Part 34: Into the Mouth of Satan.
34: Into the Mouth of Satan.
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Araym and Badu will make their appearance momentarily, but for a conversation with Campbell, this is the obvious party makeup.
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I was kind of hoping for more out of Lobo. If you bring Araym, at least, you get some conversation:
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Ok then. We need more explosives, and a Jinam access card.
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Hey, look at that! We picked that up in the wreck of the Tiamat a long time ago on Shell 5.
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As for the explosives, we know who to talk to when we need to get hooked up with some boom.
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Sigh.
We could run around finding out what the cure for mold sickness is, but as it happens I already know: helgak bone and antidote herb.
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Bone!
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Herb!
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Antidote!
Incidentally, you can't break the game this way. The flute isn't used up, so you can still open the lumen plant with it even if you grind it up as soon as you get it. The herb is found in Pranno, but Pranno still exists, on Shell 1; if you missed the herb earlier, it's still there, guarded by the tormented shades of Pranno's former inhabitants.
Fortunately, we got it earlier, so we don't need to go there.
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And he hands us two more detpacks, along with a pickaxe.
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It's time.
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We go through the doorway behind the Draxx statue, as though going to the cathedral.
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Instead, however, we bear left to this bricked-over doorway.
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There's another doorway just behind it, and once that crumbles...
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...we're in the catacombs proper.
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The enemies here are much nastier than in the catacombs outskirts.
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Badu, incidentally, has learned all of his special abilities. I'll try to showcase them all while we're down here.
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SonicStun is occasionally useful, capable of completely shutting down one enemy for a while - and if you haste Badu, you can keep the enemy perma-stunned. It's not bad, but in most cases you're better off spending your Core on something that kills the enemy, rather than something that weakens them.
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PoisonSpit damages and poisons. Poison as a whole is kind of useless in Septerra Core, though, so this ability really isn't worth it.
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SonicWave hits all enemies for a respectable amount of damage. The utility is questionable, however, given that twice as much Core will get you three times as much damage via Big Bang.
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There's a lot of fights down here. I briefly considered taking one screenshot for each fight, but I have decided to spare you, gentle readers, and just visit the hilights.
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Most of which look like that. Once you have Big Bang and enough money to seriously destabilize the world economy, there's no reason not to use it on every fight.
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Anyways, the goal here is to exit to the southeast. There's a locked door in the way, though, so we throw a lever, which extends or retracts a bunch of bridges, which lets us exit to the southwest.
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This area consists of a grid of small rooms linked by bridges.
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And containing zombies, leeches, and the like. Our goal is the room furthest to the south, which contains the key we need.
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And there it is.
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One of the western rooms contains a Psyche Charm, which provides a nice boost to Core and is worth picking up. The others contain enemies and a few healing items.
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Key in hand, we unlock the door and descend further into the catacombs.
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Pausing briefly to dispatch that rarest of enemies: one that doesn't die instantly to Black Hole.
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The next floor is a pull-the-levers-to-open-the-doors affair.
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Same tileset.
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Same enemies.
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Alright, the transparent panther thing is new.
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There is one point of interest to this area. A lever inside a cell...
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Opens a door...
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Behind which is a chest which contains the Vampyre and Curse cards.
Ok, so it's not that interesting; Curse is outclassed by pretty much every other card in the game, and as for Vampyre, it's situationally useful, but this is not one of those situations.
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As I will now demonstrate.
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Healing items damage undead. In effect, undead have anti-hitpoints. So what happens when you try to drain their life?
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I decide to mix things up a bit by healing the last group of enemies to death.
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The third and final doorway explodes. This is why you need to take Araym with you all this time rather than just using him to crack the first two doorways and then swapping him out.
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And behind that doorway is our destination: Buried Jinam.
Next Time: we plunder Jinam and then leave this place behind forever.