Part 15: The Plobfather Revealed!
Update 13: The Plobfather Revealed!

And welcome back! It seems that the thread has done that thing which usually happens with a certain other series (*coughFinalFantasycough*), where people start talking about every individual game in the series and

I have:
-played the original versions of the first four games
-read Tendales LP of V
-no clue about VI or VII
-beaten VIII
-played a fair chunk of both IX and Joker 2
-seen UZworms LPs of both Monster games


The thread seems to have two main sticking points regarding a) grinding, and b) the blank-slate party members in III and IX. Id like to take a moment to express a heartfelt fuck you to IIs endgame at this point. Not because of the death spells, but just the amount of grinding required to beat the last boss without massive savestate abuse. Id say that III and IV are much better about grinding in general.



Oh, and as for the blank slate party members Im one of the folks whos perfectly fine with them. A game with a blank slate party can make for a truly magnificent LP, as certain goons have demonstrated time and again. Giving voice to the voiceless and writing your own dialogue for a character with an existing personality are two very different things. One is roleplaying. The other is fanfiction. One of these two things works out well much, much less often.


In fact, the only reason I stopped playing IX is because I did A Dumb Thing. Three hours and several sidequests after the last time I had saved, I accidentally loaded a state instead of saving one.


Alright, thats enough of that. Lets move on with this; an awesome if somewhat easy game about slimes, tanks and glorious puns.

Down underground, the only way across these rapids is to sit on one of the railway carts and let it carry you across. This solution is only ever used this one time, so thats nice.




As has been discussed, lightning staves are kind of gimmicky and lackluster. They also arent needed in any alchemy recipes at all, so I think Ill give this one a miss.


The cavewoman-esque slime gives us an oaken club. Is that some kind of proposition?


Anyway, this screen may seem familiar to those whove been paying attention.

Yes, were now on the other half of this weird little maze of bridges, barriers and woodwork.


We have a mimic on this side along with another holy crystal, but theres not much else to see here.

Until we get to the end of the maze, where the game checks whether youre on the ball today.

See that? Thats our fourteenth point of health.


The following screen is a mirror image of its counterpart, with our second rockbomb and another spinefield to traverse.

Things dont go nearly as badly this time around. And you know whats beyond this point, dont you?


Going like a dream, huh? Guess that other platypunk got screwed over on the prime excavation spot.




So, you know how the other War Chests ammo was a little bit lacking? This one, not so much. Lets take a look at what hes got.



Al Plato has a selection of solid ammo, including metal king and bastard swords along with the second tier balls and missiles. He does have some bits of dud ammunition in the gold bar (which deals 10 damage) and a chest, but all in all, his stuffs pretty solid.

Which is why I decided to break in and disrupt his operations.

Ooh, he has one of these destructiballs too! Nasty.

There is a slight issue when the Hammerhood loses his hammer though, meaning that nobody fires anything for a little while. Well, aside from the Goodybag sending a claptrap into the enemy cannon room.

I didnt actually notice that it had happened, or that its what hurt Al Plato here until I was reviewing the recording.

The Hammerhood revives just as I head back over to load some stolen goodies into our cannons

...but none of it manages to get there. This fight is won mostly by my stock of bastard swords, with a few other potent projectiles mixed in.



Well, aside from the fact that we saw some of the slimehabitants were carried away before being put in their boxes. But that was a dozen updates ago, so youd be forgiven for forgetting.



The cracked-up bard gives us a Goddess statue, which should hopefully prove handy later.

With both sides of the split finished off, we can finally head on through this Imps obstruction.

Aaaaaand of course theres more cactiballs. Thanks, game.

Oh, its the consumable version of the games best healing item (barring the revival stuff). This is special medicine, which will heal our tank for 50 HP once we actually find some in ammo form.


Heading through the warp takes us to the end of the area, with the boss door and an obvious tank battle room nearby.

Oh, and heres the devil tail chest. This should be an easy place to farm some up if I need them.

Now, if this is the last tank battle of the area Can you see where this is going, readers?



Somebody seems to be loosening up. Alright, lets make this quick!





Schleiman versus Schwarzman, round 3! Fight!


You know how this one goes by now, right? Slivals still all by his lonesome, so infiltration tactics work wonders against him.



Hiya, buddy! Weve come to pummel the goo out of you until we win.


Big words from someone who just got revived.


Sorry, which one of us is dead?



Finding another orichalcum is very nice indeed! You see, the only continual source of these outside of alchemy is from the necropolis Goodybags; they also drop gold bars, but the other two items are considerably less awesome. (Goddess statues and lightning staves, if youre curious.)



See you later, Slival!



