunflower (who uses the field action to burrow). We find ourselves adjacent to a curious pod that fills up with green gel. Hi again. Quote:
Before we get any further, we hear some loud clangs, followed by a scraping as the door is slowly pulled open. Ah, guess Buck's beaten us to the exploring. Good to see you too, I guess. GAMM-E switches back to visual scan to get a read on who's arrived. Quote:
Not surprised that Buck's first priority is Helga. Andrew and Lars are both clearly nerds, and we already know Buck's stance on nerds. ...Great. The hallway outside extends further to the west. Quote:
And we're faced with our next area: The Iron Flamingo, spaceship home of GAMM-E! Music: Machines en Vogue Now, you'd think our first goal for the area is to escape, right? Well, you're half right. Our actual goal, though, is to talk to GAMM-E. She still has supreme control over security across the Iron Flamingo, and we will not be able to escape without talking to her. Naturally, she's completely uninterested in talking to us at first. Each terminal, with one exception, can be used exactly once to talk to her before she cuts comms there. And yeah, Buck got into his pod, but he broke out with stupid brute force, compared to Jimmy wiggling his way out. Quote:
Don't forget the terminal back in Jimmy's pod room! Don't know what you mean, but I think I have an idea. I'm not averse to spending time with GAMM-E, but I don't really want to spend time in a containment pod. Surely, there's a middle ground. We can talk this over. Guessing these rooms house the other family members? No way we're busting past Level-3 security doors, so it's moot. |
#36
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Music: Toaster with Teeth Quote:
Music: Machines en Vogue Lot of pods in here. This hall just leads to two Level-3 doors and a Level-1 door at the end. Past the pods, we have a terminal that can connect to everyone else. Let's start by talking to Helga. Quote:
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Anyway, time to request security clearance. If you've talked to GAMM-E enough, you'll be in a good place to get something here. Gesundheit. Hey, not bad. This isn't all Level-3 doors, just this one, but this should let us access a lot more of the Iron Flamingo. Huh, guess she's also hosting The Petty Thugs. Sure didn't, you guys are really moving up in the world! We passed! What, didn't you pay attention? Guess some experienced Low-Level Goons like these don't have time to meet the recruits. Sorry to add to your workload. This vending machine over here lets us purchase stuff! But if you shake it, which you definitely should not try at home or anywhere else in real life... Oh, RPG finance inflation. Anyway, Snack-Os recover the party's HP, and XL Cola recovers the party's MP. This is the only door we can go through here, the others are too high security. Leads to a staircase down... hm, what if we go left? Huh, guess this is a disposal area or something. Quote:
At the other end of the hallway, we've got more Level-1 security in the way, so let's chat a bit more. Quote:
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#37
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Nowhere else we can go now, but I think we can get that clearance. Thanks, GAMM-E! We'll start over here. Hm... guess this is a scanning device? Quote:
Music: Toaster with Teeth Quote:
Your actual response to Super Deathbot 5000 is Clean Getaway. Super Deathbot 5000 will not stop until you are dead and then deposited back in your pod room. Music: Machines en Vogue Quote:
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Wheeee! That's pretty convenient. The drain here leads to the disposal area from earlier. Right, moving on. One more Goon. If memory serves, that's the fanboy. Quote:
The door to the left has a laser tripwire which will call out an inescapable Super Deathbot 5000 encounter. Maybe later when we've got a ton of imagination forms and levels we can take that on, but that day is not today. The other door holds another big scary robot, but a damaged one. It's not destroyed yet, though. Music: Toaster with Teeth The older 4000 model of Super Deathbot can either be a pushover with too much HP or an actual miniboss depending almost entirely on RNG. It's capable of a basic attack, an electricity wave that hits everyone in the fight including itself, and a double-attacking rampage that consumes its next turn as well. It'll sometimes burn a turn sparking and doing nothing, and you can grift the Exposed Wires from it to permanently inflict Frazzled on it (as a refresher, this causes it to occasionally attack itself). The 4000 has a lot of health and decent attack power, but all of its limitations and existing damage mean that you won't have a very uphill fight. Music: Machines en Vogue With that down, we can access another terminal as well as some of the more spacious piping in the ship. Hm. Guess Hans is Jimmy's grandpa on his mom's side. I wonder if he's also a spaceship. Anyway, I forgot this Level-1 door way back at the start like a dang fool, so I get to backtrack all the way across the Iron Flamingo now. Nothing in here but a spare pod and terminal. Wonder who this is for. Quote:
