Part 5: Episode 5: Cock of the Star Rock
Before I can resume training our baby panda, we have yet another intruder. I'd like to note that I'm not making up any of the dialogue below.










The Owls Are Not What They Seem.

















No. No it is not. And it never will be.






I need some securitrons or something. This trespassing shit is getting more than a little ridiculous already.

FUCK OFF!

Anyway, on to training. We're going to pump up Diabetes' power until he can chew through skyscrapers like so much bamboo.


In this case, training power involves bashing a giant log through a stump. That's a helluva headbutt.

While it's not a terrible growth, we can do so much better. So let's move on to drills!

Like errantry and training courses in past MR games, drills take your monster away for a month to build up their stats and give them the chance of learning a new attack.

Unlike past monster rancher games, drills are done on a giant board game. You roll the die, and your monster moves across the board. You can gain stats, lose stats, gain rolls, lose rolls, and get the coveted WILD CARD. Also if you pass Go, you get $200.

I rolled a 1, and got a little blue guy to give me sweet, sweet stats.

This annoyed the little blue guy, and he left my panda for dead in a river. I lost a turn trying to find the body.

Using a different panda corpse to torment him, I extorted more stats out of the blue guy.


Note to self: The most effective training comes when you throw the trainee into a river.

During his near-death experience, Diabetes learned the hula. And he picked up the ability to scratch as well somehow. I had hoped more failure would coax more attacks out of him.


Instead, all I got was more disappointment. Well, that and a bloody panda bear.

Thanks, Squidtamer DA!

Moving on, we have an official tournament next month.

And with these stats, we may be able to barely eke out a win if we get really lucky. Considering Diabetes' past failures, should we send him to the proving grounds?