Part 13: Two of Thieves (2)
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Last time, we recruited Wess to help us find the important item that we were too incompetent to find. On the way, we found a tough-talking princess who decided to join us because why not.
As for our new companion...
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So the talking wind isn't lying, as Kumatora is our first party member who can use PSI.
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For those new to the series, PSI is the Mother version of magic. As PSI users level up, or from certain plot triggers, they will learn new PSI techniques as well as stronger versions of some of their techniques. If you've played other RPGs before, you know what to expect here.
In this game, PK Fire hits all enemies and may also set enemies on fire to do additional damage. There's no real "row" system like in Earthbound. PK Freeze is single-target and can "solidify", or stun the enemy. It's the PSI version of Wall Staples.
Kumatora's focused on offensive PSI with limited healing. She's all about doing damage and inflicting debuffs.
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She also attacks by punching, which makes a nice complement to Duster's kicks. Her physical offense is pretty bad, though her PSI more than makes up for it.
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The next room has one of two new regular enemies this chapter.
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Lingering Spirits are your "HEY YOU SHOULD REALLY USE THAT PSI STUFF IT'S REALLY COOL" tutorial with their high physical defense and their weakness to ice.
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No seriously you should use ice on these guys.
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NO I SAID ICE
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PSI effects are still trippy-cool in this game.
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But fire has no effect on the fire soul guys.
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These guys can also use their own PSI to put the hurt on your party (relatively, it only did 17 damage to both characters).
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Freeze will one-shot these guys. Duster's better off just trying to sleep them while Kumatora takes them out.
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You know, when she isn't distracted by their tragic backstories. I thought crying wasn't considered very manly? Then again, this game spins gender roles on its head so crying's probably the manliest thing you can do in this game (no crying until the end).
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They have a 20% chance of dropping Magic Gelatin, which restores 20PP (Mother's Mana/MP). I've been having good luck with these drops.
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The layout's the same for the next few rooms. Fight a few undead creatures, jump a pit, climb a staircase, repeat.
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There's another Flea Charm for Kumatora, though I think I stick with her default equipment since it boosts her PSI power or her PP or something like that.
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Barrel Men also pop up, though they're so fragile it's not even worth wasting PP on them.
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Since I never did fight the Osohe Cape on its own, I had to go to the Battle Memory to look up its music. You'll get the music of the enemy that triggers the battle, so technically this battle has the "More Troublesome Guys" theme.
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The Osohe Cape doesn't have high defenses like the Lingering Spirit, but it does have enough HP to make blasting it with Fire worthwhile.
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Otherwise, it uses all kinds of PSI attacks like Freeze and Magnet (which steals PP, though luckily it missed Kumatora). I think it also has a shield, though I never saw it get it off.
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But the most fearsome foe in Osohe Castle isn't sentient suits of armor, trap doors, lingering spirits, floating capes, or even goons in pig masks. No, it's brooms.
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If you get hit by a broom, you get teleported back to the room right after the room you get the spitoon. Yea backtracking!
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Though it's conveniently next to a place to rest up. At least there's plenty of room on the couch.
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And Kumatora reaches L12, which is when she learns a couple new PSI techniques.
Except she doesn't learn them immediately.
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When a character is ready to learn PSI, they get "feverish" for a bit, preventing you from running on the map for awhile, though I don't think it affects the person in battle. After a bit of time...
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...they'll learn new PSI!
The idea behind this is that the user's body is awakening untapped latent physical powers. Hell, I'll let Itoi himself explain this one.
quote:
- The way you learn PSI is portrayed a little differently this time.
Itoi It's like, umm... It's like menstruation.
- ???
Itoi One of my themes is representing the physiology of the human body. It's a lot like the Asthma Spray [from Mother 1]. A character will start sweating while realizing PSI, almost like with a teething fever. Whenever a human being develops or learns a new ability, the body really takes a beating. I've had this experience myself--whenever I'm feeling sluggish and exhausted, it's absolutely certain that good things will follow. When you're given an overwhelming problem you just can't deal with, the only way to cope with it is to completely mobilize your heart and your mind and make a strenuous effort to get through it.