Just a reminder that I'm getting into constant fights with Mobile Alarms, Mobile Alarms, and Mobile Alarms. No, I can't cancel them. Yes, it's a little tedious. There's a bunch of viewports along the pipe here. Ah, we're above the pod hallway. So inside those Level-3 doors next to us... |
#38
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Yep, there's the rest of the family. Andrew, Helga, and Lars are each in a pod room of their own. Anything interesting in the opposite hallway? Guess Information Guy got captured too? Don't know why you'd want him. And a pretty high-security hallway. Guess we're not getting down there for a while. Now, if that goon fanboy is to be believed, there's a big meeting going on here. ...Huh, a dog? Can't hear what's going on down there. Music Oh, that creaking? Probably the pipe collapsing at a really inopportune time. Yep, sounds like it. Music: Skin Thieves Quote:
Music You really think GAMM-E will just sit back and listen to you threatening to eat her grandkid, dog? Quote:
For now, though, we've got to escape. Just us and Buck now, huh. Music: March of the Corgis Welcome to the next island: Sweet Melody, neighboring Homeflower. It's on the other side of Unbreakable Bridge. We're currently in the kingdom of Legato. Music Awfully conspicious timing. Maybe that's Helga. The brief fanfare matches up with the song sung at the start of the game. That's telegraphing Helga real hard. Music: March of the Corgis Guess that's our first goal: infiltrate Legato Castle and confirm if the Queen is Helga. Sure is, little buddy! Any info for us? Quote:
Inside the clock tower next to Timothy Mouse is a composer. Sorry, champ. Any problem with me checking out the upper floor? Then there's no harm in me heading up, right? Sure enough, no matter how much we step on that switch, the clock tower keeps going. How about this place? Quote:
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#39
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It says EAT THE RICH There's nothing and nobody else in the mansion, although the pictures are of different Legato people. Weird that Mr. Marvelous would have that in his mansion rather than pictures of himself. Anyway, there's a bank branch and Ms. Robin's usual stall here. There's also Besson, who's an oddball, but not bothering anybody, so I'll leave him be. Even if we didn't have a good lead, we're stuck in here for now. Ms. Robin has some new stock here. I grab the Crush manual and both pieces of furniture. For the record, the equipment here is the Recorder (+8 ATK/MAT), the Hand Wraps (+12 ATK): Quote:
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Yeah I bet. Quote:
Here's a good look at what our finances are right now. I have no idea if that's rich or poor for this part of the game. Later. Buck's new Crush (12 MP) skill is basically a mini-Magnificent Combo. It's certainly fine on him, but he can already basically do that anyway, and the MP is still on the heavy side for him. Now, if we get another party member soon, this will let them handle a bit more like Buck, so that's something to consider. Anyway, let's check out the castle. Suits of armor with lutes unarmored. Music Hard to tell, but that's a drawbridge for the level above us, not a gate. Quote:
Or not. Guess we're doing this the hard way. Music: Oh-So-Cool Castle Welcome to Legato Castle! Our goal is to pursue Harply in the direction he fled, but we can't do that with the drawbridge up, so the first priority is to find a way to cross. Thankfully, while the means to do this isn't indicated in any way, I know exactly where it is. There are encounters in the area, but there's a few moxie trees here to work with. To get through quickly, first we want to go in here. Head straight down the hall and don't look back. Music: War of Hearts Quote:
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#40
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Music: Oh-So-Cool Castle Anyway, in here. What'd they put in there? Is it a goose again? It better not be a goose. GEESE AREN'T COOL. Music: Worm Party Oh no. It's worse than a goose, it's a Red-Billed Squawker, and it's on us before we even recognize what hits us. Music: War of Hearts The Red-Billed Squawker has three moves: normal attack, a yammer that Startles the party and inflicts minor damage, and a rampage double attack that consumes its next turn. Pretty standard stuff. However, at 50% health, it'll ascend to new heights of Hyper speedy nonsense and double its AGI for the rest of the fight, while also removing the cooldown turn after rampaging. As you can see, this makes a wounded Red-Billed Squawker pretty scary! That said, this fight doesn't really have much in the way of tricks, just don't get stupid like I did and make sure to keep yourself healthy, because without the Rad Sneakers, you're not outspeeding this thing at this stage of the game. If you DO have them, either have Jimmy abuse the speed with High Five to heal weakened teammates, or have Buck use Insult to keep the bird off-balance as much as it does the same to you. Watch those rampages early on, so you can have nice freebie turns to whale on it. There's that guy done. Music: The Noble Sea Quote:
