Part 12: Two of Thieves (1)
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So we've got a new party member, and a new overworld song! Wess is a temporary party member, though by far the most effective one we've seen yet. More on that once we get into some battles with them, though.
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Probably half the town's dialogue changes once you get Wess.
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A lot of it is people going, "Oh, hey, Wess."
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Matt meanwhile has some new info on Scamp. That's neat.
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Meanwhile, there's still lots of excitement going on in the town due to recent events.
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But the townspeople will still give Wess the time of day. I guess people like him more than Isaac.
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Meanwhile, Pusher has some foreshadowing about a mythical place of wonder for old people. Sounds like it's headed by the same guy who punched a monkey.
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Abbey doesn't know how to deal with nocturnal people.
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Why, he never talks to anybody, so of course not.
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Let's say yes to freak out the drunkard.
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Considering it's Duster's bed time and he's been busy exploring a monster-filled castle, it makes some sense.
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That's three characters now who used that pun.
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Good question.
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Another defense boosting item to equip.
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You guys are depressing me. Let's get to the plot now.
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Looks like the Pigmasks have reached the castle! Maybe talking to all those townspeople wasn't such a good idea.
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He doesn't talk back, Wess. We've established that.
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At least it's not blocked anymore.
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Better follow the tracks then.
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Nippolyte's seen better days.
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As soon as we enter, we get another mini-boss thrown at us.
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The Clayman has a beefy 879 HP and some solid attack power.
As usual, our first priority is to make it cry.
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Since it's a mind-controlled automaton, it's susceptible to sleep. Sleep's kind of bad though because if they get hit, they'll probably wake up, and when an enemy wakes up they get to do an attack.
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Wess has a variety of attacks, one of which is throwing one of his seemingly limitless amount of Thunder bombs. Very useful for groups of enemies.
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Wess also has a regular physical attack on par with Duster's.
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He also has a super-powerful attack he can bust out which does a large amount of damage. I'm pretty sure Wess is even stronger than Buzz Buzz as far as temporary party members go.
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Meanwhile, the Clayman sometimes needs a turn or two to get its act together.
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But when it does attack, it hits hard.
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This has a chance of paralyzing an enemy, similar to wall staples, but it's not effective here since the Clayman doesn't have a nose.
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Wess's last move is simply him calling Duster a moron.
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Once you beat up the Clayman enough, it'll fall on you and do decent damage.
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Of course, being a giant lumbering creature, it has some trouble getting back up.
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Not too tough as long as you keep healed and Wess doesn't just mock you the entire time.
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With the Clayman destroyed, the Pigmen retreat into the castle. Time for business!
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After a nice relaxing soak with Pa, of course.
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The old enemies are pretty much gone, replaced with new ones.
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Pigmasks are the main new enemy littering the castle.
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They'll fire beams and beat you up and stuff. Standard stuff for standard enemies. They'll also boost their offense and apparently can lower yours, though I never saw the latter happen.
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These guys just surrender when defeated, though.
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They also have a 50% chance of dropping Pork Chips, which recover 50HP. I had a lot of them drop for me, so they'll at least keep you topped up between battles.
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The other new monster here is a Recon Mech.
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These guys don't really do much, it seems.
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I only fought one, and all it did before I destroyed it was summon a Pigmask.
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The Pigmasks have beat up the fun-loving poltergeists in the area, which is a shame.
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They even busted the party!
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Don't worry, though, as all the ghosts are still fine. Well, relatively speaking.
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This is the same ghost that told you about blue gift boxes and maps, and he repeats himself here. Of course, you can't actually get to the gift box now since the room's so cramped.
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What a travesty!
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Onward!
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Apparently this reset, though I didn't bother trying to fight these guys again.
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The rest of the castle's pretty similar, so there's no Pigmasks blocking the way to where we found the Spitoon.
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And so Wess unlocks the locked door using secret knowledge only known to the Osohe family and to one master thief...
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...And with all that, we unlocked the secret passage that goes further into the castle.
Now, you sharp-eyed readers may have noticed a similar statue in the castle's basement.
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But of course we can't visit that this chapter.
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The passage shuts when we enter, though we're still free to go through it as we please, even without Wess having to shake his butt again.
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The next room has a garbage can. It's probably useless.
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So it's useless. Moving on.
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Where we are ambushed by a woman stuck in a trap.
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Piece of ca-
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Oh, wow.
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This girl's also rather important, considering we can name her and all. Her default name is Kumatora.
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And so Kumatora joins our party! And unlike Wess, she is a full-fledged party member!
Next time, we'll learn more about our new party member and (hopefully) find the treasure as the chapter comes to a close!