Part 10: Blood, sweat and guilt
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Only one location left for us to visit before we head to Big Boss Capone's city.
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The City of Devils' guards are non-hostile... for now.
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The pentagram is supposed to instantly teleport Hell Guards to the Prison of the Damned.
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It didn't work for me for some reason, however, and our party just stayed in one place. Must've been a bug.
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Heading west brings us to the Bank of the Undead.
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Some Dead Beings are guarding the passage leading to the treasure chests. The beings are friendly, though, so we better not attack them. Damn karma metre.
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They want everything we have. What they mean by that is our blood, as we were told by that long-fanged guy at the Bank of Avernus:
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Good thing we're carrying three gallons of blood...
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...so we give them all to Count Dracula...
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...obtaining three Bulletproof Suits in return. The suits should come in handy in Capone's City.
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AAA, to the north, is where we can get some of our automatic weapons recharged.
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Interaction with 1 Sheriff
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All the Sheriffs in here greet us with one and the same phrase.
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Walking up to the counter, we hear a voice:
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It tells us we can reload any one of the listed weapons by approaching the proper table in the north of the room.
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Near those table, we meet a Cowboy.
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None other than Jesse James. We already looted Phu-Do's crates, though.
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Outside, in the southern cemetery, Wyatt Earp tells us we'd need a hammer to smash that aquarium we came across earlier:
Interaction with 1 Sheriff
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"Let me teach your group what I know."
He also teaches us the Rifle Combat skill.
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With that, Blonde learns her first passive skill, hey!
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Satan's Speakeasy is to the northwest.
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Lots of demons in here. No tormented though. I wonder why...
Interaction with 1 Lesser Demon
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Interaction with 1 Sheriff
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The boy?
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Oh, it's Pat Garrett and Billy the Kid!
Billy told us to ask the bartender for a drink, so let's do just that.
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Expectedly, the rotgut lowers our companions' HP.
Meanwhile, things start getting dangerous...
Interaction with 1 Hell Soldier
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First a Hell Soldier recognizes Richard.
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Interaction with 1 Gun Slinger
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And then...
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Interaction with 1 Hell Soldier
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Uh-oh.
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I wouldn't exactly call that "without warning", though.
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Anyway, everyone except Billy the Kid attacks us.
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The Gun Slinger, equipped with a Dark Pistol, proves to be the most troublesome opponent.
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Blonde levels up! Her stats, however, predictably remain just as miserable.
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In the northern cemetery, we come across Wild Bill.
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He's another recruitable companion.
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Wild Bill isn't half bad.
For now, however, let's stick with Sparticus and the blonde.
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In the northernmost corner of Los Diablos, we discover yet another healing statue. No need to write the locations down, really: rechargeable health alone takes care of everything.
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A sauna within a sauna.
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Some hellish magazines on the tables.
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One of the magazines, Rolling Bone, is automatically added to our inventory. It is, however, totally useless as far as I know.
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A maniac greets us:
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And immediately attacks!
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Blonde deals with him, and we can enter the next room.
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Our health gets depleted as we explore the steam room. There is a point in doing that, however.
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Holding the toilet paper is a Petrify Rod.
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The Rod only has three uses. It could probably come in handy once in Capone's City.
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Outside, we are attacked by 4 Evil Women. The women are dangerous as they can put our characters to sleep by mind-dominating them!
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Sparticus makes level 5, getting even more powerful.
Now that the entire placed has turned hostile anyway, we can loot the chests at Al's place:
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Inside the first chest, we discover an Ermine Cap:
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Useless as far as I'm aware.
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Red Cape is a peculiar item: when used (and it can only be used once), it renders a friendly target hostile, making it possible to attack friendlies without sacrificing karma.
We also find a Bullet Proof Vest and a Healing Spray, but meh.
With that, I believe we're done here in Los Diablos.
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Making our way past numerous enemies, we crawl our way to the southwestern part of the map. Capone's City awaits!
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When suddenly!
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Bah, Evangelists! What threat can they be possible be to us?
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Turns out they can.
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The Evangelists get us frozen with guilt before we can even act!
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That didn't go too well... So we equip our machine guns and take the preaching ones out!
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Feels good!
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And here it is, Capone's City.
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This should be fun.
Next time: we'll have to kill you