I feel a great power honking inside of us... Nice. Jimmy's new form is the Red-Billed Squawker, which as you can see gives us our way of clearing the drawbridge, no problem. Music: Oh-So-Cool Castle You are unfit to look after another creature. Best of luck with that. So, the Red-Billed Squawker. As the stats indicate, this is the speed-focused form, and awards us +1 AGI with every level. This form is very much about going first in fights, and seizing that advantage as hard and loudly as you can. Let's break down some skills! Quote:
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With our perfect and good new body, we can progress. We'll go this way. Left takes us to the battlements, and we'll head there for sure, but right now Jimmy needs a helping hand. There's a three-way fork here, but I want to go this way, since it leads back to the courtyard. NYOOOOOOM bonk. We could've gotten it down by shaking, of course, but this is funnier. Oh no! Music: War of Hearts Quote:
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Music: Oh-So-Cool Castle Let's check in here real quick. Thanks for the warning! |
#41
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Whoa, that sounds cool as hell. TELL ME MORE. Okay we HAVE to check out the prisons now. But first, over here. TOYS!!! Just got disembodied eyes again. Come on, I know you can do more! Okay, NOW we can go on the battlements. Getting tired of encounters here. And it's that easy. Flip the lever to get the drawbridge back in place... And run up this watchtower. If you would, that'd be nice. Music: March of the Corgis And it's that easy. We can have the guy turn the encounters in Legato Castle back on by talking to them again, but... Exactly. Anyway let's go play in the prisons. We've had a longer update than I expected and I want to just do a small thing before we go further in. Just down here. Hm, how on earth would we get through there... Yep, Blob form will do it. Little late for that. But thanks, I guess. Quote:
Wait, Information Guy? What are you doing down here? I... see. No I think I got it, thanks. Further in are these strange doors. The eyes open and the door shuts as we approach, even if we sprint using Red-Billed Squawker form. We'll need another method, but that's enough for today, anyway. Next Time: People say I'm a man of few words, but I think if they could see inside me, they'd be surprised by all the inner turmoil. I have a tragic and exciting backstory. |
#42
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Loving this LP so far and I really hope this game eventually makes its way to some platforms besides computers. Not that I have anything against playing it on a PC (I know even a budget (modern) lappy can run this and I have considered buying one for retro computer gaming), but this is very much a title I would love to have available on my Switch and/or my phone.
Also possible spoilers but I have a hunch that we may have already seen the horrible cat monster that escaped. |
#43
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It's really a treat to be able to see all the little hints and bits of foreshadowing that the game does without having to go back and play the game all over again.
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#44
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I can only assume that Oh-So-Cool castle is a spin on Mother 3's Osohe Castle. Is there an Oh-So-Cool Snake at the end?
dammit something that bothers you is something that fazes not phases arrrgh |
#45
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Music: March of the Corgis If we go this way, we'll find the Queen for sure. Weird that the throne is unoccupied. Maybe she's been taken up the tower for security. Guess so. Who's this guy? Quote:
Music: War of Hearts Roland is the heavyweight of the Legato Knights, and can either attack, rampage to attack twice but tire himself next turn, or tense his muscles to telegraph a power attack the turn after. He hits pretty hard even though he's slow, but as the dialogue indicated, this isn't the real Roland. If we steal the Loose Thread from him, he turns into a bog-standard Tootsoldier. For XP measuring reasons, I will not be doing this for any of these fights. Compared to an average Tootsoldier, which only gives 60? Yeah, we'll fight them legit, why not. Music: March of the Corgis Next, please. These are all going to be actors, aren't they. Well, for certain definitions of "actor". Music: War of Hearts LeGrange is the fastest of the Legato Knights. He can do a normal attack, a triple attack that tires him out next turn, a blindingly fast attack that outspeeds whatever we do, and a feinting hilt bash that can Startle. And yes, you can steal his Loose Thread, too. He doesn't have nearly the bulk Roland did, naturally. He awards 225 XP, apparently. Music: March of the Corgis Get honked on. Moving right along. Quote:
Music: War of Hearts Claire is the status effect specialist of the Legato Knights. While she can do normal attacks, she'll usually instead try to perform a move that inflicts something else, including a piercing attack that causes Unguarded, a poisoned attack that causes Sick, the Startling shieldbash that Tootsoldiers use, and laughing in our face after an attack to inflict Unmotivated. It goes without saying that you can steal a Loose Thread here, too. She awards 250 XP. Music: March of the Corgis None of these fights is serious enough to merit a video, of course. They're miniboss caliber, but only barely, as I've yet to really require strategy beyond just mashing attack. Hey there, contestant number four. Quote:
Music: War of Hearts Coltrane is the most skilled warrior of the Legato Knights. He's got a normal attack, and can tense his muscles to ready a power slash next turn. What's more, he can actually tense up for two turns to do an even more powerful slash, enough to really put the hurt on, so it's not always a safe bet to just autostartle after one telegraph. As usual, you can steal his Loose Thread, and he awards 275 XP. Music: March of the Corgis This is going well so far, but even an imitation Coltrane is a threat, so we'll back off and heal before we climb the last stair. That's the ticket. ALL THE WAY BACK NOW. Music ...Hm. Somehow I get the feeling this last one isn't an actor. Quote:
Music: Righteous Scrabble This is the general boss music for bosses that don't already have another theme, and wow it's good. I love it. Beach Volleyball Massacre fits Punch for sure, and A Cocoon Throbbing in a Dead Man's Mouth is excellent for a "what the hell am I even looking at" sort of thing, but Righteous Scrabble is one of the best fight musics in this game. Anyway, Windsor is the leader of the Legato Knights. While he doesn't have the Legato Knights with him now, his leadership and tactical skills are enough to render him a serious opponent even with mere Lv. 2 Tootsoldiers. He can attack directly, or order all of his allies to make a free normal attack, or simply twirl his mustache. He'll also command them to alternate between their two stances more often than in regular fights, so you should pay attention to that in this fight. While the Tootsoldiers are on the offensive, attack them directly, and when they're on the defensive, focus directly on Windsor instead. If you end up defeating both Tootsoldiers before Windsor is defeated, he'll square up and switch to regular attacks alone for the rest of the match. Music: March of the Corgis Quote:
Hey man, I'm just here to see if the Queen is actually Helga. I didn't agree to no dethronings. Quote:
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#46
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Well, let's go see. Music Yep, there's a sad mom. It is us, Bird Son and Beef Son. Hello! Music: An Open Window She gets right up and gives each of us a quick smooch on the cheek. You're throwing off Buck's toughness cred. Please continue, it amuses me. Quote:
What's up? Quote:
Sure did. If you already used it before this point... I don't know. I haven't tried. Besides, why do that when I can get a cake now? It's a pretty short amount of time, just a quick fade to black. Quote:
The what now? Music You... opened the closet. With the boards and the padlocks and the police tape? Are you SURE that was a good idea? Down from the attic comes... huh, is that a teddy bear? Jonathon Bear, just like in Jimmy's favorite TV show. Music: March of the Corgis Quote:
We get to cut away to Legato's front gate, but as we approach... Music Quote:
Music: Skin Thieves That's not good. This is the first we've heard of the titular Pulsating Mass all game, and it's not good news at all. Music: March of the Corgis After that brief message, the crowd disperses and Harply greets us. Quote:
Sure, we can talk to Windsor. He seemed like an all right guy. But right now, NEW PARTY MEMBERS!!!!! Helga's a regular bundle of sunshine, I tell you. She's a powerful support character, and sports pretty good ATK, MDF, and AGI in particular. Like, none of those stats is sky high or anything, but she has enough to hold her own. Always welcome on my team, for sure. |
#47
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Helga's personality, as you've seen from how she handles basically everything in life, is Optimistic. She's got enough cheery mom energy to power right through a bevy of common status effects, which is excellent for a support character. She starts out equipped with a Clutch (+6 ATK/+10MAT): Quote:
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Helga brings her Mothering skills into fights, which... yeah. Literally just the same as the Happy Little Sunflower, but with Sunshine exchanged for High Five. Without any manuals, Helga is committed to almost a pure support role. It's not bad, mind you, sometimes you just want a full time healer, but it's a little unexciting to me, that's all. It also seriously takes the incentive off of leveling Happy Little Sunflower for Jimmy, even though it's a good idea. Just to refresh everyone's memories: Quote:
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Jonathon Bear is a little trickier. His stats are generally above average, but he doesn't have anything he really excels at, and where he has flaws (particularly in AGI, HP, and LUK) those flaws are huge. Jonathon might just have the lowest LUK out of everyone in the game. He's got the kind of Supportive personality you'd expect from someone who introduces themselves as your best friend. It's a pretty powerful personality, too: Ants-on-a-Log wielded by Jonathon becomes a full heal, Choco-Cola recovers half a teammate's MP, even Alarm Clocks benefit from it. And that's before I even get into attack items, because while we haven't found any yet, those absolutely exist. His starting gear is the Padded Paws (+7 ATK/MAT, +2 DEF/MDF): Quote:
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Jonathon's Funducation skillset, while nice and thematic, is a really unwieldy mixed bag, though. None of the moves are outright bad, they're just... less useful for someone with Jonathon's stats, I feel like, a lot of the time. It's really easy to think of him as outright worthless until you remember that whole "double item strength" thing. Quote:
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Anyway I buy both of them a Crush manual, give Helga the Bee Stinger, and go right back up the tower. I HAVE CURIOSITY. Huh. Maybe this is the mirror where the Legato Knights imprisoned the former Queen! How spooooooooky! But it's ruining our ability to see the Red-Billed Squawker mirror text. Hi again Windsor. Sidequest! We'll be able to find the other members of the Legato Knights as we progress through the game. Doing this allows us to fight them all as a team, which is absolutely a postgame-tier battle, but there's no reason not to do this now. Sure, mate! Quote:
Thanks. No hard feelings about you sounding the castle alarm and describing Jimmy as a ten-foot-tall monster. Well if you won't take the toys, Jimmy will. Gaaaah fine. We'll leave them alone... for now. Music: Let's Color Today High time we got out of this place, anyway. Now we can move around a little more of Sweet Melody. That cloudy plateau looks fun, but is out of reach. We'll stop by the Clubhouse first. Music: Adventuring for Beginners A new feature has opened up at the Clubhouse: this teleporter! With it, we can telprot instantly to any other Clubhouse we've seen, allowing us to backtrack to Homeflower at our discretion from here on out. I'll leave that alone for a bit, though. Quote:
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Music: Let's Color Today If we want to get into Sweet Melody proper, we're going to have to take the Blue Staff River path. Music: Butterscotch Train Another information terminal, huh? All right, hit me. Quote:
Hm. Different kind of pod from usual, this looks more like a shuttle or something than a containment pod. Hello again, mystery fish. |
#48
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Mystery fish is shy, like Jimmy. Music: War of Hearts Quote:
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Music: Butterscotch Train If you do this, Jimmy whistles the same fanfare the Tootsoldier played when he entered Legato (and the same tune that the song in the intro started with). Hm... that spot looks Sunflowerable to me. Shwoop! Wow, we grew an entire pay phone. Not surprising, nobody even uses these things anymore. The stones in the river emit a tone when we hop on them, and the tone changes depending on how far up or down the river we are! Quote:
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Regardless, The Petty Thugs scatter in different directions. We're free to chase after one of them, but like Johnny Knives said, the other two get away if we do. I'm gonna go follow Big Enormous because I like him. Toybox!!! We've already gotten the sparkles effect before and we don't have much MP spent yet so I'll just skip to the Spectacles (+5 MAT), which go right to Jonathon: Quote:
Huh. Guess we caught up with Big Enormous. Quote:
