Part 12: Texas Justice
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Isamu!
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I assume protesting will do me about as much good as it did him. At least if there's some sort of court, I might have a chance to talk with someone in charge.
Unless that would be Thor.
I have to believe Isamu's still alive. There's no way even these blockheads would outright kill a prime source of Magatsuhi, right?
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I can't imagine this kind of court system is so overloaded that they'll let us stew in here for long. Maybe it's just the principle of the thing.
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And there's complimentary treasure in here. It's like a mint on a pillow.
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*: There's precious little to do in here, but we can examine both side walls.
> You can hear a voice from the other side...
Voice: Oh, a newcomer? You were probably thrown in here for a crime that you didn't commit, right?
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Voice: But, reason won't work with those Mantra guys! You probably figured that out already. If you want to get out of here, you'll have to impress them with brute strength.
*: And on the other side...
> You can hear a voice from the other side...
Voice: Let me out of here!
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Voice: The Mantra are crazy! I can't fight. Someone, save me!
This isn't even really trial by combat. There's no justice here; clearly the Mantra just want to see people getting stomped into paste.
*: As if on cue...
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*: The gate opens, but the Pyro Jack doesn't even escort us out. The encounter indicator is blue, so at least we're not likely to get jumped before the trial begins.
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*: There's clearly a chest in that cell, but there's no way to open the gate.
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Demon prisoner: I don't wanna be locked up in here... I wanna fight! I want the blood of a young man! Blood! I want BLOOD!
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*: The correct way out is indeed at the other end of the corridor. Before we go, I ingest Shiranui to protect against fire, and reform my party. Chatterskull absorbs fire, so that's a no-brainer. I want Momunofu to stay in the party and gain experience, so he's in for this one as well. I also bring Forneus along for his Dia.
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Gah, I should have known that would look bad. Can't believe I didn't think of it.
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*: Analyze fails right off the bat, so paying that Oni was worth it. On the first round, Chatterskull's Stun Gaze gets Voided, so it's probably immune to Nerve. Fortunately, Orthrus uses Fire Breath to little effect. This is gonna be a cake walk. I don't even bother using any more skills, we just keep going with basic attacks.
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*: It nails Forneus with Agilao for near half its HP, but I'm not too worried. Forneus can heal single targets without problems and all my dudes that can take any fire damage will survive one Agilao at least.
One turn later, Orthrus uses Maragion instead, which is beginning to be marginally more worrying, so I get Momunofu to use Focus and Lunge just so I don't put him and Forneus at risk more than I have to.
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*: And he's dead.
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*: We're again asked if we're ready, so I take this opportunity to reform the party. Other than Zed being equipped with Hifumi, we don't really interact with force damage in terms of weaknesses or resistances. However, Unicorn and Gui Xian both know Zio, so they're in. I'd like to keep Momunofu again, but he's weak to ailments and I expect Yaksini will know Sexy Gaze or Marin Karin or something, so it's probably not the best idea; I replace him with Bicorn for his ailment resistance. We should be good to go.
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*: Zed opens with Focus, and Unicorn's Zio shocks Yaksini on the first try. Yeah, this is looking good already. Everyone uses up their free crits for the rest of the turn; Zed's Focus-enhanced basic attack does 256 damage. Then Yaksini uses Mazan, which isn't threatening. Next turn's pretty much a repeat, except Gui Xian's Zio does the Shocking this time, and Zed's Focus attack crits for 280.
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*: The floor is shaking pretty hardcore. There can't be a third battle very often, I don't know how much of this the building can take.
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*: Once more we're asked if we're ready, so I take the time out. I expect Thor will use some sort of lightning attack; unfortunately that's when I realize that Unicorn, Gui Xian, Bicorn and Forneus are all weak to electricity. This leaves us with Momunofu, Blob, and Chatterskull. I do also expect that Thor will pack some physical damage as well, which Zed (thanks to Kamudo), Momunofu and Blob all resist, so this shouldn't go too badly. It doesn't leave us with a lot of healing power beyond Zed's Dia, but I can still use items, and worse comes to worse I can probably risk getting Unicorn in to use Media.
Boss battle: Kishin Thor
*: Thor packs a punch, but like his SMT1 incarnation, he has high Strength and low Magic, so as long as you're not outright weak to electricity, his Zio spells aren't too scary on their own. He does get a few crits on Shocked allies but that doesn't get a chance to turn the tide until we can debuff him into irrelevance. He can Dekunda himself, but the one time he bothers to do it is too little too late.
Still, going in this battle without as much physical resistance as we had could get pretty disastrous pretty early.
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> You obtained the Magatama Narukami.
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*: This marks a turning point in our journey. Until now, we had been an unusual nobody, barely a curiosity. But today, we've defeated the second in command of the Mantra demons, and everybody knows it.
quote:
Kishin Thor
Thor is, of course, the famous Norse god of thunder, but as a major figure in the Germanic pantheon he is also associated with, among other things, martial power, storms, oak trees, protection and fertility. He's fun-loving and quick to anger, but the worlds of gods and men rely on his strength and his enchanted hammer Mjölnir him to defend them, and by and large he's a brave and steadfast warrior and defender.
