Part 21
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Now that weve cleared out the previous lairs, jts time to go back down the stairs and get to work.
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Moving on weve got an entire group of Fangbots hanging around their lair. Clearing them out releases a plant, which is sensibly isolated from all of the cats in the lab.
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Another group releases a cat. Its official: Leo is a crazy cat guy.
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A series of Inch Worm lairs expands the piping here and lets us move onward, as well as
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Anyway, we get another level from clearing them out. Offense is way ahead at this point, but thats not exactly a problem.
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Next up, we get a new enemy. Speedbots originate from their lair and then race along a pre-determined path (possibly the entire length of the local area) before coming back and repeating the cycle. Theyre far too fast to track down, so you have to lie in wait and swing at them when they pass by. Their lair is holding ANOTHER cat. We also release a door immediately afterward.
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Another Helibot (did I cover these before? Theyre basically helicopter robots who put their blades away and chase you down when theyre close enough) releases a very significant chest of drawers, who well visit shortly.
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After that its a network of pipes and weird floating platforms. The end goal is to release another cat.
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Our next section actually has hollow pipes that we can climb into. This doesnt do much, other than complicate when we can swing at enemies and make us a bit harder to see. We also release a mouse, who no doubt lives a life of terror due to being surrounded by all the cats.
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After that weve got a series of Fangbots who do nothing but pad the area out.
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Following the trail of breadcrumbs we get a Blue Jewel and a chance to head back and heal. At this point its not yet necessary, but having the option is nice.
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Instead, we press on and open up the second floor of the house. A few of the creatures weve released live up there, but we havent touched on the most important items yet. Despite appearances, weve still got a long way to go on this area.
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At this point its mostly a matter of seeing how far we can go on this small sliver of life. This lair releases another door, which appears to access more of the second floor.
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The next couple of lairs let us move forward and eventually reach a portal, giving us a two way option to replenish health. Its a lot easier to go back and forth this way, since this means we dont have to leave the dungeon and backtrack through a bunch of areas to return to where we were. The last thing we do before going back is release a model of a town, which represents one of the final two parts of this area.
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Climbing the stairs we have to invade the sleeping kittys dream to get ahead. Itll make sense kind of. Oddly enough, the dream doesnt involve the cat in any way.
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Within the room, this bureau gives us our next armor upgrade. Its not exactly clear, but what the mystic armor does is extend the period of mercy invincibility that you get after being hit. The bigger deal is the increase in our defense. Wait defence? Were the translators British?
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In addition to holding our next armor upgrade, the bureau is squatting right on top of another Masters Emblem. This is another clear case of utilizing that unmentioned telekinesis ability from before, which is rendered a bit more acceptable by this being an optional item.
Next update: Big man in a small town.