Part 36: Evacuation
We've got a while to go before we hit a new page, so here's the update!36: Evacuation
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We've got the Doomsday Countermeasure. This is good mostly because it means we have no reason to ever return to the catacombs or Buried Jinam, but also because it can used to shut down the Doomsday Device next time Doskias uses it. But where will that be?
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Layla knows.
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I don't actually remember who has equipment and who doesn't, and you're given no chance to equip people before sending them off with Corgan, but Led + Selina seems like a reasonable party.
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We could speed to the World Bazaar. But first we need ships to evacuate the inhabitants with.
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You can run around asking everywhere for them. Or you can just head straight to the Scumm Town docks.
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Time to hit the pirate base and see if we can get the fuel flowing again.
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The south exit still leads to a moutain path ending in a sealed room. This time, however, it's guarded by zombies.
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Lobo has a cool new ability, TorsoBurst...
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...but as usual, magic carries the day.
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More undead at the door itself. The key we were given unlocks it.
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Inside the vault we find a strange glowing ball. If we examine it, the party is knocked back by an invisible force.
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And it kicks you back out onto the mountain path and respawns all of the undead at the entrance.
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Trying to sneak past it has the same results as examining it. The solution is to use the spray-paint picked up in Wind City after liberating it from Chosen control.
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I was laughably overprepared for this fight. I opened up with Barrier All and Haste All, while the demon tried to curse everyone (and succeeded only with Maya).
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Then I pounded on it for a while while it tried, and failed, to curse Lobo.
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And then I hit it with Destroyer, dealing enough damage to kill it instantly had I just opened the fight with that. Oops.
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We can't take anything from the vault except this.
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Back to the pirate base and taking the north exit, we find this pump - like the mountain path, you may recall it from our first visit to Shell 6.
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In case you don't remember the pipe, we found that in Oasis scrap heap at the same time we went looking for the grappling hook.
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We can try using the key to get into the docks, but...
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So let's follow the manager's advice and head to the World Bazaar.
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You might think that the Shipping District is where we'd find pilots, but nope, it's the Bounty Hunter District. Hope there are no hard feelings about the way we shot our way into their base, shot our way back out, and then murdered one of their officers!
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Guess there aren't!
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Meanwhile, in the sky near the Bazaar Slums...
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This fight is much harder than the one against the demon on Shell 6, although I'm not sure how much of that is due to the party possibly not having up to date gear. Markham comes with two friends and is very heavily armoured.
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Everyone here has some new abilities, but...
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...none of them are terribly effective.
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Fortunately, Black Hole still loves me.
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This is the same spell that did over 1200 damage to the demon earlier.
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Finally, though, he goes down.
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As we're on our way out, though, we run into an old friend.
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Remembering what this fight was like the first time I played, I open up with Marduk's Barrier. If you're planning to fight fair, you need this spell running at all times during this fight.
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Of course, I'm not fighting fair. Alisa now has 50 hitpoints left.
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If you don't kill her very quickly, though, she'll soon use this card...
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...inflicting poison, berserk, stun, slow, and curse on one of your party members. If you're lucky you can cure them before the stun wears off (and before Alisa hits another party member with it) and they go on a killing frenzy against the rest of your party.
Of course, since I have Marduk's Barrier up, it does nothing.
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Maya, true to her roots, loots the corpse before making a run for the escape ship.
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There's no FMV for this one, but the slums are indeed gone, and if we fly to Shell 1...
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...here they are.
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As with Pranno, you can enter them.
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Inside is a small area with three bodies, carrying a Soulstone, a Sticky Fingers (an accessory that improves theft rates - useless, given that Steal itself is the most useless ability in the game), and Slash Knives, a nice weapon for Badu.
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Shell 1 is getting a bit crowded. There can't be too many continents left to raise...right?
Next time: We start prepping for the final showdown. There is a lot of ass that needs kicking, but we an unlimited supply of feet. Get your votes in - next update will feature a bit of dialogue and a lot of dungeon crawling.