Part 16: Taking to the Skies.Update 14: Taking to the Skies.
Almost certainly as a result of having the trailer posted at last, it seems most of the thread wanted Rockets three friends to come along for the final area. So without further ado
Lets board the villains airship the old-fashioned way!
Looks like the Don parked somewhere with a nice view, at least. The oceans very pretty today.
Seems they couldnt be bothered bringing this slime chest inside Good thing that the clawtress isnt moving, or who knows where this one might have ended up.
Maximum-capacity:-four-objects. That-is-the-same-as-other-carts. Destination:-Slimenia. Safety-for-slime-travel:-confirmed. I-will-verify. Requisition-one-cart-and-load-me-on-it.
Since it obviously wouldnt make any sense to have the Trans-Slimenian running through the fortress, we have some alternate carts for this area. As for why they still have slime logos Perhaps the Plob stole them off the railway?
How very handy these are! Im sure well be sending plenty of stuff back to town today.
Hey, very nice! Ill take as many of these as I can get my hands on.
The Flying Clawtress handily provides a few shortcuts to unlock, which is especially nice given that it is almost entirely linear. Theres only one room thats not part of the main path, and thats just for a tank battle.
So lets head on inside and explore the place.
Some Jinksters form a welcoming party for us; their drops have changed quite a bit from those at Flucifers Necropolis, so its worth beating a few up. They actually have a better-than-average drop rate, giving lucky bags 31.25% of the time. (So thats 5/16 instead of 3/16.)
As for the contents, theres still fire water and chilli peppers in there but they also have golden arrows and special medicine, the latter of which would be very nice to have for the Schleiman.
I wonder what would happen if you destroyed them. You should give it a try.
As Curator has quite rightly surmised, breaking nearby consoles will remove any doors that might be blocking our progress. Perhaps somebody should have been guarding those.
Oooooh Now this looks interesting. Seems like damaged goods though, judging by the way its smoking. I think we might leave it alone.
Or yknow, blow it up.
Alright, time to send Curator home before busting down another door.
Do come and visit me when youre next back. Ill be in amongst all my books somewhere.
Another bit of kindling for the collection, I suppose.
Maybe this will have something better inside. Its fire water.
Hmm, looks like perhaps another little bit of platforming is required here.
...Or that could happen.
So say hello to the Golem, the Plobs version of a battle mech. They have 7 HP, the highest of any non-boss enemy in the game. Despite coughing up just 15 Gold and dropping lucky bags only 6.25% (1/16) of the time, farming these big guys is quite valuable because when a bag does drop, it is guaranteed to contain a gold bar!
Oh, and the Platypunk piloting it will bail out and let you steal the thing once the Golem drops below half health. Amusingly enough, the way this first encounter with one is scripted made him hop out directly onto spikes. And before you ask, coming in here with that other Golem will not change the dialogue at all.
Platypunks have the regular drop rate, with golden arrows/Goddess statues/mirror shields on offer if you can get past the 62.50% chance that their bags contain rockbombs.
A Button: Get outta the golem. B Button: Punch.
Actually piloting a Golem is nice and easy, with any spikes just being kicked away and having eight-directional punches at your disposal. The main threat is that other Golems bang their fists together before punching, and that animation still hurts. So try not to attack enemy Golems from the front, and you should be just fine.
Golems are pretty great, is what Im saying.
The next room is mostly just a chance to go on a rampage and punch Jinksters in the face, which I can appreciate. There are a pair of other Golems in here, along with some chimaera wings; youll need them to send these heavy beasties back to town.
And once youre done punching stuff, the first teleport becomes available! This door is too narrow for a Golem to get through, so well have to continue on without one.
In a two-for-one deal, we get another slime chest and our first glimpse of another new enemy.
Big shield blocks all attacks. Unga? How fight them? If me, I wait for chance. Then attack from behind or side with claws! You no claws. Must use body instead. Unga!
Indeed, despite having only 3 HP, their impervious shield makes the Restless Armour quite a capable combatant! One knock however, and theyll lose it like a Hammerhoods hammer. These knightly foes have 20 Gold and the heightened 31.25% chance to drop lucky bags, which contain either iron shields, steel broadswords, bastard or metal king swords.
Up at the north end of the room, our final seed of life awaits us inside a chest.
As you can see here, the steel broadswords in a Restless Armours lucky bag are slightly redundant given that if they dont drop a lucky bag, theyll drop one of these instead!
Me train hard now. Next time, me be hero! Unga! Clawrence pay back good.
The proud fangslime gives us a devils tail for our alchemy pot.
Arriving in the next room makes one thing clear: were not going any further without a tank battle!