You there, lad! Would you help me, please? One is beside oneself with boredom.
Ah, must be one of the upper class if theyre calling themselves one.



Seems Her Royal Wobbliness is quite capable of finding her own way home and that not all the shellslimes sound Australian.






Theres only one more thing we need to do here, so lets save the final slime and see whether the Plob have unearthed the Dark One yet.



Pot Belly and Harvest Loon both - Peh! - enjoyed doing battle with you, Im sure. Peh! But not as much - Peh! - as Im going to! Im about to become a real thorn in your side!
Alright, time to take on the last of the Plobs Big Three. Lickety Spit, the Gripevine!


Lickety Spit has four cactiball minions wandering around at all times, so trying to get rid of them isnt going to be very fruitful.

These particular cactiballs can launch themselves at Rockets position, but theyre also our method of hurting the boss.

Im going to have to make you cry, lad. And scream. Peh! I cant let you off too easily!

Some spiky vines emerge from time to time after Lickety drops below half health, so be wary of those as well.

Just dont do anything stupid, and this boss fight should be fairly straightforward.

Weve dug up the - Peh! - thing that was sealing the Dark One away now. Its a shame to - Peh! - have to leaf you like this, but there you are.

And thats the end of the Big Three, folks! Now to save our last slime of the day.


You must be Lady Polys husband, Im assuming









This is him, folks. The Plobfather, the six-tailed head of the whole organisation. Don Clawleone, biggest and baddest Platypunk around!







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...And here I thought Bowser had the monopoly on flying fortresses that look like the big bad.

Damn, Gluttonellas getting slammed on today. Also, somebody messed up and layered Ducktor Cid under his garage.






Well give them what for! ...Next update. For now, we have some NPC chatter and a few more crew members to cover.



Maybe you should hand this down through a couple more generations, until the Goddess stops being so generous with piggy banks.



It does only appear to be three rooms, now that you mention it.



Gee, I wonder.





Yeah, I think we could definitely do something with this one.


Dear Goddess, somebody needs to.



Yep, that was definitely a proposition.





The 100St iron ball is the only one that remains in Boingburg now. Were at ninety slimes rescued, with the final ten being on the Clawtress itself.




What, you mean this chimney?

Ive been wondering how long it was going to take for this to happen. We need to jump down the chimney five times to get it completely clean, and then




Holy crystals are made from holy water and thousandweights? Uh, someones gonna need to explain that one to me. Mind you, a lot of these recipes dont make much sense.



Alright, aside from that onslaught of puns worthy of one of Lizard Wizard or Geops threads, Meggan here has revealed a little something. You see, you can pick any tank youve encountered before to use in Tank Masters, and there are a couple of secret ones to be earnt. Well get into that a bit more when the time comes.





Ten toy slimes? Thats two thousand gold youre asking for, kid. This better be worth it.



Oh boy, these things. So remember how I said that along with arrows, missiles and balls, there was a fourth stackable set of items? The power tablet is the first of those items. If you stack it with overdrive and weapon tablets, you will create the Power Overdrive Weapon which functions kind of like the death carrot, except it takes three hits to knock down and supposedly does 100-damage ticks. Its gimmicky as hell, but sounds like it could be handy in a pinch.





Just imagine if Rocket learned to use magic as well as his mighty Master Blast.


One is farming up our two newest monsters so we can get them as crew members. Managed to get a couple of other goodies for the Schleiman too.


That lollipops not for licking! Its a wand for casting Frizz! And did it just jinx you with a wink?
With their Zoom spell allowing them to break into enemy tanks with ease (and no travel time), the Jinkster is a solid option for an infiltrator. They arent the hardiest, but theyll warp around and do a decent job harnessing opponents.


The flames might be scary, but just think what water could do to a monster that's 90% fire
The Dancing Flames fiery breath is very destructive in tank warfare, and setting them to guard Rocket means they can still be used as an invasion buddy if you want to go over to the enemy tank and wreck havoc yourself. Another solid option for infiltration.


The last thing we need to take care of is tending to the Schleiman itself. Slimechanic offers three upgrades, each of which are worth 80 HP. The other two cost:
-80G, 1 Holy Crystal, 1 Goddess Statue
-80G, 1 Orichalcum
So with all the main game upgrades bought, the Schleiman reaches a lovely round 1000 HP!

And with some new ammo in stock, were ready to assault the Flying Clawtress and rescue the last of Boingburgs slimehabitants!
There are only two post-game slimes and three enemies to be gathered up now, so feel free to tell me who should serve in our crew for the final area.
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Oh, and I have something special to share. Ive been saving this for when it became spoiler-free, and now that Don Clawleone has shown his face, thats finally the case.

