Part 26: The Plot Kicks In.

Okay, so weve basically finished with the grinding and gearing up for the chapter. Trying to activate Buriki Daioh and recruiting Taro will let us progress.

And of course, where better to tie the trigger for a scene than to a tile you absolutely have to cross in Chibikko House?

Looks like the Crusaders didnt give up after their last beating.




Taeko kindly steps aside so we can elbow this dude in the face. He wouldnt be any challenge even without any grinding.




Well, credit where its due; they didnt stick around to let Coop kick all their asses.






Aw, man. Matsus gonna try and hog all the ass-kicking!

Oh hi there buddy




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And so, after having jacked some random guys bike, its time for a chase through whatever city this is. Im going to assume Neo-Tokyo.


Which ends up leading to the docks. No music here, just a mixture of ambient noise.

The idea is to wander around until you get your first glimpse of Kazu, then head to the area where they were dragging him away.

Then eventually the Crusaders will end up leaving by the southern exit, letting us discover them facing off against Matsu.




Sure you will. Shadow Image (Coops level 13 tech) makes short work of these chumps.




Im sure you can guess what that means.








Uh-huh Well, it seems the military has some scheme that involves getting a lowlife gang to kidnap people. Totally above board, of course.
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Back at Chibikko House, everyone has gathered up to welcome Kazu back after his brief kidnapping and subsequent rescue.

This is the only bit of information we need, but might as well see whats on everyones minds.






Watanabe is still the most



Hmmm Are you sure about that, Kaori?





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And so we shall!

If we say Yes posted:
I dont believe that for a minute! Get lost!
We have to say Nope here.



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Oh good, they didnt bring their Noisy Crickets.
The MIB has only 70 HP, but has access to Psycho Alpha and Hypnosis Tone, techs which can turn and put Coop to sleep respectively. Theyre an annoyance, but not overly threatening.


Another pair of them attack before we even get to the front door; the facility is crawling with government types. Consider it the cousin of Kung Fus Yi Po Men dojo.

There are a lot of enemies here.

These ones have robotic Dobermans; theyre more of a threat, but break down when you defeat the MIB.

The MIB do have one nasty trick, though. Seems they select government agents based on psychic ability these days.




Theres not much to see up the escalator; any men inside the facility who share this sprite will think one of three things.

Secret project, you say. Or think, rather.

The upper door is a toilet, and itll get you attacked by a MIB/Doberman combo every time you use it. They have an EXP value of 5, so dont bother with it. Were plenty strong enough for the rest of the chapter.


...Rude.


Yep, this place is totally legit.

Lets keep exploring. See what other military hardware we can steal while searching for answers.


Both southern doors in here lead to the same room, which has another knife and grenade in the lockers.



Hmm, doesnt seem like a very big facility.

Oh, just shut up and die.
We want to go down the right-hand elevator here.

Theres an optional scene in the upper door here, and I dont want to miss it.

A MIB bursts in with their Whatre you doing?!

...and gets blink-and-youll-miss-it buttkicked.




And thus we get Matsu as a party member.


Toss the spare Taekos Punch and Shinju Shirt on him, and pass the Rider Boots over to Taro. Hell do fine.

The other door outside will lead in here, which serves as a place to grab some more items. Theres a trio of Napalm Bombs in the unguarded room, along with

That free Plasma Spark I mentioned earlier. Very nice.



I dont think shes interested, mate.

The guarded door leads to a throwing knife, napalm bomb and

...well, aside from more weapons and two 100V lasers in the lockers, some interesting information.


Professor Cindelmans assistant. Whereabouts presently unknown
Watanabes dad worked here ?

An anti-establishment organization.


Died in a dispute with a Crusader. His son Coop and daughter Kaori were taken to Chibikko House.
Well, this has been rather illuminating.




Lets just move on for now. Theres only one more direction we can go, and its through that door.


If we didnt have Matsu posted:
Coop! Without Matsu youre nothing!

Really, you couldnt even bust out the Lariat No.3 to fight us? Bunch of chumps.

This is where Matsu will join up if you didnt grab him earlier. Its only a few fights, so whatever.


With 60 HP, the Guard is pretty laughable. Its like this chapter doesnt expect you to gear up properly.

...Pathing is hard, okay.


If we read the mind of the lady in this sideroom, shell summon another repeatable fight. It only has an EXP value of 8, so well pass.

Have fun in hell, boys!


One of the two guys with pathing problems is actually a General, which qualifies him as sort of a mini-boss. He has 496 HP and can do 30-80 damage with his attacks.

Matsus Pissed Fist tends to wreck single targets pretty hard, though.

The double door is a no-go, so we need to fight a second General to get into that other room instead.

Ooh, science-y!



...Oh God, what did they do to Watanabes dad?



They turned him into a fluid android, like Taro?



I think we may have found those 2000 people the Crusaders were ordered to kidnap.


And they are still very much alive.


Urgh. Lets just get in that room and bring these assholes to justice.


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...What in the actual hell is that.












Oh no.



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Kozo Watanabe is a very dangerous foe if you face him head-on.

Case in point.

However, it seems that not finished means that his inner workings are completely exposed at the back.

Attack W-1 from behind, and he will suffer critical systems failure.
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Well see you next time, folks.