The path heads up here, presumably rejoining with the other two paths. Yep. If we pursued Johnny Knives, we'd exit from the cave here, and if we went after DeeDee we'd go across the river rocks. We'll backtrack a little bit, but we will have to come back to the Blue Staff River after the end to get everything. Johnny Knives would get stuck early on because he's afraid of the dark, which is too intangible to be stabbed. None of the paths is very long, of course. Music: War of Hearts Quote:
Music: Butterscotch Train Right, this is about where Johnny Knives would be. We can't open the door there yet, of course. As for this area out here, see that center stone that's too far away for us to reach? DeeDee would be stuck there, having leapt before she looked and misgauged the distance. Quote:
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#49
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Anyway, let's go meet the trap. Music: War of Hearts I used my disembodied eyes for this? Music: Butterscotch Train Wheee behind the waterfalls! Can't go up the cliff here. Oh hi. Music: Knuckle Sandwich and Ladyfingers Quote:
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Anyway yeah, we totally beat him. And then we made fun of his taste in music. He threw us all over the side of a bridge a few times, so we made fun of it EXTRA hard. I feel like that's how Jimmy would try to play a heel, anyway. I believe in you, buddy. I hope you can believe in yourself someday, too. Music: Beach Volleyball Massacre As shown here, The Petty Thugs are the boss for the end of Blue Staff River. Whichever one of the three you pursue will be replaced by Punch Tanaka at the end, and all four of them have slightly upgraded stats and moves. Punch Tanaka adds a new telegraph, where he confidently (?) scratches his head. This can result in either the Counter stance or the Magnificent Combo, so the strategy for him isn't very different. Same goes for Johnny Knives, who can now use a poisoned dagger attack to inflict Sick, or extend his maniacal cackle telegraph for a second turn for a triple power attack, and who is just as useless when his knives are stolen. DeeDee can now do a powerful slam attack, although it will tire her out next turn, and she has a flurry kick move that attacks and Startles the entire party. Big Enormous, for his part, gains a new, sadder song on his boombox that inflicts Unmotivated on the party for a few turns, curbing your ATK. The basic strategy is the same as the first fight: steal Johnny's knives, take down DeeDee first since she's the frailest and her Startling moves can really throw a wrench into things, you get the idea. Punch Tanaka in the same fight doesn't change things too much, since the strategy for him (Startle after telegraphs) isn't too interrupted by anybody else except Big Enormous' bearhug, and honestly, if Big Enormous goes for the bearhug, you come out ahead in action economy for a turn or two anyway. Music: Knuckle Sandwich and Ladyfingers Since we actually took down Punch Tanaka before he escaped this time, we not only get a lot more XP, but three Marvelous Coins: Quote:
...You really aren't a planning sort of guy, are you? Music WELP BYE EVERYONE Good thing we happen to have an entire raft here, huh. Quote:
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Music: Worm Party What sort of wacky predicament has he gotten into now? Can he not swim? Huh. If you say so, Helga. Up you get, then. We pull him aboard and he shakes himself off. |
#50
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Yeah, he's fine. Quote:
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And that takes Blue Staff River to a close for now. Music: Let's Color Today We can head south to progress towards Mute Notes, but I want to draw attention to something important first. We're now on the other side of Unbreakable Bridge. Let's see if the path is mended yet. Mr. Beaver, you champ. This was a crater like a day ago! Look at this inspiring bridge! I CAN'T HELP IT I'M EXCITED Say, what's down here? A mystery secret cave! Maybe there's treasure? No, just Mr. Cat's home for some weird reason. Why'd you even need an inn room if you live here? We'll swing by Home since it's a quick stop. Though I gotta say, that bird that was flying around that spire earlier... it's not looking too great. Music: An Open Window This is the only real loose end to clear up here. Quote:
Next Time: Here's your apple cinnamon muffin. But it's not coming with any extra love! |
#51
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"Hypnopotamus"
*chef kiss* |
#52
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Mr. Cat, worst NPC. -_-
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#53
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#54
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My first assumption was that the rope down to his house was past the break but that seems a bit silly if his house is on the same side as the town.
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If I lived alone in a cave under a bridge I wouldn't want to stay there all the time either.