There's a bit more to this, but it's kinda spoilerish (as is much else of the interview this is from, but it's linked in the translation site if you're curious) to delve into now. Suffice to say, it's an interesting concept, interesting enough to make up for the minor gameplay inconvenience you suffer.
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Anyway, Lifeup is one of the few non-offensive moves Kumatora learns, and it's a pretty solid healing technique. Thunder is around as strong as Freeze, though it can miss. It has a chance of paralysis though (which I believe is more potent than Freeze's solidification), and it is useful against enemies weak to lightning.
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This time we evade those cursed brooms.
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At the final room, there's a 30 PP-restoring Magic Tart, and also some more enemies to avoid.
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This is the boss of Chapter 2. He has a very high offense and his HP is a crazy 1237. Don't take this Oh-So-Snake oh-so-lightly.
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This is a battle of attrition. First thing to do, of course, is toss a Smoke Bomb until you got it crying, then have Duster focus on lowering its offense until it sticks. Duster's attacks aren't going to make a big dent in this thing's HP.
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Kumatora will be doing the heavy lifting here with PK Thunder, since it has high resistance to fire and ice. The strategy here is to have Duster focus on his debuffs first and then switch to a healing role while Kumatora continuously zaps the snake. Having her waste a turn using up Lifeup is a trap, since you've surely got a ton of healing items and the chapter's almost over anyway.
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The Oh-So-Snake will also attack both members with its tail.
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Hilariously, the only enemy Duster's socks worked on this chapter was this boss. Wess is definitely helpful for this fight, even if only to chip away on the snake.
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Thunder has a chance of missing, so in most cases it's usually better to stick with Freeze. You still want Thunder here though for the damage.
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The Oh-So-Snake can also coil around someone and try to stun them, though again, I got lucky here.
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Kumatora's so busy throwing lightning bolts at a snake, Duster crams a bag of chips down her throat.
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This is the Oh-So-Snake's big attack. When it loses enough HP, it'll send a tidal wave to hit for big damage.
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Of course, this also makes it weaker to PK Thunder, so this is your chance to lay into it since it takes a couple rounds to get back to normal stance. Of course, it'll then throw a tidal wave again, so keep healed and keep on the offense.
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Basically, as long as you have Duster healing and Kumatora blasting away with PSI, you should be fine.
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A bit lengthy, but not too bad.
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-----
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-----
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So now we've got control of Kumatora, with Wess in tow.
Before we do story, a brief bit of NPC dialogue. It won't take too long, I promise.
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Oh yeah, and that level gained from the snake leads to another PSI power, though one we won't get to use since there's no more combat this chapter.
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Aw, how nice.
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Anyway, Kumatora learned Healing Alpha. Unlike previous games where certain tiers healed certain status effects, this just heals any one status effect. Much better.
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Why, not really.
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Actually, sure we are.
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Alright, that's it for regular dialogue. I'll start sectioning it off next chapter so people who aren't interested can skip it, but this batch was so short I figured why not.
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Let's go to the town square and end the chapter with one final cutscene.
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quote:
The mysterious group that has been tinkering with the forest creatures in an almost toy-like fashion has finally commenced its plan to alter the town, the lives, and even the hearts of the people.
It seems as if a grand scheme of some sort is hidden behind the actions of the suspicous peddler who has recently arrived.
However, not everyone is content to sit quietly by as the enemy continues its odious attacks from every angle.
Flint, whose family bonds were torn to shreds...
Wess and his son Duster, the Thieves of Justice...
Princess Kumatora, the mysterious girl who suddenly appeared...
Destiny is bringing together those who would use their power for good.
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END CHAPTER 2