I am Arm Arnie of the Plob Enforcers. You must defeat me if you wish to face the master. If, of course, you are able.
Oh, Im sure well muddle through.
Each of the Plob Enforcers have a new model of an old monster tank, with the Argonaut bringing back T-Raxs swinging axe to knock down our ammo. Lets show them what Rocket and his friends are capable of!
Invasions are a dicey proposition with those statues staffing the Argonaut, but with those missiles bearing down on us, Ill welcome any distractions Hooly is able to offer. The third-tier missiles deal a full one hundred damage each, so youve got to be careful with this one!
Swotsy is awfully slow when hes carrying ammo, and Bos not too much quicker. But at least theyre helping out.
...Most of the time. Bo tends to get a bit tired if shes away from her brother for too long, staying asleep until Rocket gets close to her again.
This fight actually goes very smoothly though, with the Schleiman staying at full health until the enemys engine is already exposed.
From there, its just a matter of splodging on through and taking the southern path in the engine room.
And thats a wrap!
What am......I talking......about? Jumping......over......the tank......of course!
Uh-huh, thats nice Now let me have my one and only Destructiball for the game.
And with that, our way is clear!
I came first in a......jumping competition the other......day. Yippee! Pretty......cool, dont you think? Here. You can have......the prize......I won.
Since youre going to need fifteen Goddess statues and nine medicinal herbs if you want to make these through alchemy, Id suggest trying your luck with the local Jinksters instead. Its almost an 8% chance of getting one for each kill, but thats gonna take less time than gathering the statues.
Continuing onward to an outside portion, youre going to have to be ready for a bit of a Jinkster hoard.
Theres also a few suits of armour rattling around, so this bridge is a bit of an dangerous area.
If what the Plob folk said is anything to go by, youre about halfway to the bosss place. Youll be careful now, wont you, boyo? Ill be crossin my fingers for you.
Flan here is about right in terms of distance, but we have a fair bit more to do before we reach the Plobfathers door.
Its nice to see you turn over a new leaf. Dont you go back to your old ways, eh?
This strange old gem gives us our third vulcan gun, which I think might be the last one we can get. The timing on this is actually pretty fortunate if you happen to like them, as well soon see.
Alright, time for a little cutscene.
Killin machines! One o youse had better get him good! Dont let that blue blub get away.
Chatty fellow, aint he?
Sooo, heres our final new enemy of the game, the mighty Killing Machine! These guys get speedier after the first hit, have 6 HP and actually boast two different attacks.
They can slash at Rocket with their sword, or use a sweeping laser that causes small explosions a moment after the initial pass. And yes, you do have to finish this one off to get out of the room.
Killing Machines offer 25 Gold and the heightened drop rate, with a very nice selection of items in their lucky bags. 62.50% of them have Vulcan Bullets (the second-tier ones), 25% BS-2 Blue Streak missiles, 6.25% Vulcan Shells (third-tier) and 6.25% of an item we havent seen! More on that shortly.
I serve as the Plobfathers master guardsman. I demand a duel if you desire an audience.
Im sure theres some FFIX reference I could make here, but
Hey, I remember the Dragon Quest Swords LP. Dont think it got finished though Pity, because it was an interesting idea. Anyway, hope youre ready for a long one.
The video for this fight is almost nine minutes long, simply because this is the point where the game starts pulling out all the stops. Those are metal king shields, capable of taking five hits instead of the iron shields three. Given that my cannon-loading capabilities are somewhat limited, this one simply drags on.
The enemy isnt interested in invading (this one fell into the cannons), so its a simple shootout. All of their ammo is high end stuff, so youre going to have to be on your toes.
They even have at least one healing item, because fuck you, thats why.
But by simply sticking to our guns and using some well-timed mirror shields, we manage to wear them down with barely more than a quarter of our health lost.
Man, this tank has some serious hardware. And nice flooring, too.
Its what you do, Rocket, when you put all your energy into your tank battles!
In a game full of very punny names, Viscount Viscous is one of my favourites.
Its a brave hero who fights for a cause. So I suppose we could call you that now. Im most grateful to you for rescuing me. Id like you to have this as a token of my thanks.
Ah, there it is! I mentioned that gold bars were important, and this is why. Our stock of orichalcum is very limited without this recipe; the only other source would be Goodybags from the necropolis. Speaking of which, this area does not have any Goodybags at all, so dont go searching for them.
Our next room contains a door with a whole lot of consoles connected up to it, guarded by a bunch of Killing Machines and a few Jinksters.
It goes pretty much how youd expect.
And heres our second teleporter for the area! Were mostly done with the Clawtress now but showing the whole thing up until the boss door would be a little bit long, so Im splitting it into two shorter updates. See you soon with the second part!