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#56
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Music: My Animal Friends Looks like things are happening a bit back in Smile. I'll be honest, Cordelia, we came back to see everybody, not just you. I have to be honest! Y'know what? Sure, we'll help with muffin delivery. That sounds fun. No problem. This is a pretty light side thing, as is the next one we're gonna do, because we're going to tackle the next big area, and it's even more of a mess to navigate than Giant Garden. Quote:
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BUT YOU'RE STILL MEAN TO JIMMY. Quote:
Right, yeah. Everyone else has left town already. Music: Let's Color Today RUNNING AROUND AT THE SPEED OF HONK GOT PLACES TO GO, GOTTA DELIVER A MUFFIN, YO Quote:
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Music: Morning Lullaby ...Wow, that's kind of a heavy question out of the blue, isn't it? But I think you put your effort to a productive use intended to help people, at least moodwise, so I think it counts as an overall good act. Quote:
Music Sure, just don't catch cold. Music: Let's Color Today Sure. I could deliver the other ones too, but I see why Timothy might be the priority for you. Quote:
I think it's pretty close. Music: Butterscotch Train First, though, there's another secret here. We're approaching from the far side of the bridge we fought Punch Tanaka and the rest on. If we go this way, we could hop down the ledge and return to the main path. But if you look closely, you can see a secret cave. This is a secret place, but not in the same way Slither's cavern was secret. Similar, but different. There is no terror to be found here. Music: Balancing the Great Rings I don't know if this place has an official name, but we'll call it Singing Water Cave for reasons. |
#57
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Hey Helga how you doing. This Helga's a little wavier than normal. Hm. Music: War of Hearts Quote:
Music: Balancing the Great Rings We head left first, because treasure reasons. Quote:
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Music: Balancing the Great Rings Back this way now. Nice, finally got Antibodies! Since we're gonna have virtually no other passives for a while, this gets slapped right on. Remember, this is a property that even the Revolting Blob doesn't have by default, so even if you're okay with just swapping to a form when you need it, you can get some unique capabilities by investing in it longterm! There's not much else in most of the Singing Water Cave. The scenery is nice and the music is relaxing, though. Oooh, I want it. At the top of the rope, we find a slightly wavier Helga. This is also a bit of a clue as to what this cave really represents, but we'll get to that later. Down another rope to get to the toys. Quote:
Not really a lot to say here for now, just a very nice lake cave. By going around this room the long way, we get more disembodied eyes (wasting our first set, grumble grumble) and the track for the area. Further in, Helga's getting... well, wavy isn't apt anymore. Disjointed? Fuzzy? Right, let's go over the facts. We know this game is taking place in Jimmy's dream, right? So the Helga that's in our party is, obviously, not the actual real Helga, just a dream representation of her. But this fuzzier Helga isn't really reacting to us like she does. It's more like she's reciting lines. I'll spell it out at the next fuzzy Helga, since there's one more. There we are. This Helga is basically Jimmy's memories of her, which means that this is, despite the fuzziness, the most accurate representation of her we've seen yet. There's a secret location dedicated to Jimmy's memories of each of his family members, and we're going to track them all down. Quote:
Anyway I forgot my Emergency Exit so please excuse me while I backtrack through this entire cave. Music: March of the Corgis Quote:
Music: Let's Color Today Right, welcome to the next area, and it's a real piece of work, let me tell you. Music: Two Rivers This is Fermata Forest, and this is a curious thing for Jimmy to say, don't you think? |
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There's a reason for that. We're playing Oracle of Seasons all over again, buddy! The entire area changes its terrain based on what season you set it to. What's more, the encounters change state as well! The basic rules as I remember them, and how they change things: in the spring and summer, climbable vines sprout up. In summer and autumn, log bridges form across the rivers. In spring, the large flowers bloom, sometimes holding toyboxes but in all cases being sturdy enough to walk on. In autumn, some mushrooms can be used as staircases. And in winter, of course, all the water freezes over and can be walked on with ease. This place has a ton of treasures, and you'll need to get really handy with messing with the seasons to find them all. Winter is secretly the best season in this area, by the way. This is part of the reason. There's snowmen for (I think) all of Jimmy's family hidden around the place! Music: War of Hearts Quote:
Music: Two Rivers Look at that edgy angry snowman. Music: War of Hearts The Hypnopottamus doesn't change much with the seasons, but they do hibernate in winter. In summer, the Metrognome gets fit as hell, and their special move when uninjured is Bully. If they're injured, they'll do a war dance to Motivate their team. As you can see, we can also steal furniture from them. Music: Two Rivers The central area has a healing fountain, so this area isn't too grueling despite the encounters and season shifts. Rubik is here, and so is the dog. DAOG CUBBINS IS GOOD Rubik sells consumables here, but their inventory shifts slightly with the season. In summer, they sell Super Balls, which are a consumable attack item. This is how you get Jonathon to do big-huge damage, but I'm not buying them. I have a slightly different plan. Up here is another whatever-the-thing-that-changes-seasons-is. It's slightly ineffective, though, since it can't change the season to winter in practice. No way down from the ledge if you do. The mushrooms of autumn can impede progress as well as aid it. Roman Candles do about half the damage of Super Balls, although it is magical damage. Still not what we're looking for, though. Music: War of Hearts In autumn, the Treeman starts off fights Sick, and will sometimes burn their turn coughing. If we steal their Health, they do that on that turn and more often on subsequent turns. I didn't try to test it, but I feel like stealing their Health might also cure Sick on Jimmy. It would be extremely apt to me. Music: Two Rivers Well, that's annoying. We can get that by using the starting switcherthingy, though. Music: War of Hearts Metrognomes in autumn are still magical, but less so than wintry ones. Their special move is a mudslide move that inflicts Sticky on the party when undamaged, and a barrier that applies the Guarded buff to their team when injured. Music: Two Rivers We'll have to find another way to reach Rubik and Cubbins in springtime. We get a nice thing by backtracking to the southeast corner in springtime, though! |
#59
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Music: War of Hearts The summery Treeman has no special traits or moves, it's just the beefiest version. It is exactly as boring as it looks. Music: Two Rivers Just past Rubik is a mystery cave that's boarded up. We'll get in there in a bit. The cave here is the way forward, but we're ignoring it for now. It's slightly better to get there in winter, but no biggie if you can't figure it out. Speaking of winter, we can't reach that mystery spot in the pond until winter. Getting to Rubik in spring is pretty easy, actually. Just go left from the top of the ledge. This is what I wanted. The Cherry Bomb is the magical counterpart to the Super Ball, but for real this time. I buy four, because that's all I can afford, and I want Jonathon to have some real kick for this update. To get to both Rubik and the cave in winter, just go all the way back to the start. Just be careful, because ALL water freezes over in winter. Rubik's winter sale is the most underwhelming one. Smoky adds... I think a 50% chance to dodge attacks? Not saying that's bad, but is that really what you want to spend that much money and a turn on? This crack here is too small for even the Happy Little Sunflower or Revolting Blob to squeeze through. We might need a bit more weight to do this. Music Quote:
Music: War of Hearts The Grumble Bear! It starts off the fight Sleeping if you approach in winter, though it's by no means a requirement to fight it head-on. The Grumble Bear has three basic moves: a basic attack, a roar that attacks everyone, and a rampage that does two chunky attacks but tires them next turn. However, these moves all upgrade the more injured it gets. At two-third max HP, the basic attack is replaced with a bite, the rampage gains an extra hit, and the roar also inflicts Unguarded. At one-third, the bite becomes an even stronger slam, the rampage gains yet another hit, and the roar applies both Unguarded and Unmotivated. The Grumble Bear is slow, but it packs a serious wallop with all of its attacks, so if you're not going for the winter ambush, you might want to play it slow at first, and only bust out the big guns once the Grumble Bear really starts getting mad. Also: notice how much damage a Cherry Bomb from Jonathon did! That's better than Buck's Magnificent Combo, and that's our strongest attack yet! He's kind of crazy powerful if you really let him be. Grumble Bear down! Take that, Dad! Music: The Noble Sea Quote:
POWER GEAR! Quote:
Music: Two Rivers Anyway, this is the Grumble Bear form! The field action, as indicated, is a buttslam of incredible force. If any toyboxes remain unopened in the area, you'll get a question mark over your head, and a number of "knocks" equal to the number of toyboxes. We've got 6 to go here! Right past the cave is another tree stump with built-in Rod of Seasons, if you need it, and we do. But I'm getting ahead of myself. The Grumble Bear's entire theme is based around "uncontrollable might", if you will. Every level of Grumble Bear gives +1 ATK to all forms, and almost all of its moves are just as mighty as a real bear, but tend to have a drawback. Quote:
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Since we can get to autumn on the other side of Rubik, we can now climb up here. RAMMING SPEED! And that's that opened. Just go through here to reach... |
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The natural habitat of the Red-Billed Squawker! By approaching as one ourselves, we have a brief and very noisy party. We can get to the lightbulb beyond them now. One more done. Let's wrap this area up. In summer, we can get to another climate machine just beyond the last one. Not the right way to the toybox, but hey, snow Helga. Quote:
Four left here. I know that three of them are below the cracked ice, but we're doing that last. The exit is literally right above the penultimate bulletin board. Music: Adventuring for Beginners Quote:
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Right, let's do this. Open up! Music Whoa, that's maybe a little deeper than I was expecting. Music: Strangled While Asleep We're in another realm entirely. Quote:
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This first area is kind of a featureless wasteland with no signs of entrance or exit. Nobody to talk to, nothing to interact with. Quote:
Eventually, a door will appear. It technically has a fixed location, but the wandering is important to make it appear there. |