: When he isn't a nuke-happy son of a bitch, that is.
Right. In SMT1, he... kinda dropped atomic bombs on Tokyo on God's orders and ushered in the nuclear apocalypse. Curiously he was of the Majin/Deity race back then, and has been demoted to Kishin since.
Kishin are mighty war gods. In Nocturne most of them are from Asian mythologies, with Thor being the one exception.
Music: Playing the fool
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I immediately sit on the floor.
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*: Narukami is an electric-aligned Magatama with purely offensive stats, which would teach us Shock, a multi-hitting electric skill. I do re-equip Kamudo for now, though. If the Thor fight taught us anything, it's that Zed's Dia is a waste of time with his low Magic stat, so I'll be replacing it before long. He's pretty much better off using Medicine instead.
Our first stop is the Fountain, of course. It costs us about a thousand total, but no one died so it's still less expensive than the Matador fight was. We did use up a couple Beads, but again, that's not as bad as the bunch of Chakra Drops we had to spend back then.
In any case, we have nowhere to go but back to the Mantra HQ. However, when we get back to the central hall...
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Huh, another one then. That's worth investigating.
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A foreigner carrying a weapon? It couldn't be...
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Well, there's no foreigner in red here that I can see. I got more pressing business anyway.
But... the candelabrum...
Eh, it's probably nothing.
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*: The battle with Dante has two phases. At first, he's getting you used to dealing with Rebellion and Ebony & Ivory; the former hits one target, is undodgeable, and has very high critical chance, while the latter hits one target four times but has otherwise nothing very remarkable about it. His damage output is fairly high, but manageable even if you don't have any allies with physical resistance. Unlike Thor, he's not shy about using Holy Star to remove debuffs if he has any on him at the start of his turn, and you can actually use this to your advantage. He has two icons to play with, but if he's spending one to remove a debuff, then he's not using it to attack you. Considering Rebellion's crit rate, manipulating him into using Holy Star usually means you take two attacks instead of four.
It's worth noting that a viable strategy, should we have been in control of Dante, would have been to only use Holy Star if we had a half-icon in the queue from critting with Rebellion first.
Once Dante takes enough damage, he switches to his second phase, where he starts using Bullet Time and Provoke. Bullet Time hits all opponents with undodgeable physical damage and a chance to inflict Panic. Provoke is essentially Taunt, but it also recovers a butt-load of Dante's MP. At this point, not having physical resistance is a nightmare, and even a tanky demon like Gui Xian is in very real danger of being one- or two-shotted by Rebellion. Fortunately, our two main damage dealers, Momunofu and Zed, were both resistant to physical damage. We really saw Focus shine in this fight. Interestingly, a Counter attack will use up the Focus buff, which is why we saw that one counter deal like 420 damage (which also resulted from Provoke's offense buff).
In any case, that was a close one. Zed got Panicked towards the end there, making him essentially unable to replace fallen minions or cure himself, so if Momunofu hadn't put an end to the battle when he did, we would really have been up the creek. To be honest, this is certainly one fight I didn't expect to win on the first try.
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As soon as he's out of sight, I fall to my knees.
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quote:
Fiend Dante
Dante's a half-human, half-demon swordsgunsman, and is first among the holy trinity of patron deities of stylish combo-based slash'em-ups, along with St. Cereza, who presides over quad-wielding, and Our Metal Father Raiden, lord of cutting everything into tiny bits.
*: So that's another trip to the fountain. It costs us 1200 just to bring back the dead, and another 1000 to recover fully.
Alright then, Mantra HQ, third attempt. We'll get in there sooner or later!
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At last no one is trying to stop us this time.
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*: It's still Mantra central though, so random encounters are turned back on.
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Of course I'm also looking for info about Isamu, but they don't need to know that.
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> Taraka is still wary of you.
*: She requests about 700 Macca.
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> Taraka is hesitant.
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> You recovered HP.
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> Taraka left.
quote:
Lv20 Femme Taraka
In Hindu mythology, Taraka was a member of a race of demonic cannibal ogres, living in a forest between the Ganges and Sarayu rivers. She was a brigand and pillager, ravaging the countryside and assaulting travelers. One day the heroes Ramachandra and Lakshmana cut off her arms, nose and ears because they didn't want to kill a woman, but she used sorcery to throw rocks at them, so Ramachandra shot her dead with an arrow, and that was the end of that. Shibaboo has a high chance of afflicting a single target with Bind, a Nerve-type ailment that prevents all action.
*: We also start running into pairs of Oni as random encounters. As special one-shot fights they weren't too threatening, but as normal battles they start taking a hell of a toll over time.
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*: A cube in that rooms contains a Mamudo Rock. After a fight with a couple Nekomata, Zed levels up and learns Mind's Eye from Kamudo, a skill that reduces the rate of back attacks. They're fairly uncommon to begin with so far, and I don't see myself keeping it for long, but it'll serve us better than Dia right now.
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Hmm, another exit.
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*: They have a small terminal here, linked to the large Ikebukuro terminal.
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*: We finally recruit a Taraka, for about a thousand Macca, a Revival Bead, and a Life Stone.
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As much as I want to see this Gozu-Tennoh, Isamu comes first for now. To the basement it is.
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Uh. Hmm. How does this even...? First button on the left, I guess.
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quote:
Lv19 Fairy Pyro Jack
The details vary, but by and large, it is said that Jack was a clever chap who somehow tricked the Devil, and either as reward or punishment (depending on the story) is never to be allowed into Hell. He was also lazy and greedy, and was therefore denied entry into Heaven. So he wanders the Earth, forever undying, holding his own soul in a lantern, or possibly a carved pumpkin, or a turnip, or maybe even his own hollowed-out head depending on whether the Devil took it to hell or not. Let's just say there's lots of variation to the tale. Game-wise he's Jack Frost, but with fire!
*: These Pyro Jacks are enough of a pain in the butt that I ingest Shiranui in order to void fire damage. They come in in groups of up to five, so that's a lot of Agi and Maragi to facetank. I'd hire one just to get them out of my hair, but we're fresh out of slots.
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Well, at least he's safe for now. In fact he's probably safer in here than out there. I hope he can keep his head down until I can get him out.
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Hmm, this must be the door in question.
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> You are not strong enough to open it.
*: I'm pretty sure that door straight up has a Strength requirement. Well, that's where we're investing, so we'll get it open sooner or later.
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He's bluffing. I'm more surprised he has any idea what a gun is. Maybe Dante dropped by while he was here.
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*: A stairway back to the ground floor. That's odd, I didn't find a way down from there.
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Oh, it wasn't hidden or anything, it was just a passage in the elevator room I had overlooked. The designs on the walls of this place must have tricked my eye. We've taken a bit of a beating, so I use the small terminal to go heal at the fountain and register my squad at the Cathedral. In fact, seeing my options, I decide to pop Riberama and waste some time waiting for full K.
...and then my plans are dashed when I see that Blob is 3000 experience away from learning Mana Drain. And I really want Mana Drain. Hmm, let's see if I have other options to free up a slot in the meantime.
Alright, I do. So.
Wilder Bicorn + Fallen Forneus =
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quote:
Lv25 Night Incubus
In Christian folklore, an Incubus is a male demon who seduces women and has sex with them to steal their souls. Most notably, according to some traditions, Merlin's father (of Arthurian fame) was an Incubus.
*: At this point I want Blob, Taraka and Unicorn to gain a level, so I reluctantly bench Momunofu for now. Returning to the elevator in the HQ, we go to the second floor this time. Zed gains a level and learns Shock, so I replace Mind's Eye with it. Unfortunately, Narukami inflicts him with Stun, so I use a Dis-Stun to get rid of it.
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*: There's some sort of arena here, but this isn't the floor where we were imprisoned and tried.
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Man, Manikins are lower on the totem pole than Pretas.
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*: There's a staircase down to the ground floor which I had also missed the first time around, and more stairs up to the third floor, which I take instead of the elevator. Man I hope I'm not missing other rooms.
We run into one loose Orthrus, but he refuses to join us because he won't associate with "weaklings". I have to assume Zed's level isn't high enough.
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*: Ah, so this was the site of our victory. Oni are becoming even more common, but they're weak to Taraka's Shibabu so they're considerably easier to fight.
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*: This room is right above the other "arena" below, which... isn't an arena after all, it's just where they throw the losers' bodies down. We go investigate our old cellmates before we leave.
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Demon prisoner: It's good being young. I want the blood of a young man! Blood! I want BLOOD!
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Ah, this must be the one.
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*: We gotta stand there while the floors slowly tick up. The Mantra aren't much for elevator music.
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Our first battle up here is against a pair of Badb Catha, and the second one joins up in exchange for its life.
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> It's really high...
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> Will you jump off?
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*: 3000 Macca in that cube, not bad.
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If this is not where the big cheese lives, I'm gonna have to sprout wings and fly. Well, I didn't know I could sprout a lightsaber, so who's to say?
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*: So, a question has come to us at last, and therefore to you. What is our answer? Do we accept the great Gozu-Tennoh's generous offer? Do we reject him and everything he stands for? Or do we try his patience and request more time?
If you've played the game before, or otherwise know the future, I can't tell you what to do, but I would suggest something. Don't think about endings, alignment points, Reason flags, or any other game mechanic. Be in that room as you are, having seen what you have seen, having heard what you have heard, believing what you believe, and speak what is in your mind.
Kagutsuchi is watching.