Part 259: Special Disk Mission 2-3 - At the Center of This World
Backstory: Memory Final Chapter![](1-SRWZSpecialDisc2-3-001.png)
First thing first.
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Eat your heart out Beck.
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Back in the Archangel, Roger ponders how this world, an amalgamation of so many others, also led to the gathering.
Daisuke observes that the highly mixed-up nature of ZEUTH itself is a microcosm of the world at large. Of course, Roger continues, when you gathered people with such different worldviews, its very likely to lead to conflict. These conflicts can range from mere personal disputes to large battles that split the world in two and Roger remembers a small town he visited in his travels that was also having some issues.
Sounds rather boring to Kappei, who was expecting an epic tale when he said it was at the center of the world. Boss and Jiron, however, figure Roger mustve joined in on the fight with the Big O and wrecked the enemys side.
Roger sighs that hes neither a bodyguard nor a merc, but a Negotiator, and is disappointed that people still have the wrong idea about it. Gain says we are well aware but things with Roger always seem to degrade to fisticuffs.
Roger chalks all that to simple bad luck and, at Kappeis request, continues his story: this all happened after he split from Banjou but before the met up with the Iron Gear team. The town in question hired him to negotiate with a group of bandits who were making rather unreasonable demands.
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Special Disk Mission 2-2 At the Center of This World
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Location: Central South Ameria Bandit Stronghold
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Roger has gone to meet with said bandits, a bunch of Breakers, and tell them that the townsfolk refuses to pay the sum they demanded. One of the Breaker sniffs at those idiots refusing their offer of protection of course, this all smells too much like extortion for Roger.
Sounds good to the Breakers and they give him a message for the town: pay up and no one gets hurt. At that, Roger informs them that the mayor has requested the Federation army to come and deal with the bandits' activities. The Feds arent coming yet, mind, so if they go away quietly, this whole thing can be called off. For their own good, Roger suggests they run along.
The younger Breaker is considering it but the more experienced ones call his bluff: the Federations sphere of influence doesnt reach all the way here, to say nothing of the fact that theyd never mobilize troops from some minuscule South Amerian town.
Roger counters that the Federation is always seeking to expand his influence, to the point where theyd been forcibly annexing smaller nations and autonomous territories. Is he implying the people would sell their town to the Feds in a bid to drive the bandits away? Theyre considering, which is why these men ought to make their decision quickly.
The leader tells him to piss off this means war! Theyll burn this town to the ground and bail before the Feds even get here! This would mean making them enemies of the Federation but the leader doesnt care. Roger figures further dialogue to be pointless but hes not going to fight: he came here only to negotiate and hopes to try again, in hopes theyll change their minds.
They wont, telling him to warn the townsfolk that theyre coming to tear shit up!
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Back in town, Roger tells the mayor that the bandits seem to have thrown caution to the wind after he threatened that the Feds would be coming. The mayor knows the army would never bother with this town in the boonies and is very disappointed with Rogers negotiations.
Never fear though, as Roger has a plan. Were dealing with mere crooks in here and theyre already very frightened at the prospect that the Federation could be inbound. So, with that in mind, Roger presumes theyll cut their losses and run if the towns offers even 1% of what they demanded.
Hes not given up on seeing the job he was hired for fulfilled, so the mayor agrees to go and prepare that amount if he thinks he can get them to settle for it. That is, until the head of the local militia speaks against it. Yes, its a paltry sum to secure the towns safety but he and his men are unwilling to part with a cent without a fight!
Roger counters that while hes dubbed these men as mere crooks, combat is still their way of life. It is precisely because the mayor doesnt feel that the local militia could survive against such men that he was hired to negotiate.
The militiaman is aware, which is why he's hired some ex-soldiers to counter the bandit threat, and despite misgivings the mayor decides to throw in his lot with the guy.
Though paying this small amount could avoid bloodshed, the mayor is also thinking about the second, or third time bandits try something like this; there's only so much running away the town can do.
While he is loath to expose his people to danger, one needs strength of heart if hes to make it in this world. Since the guy is that resolute, Roger wont argue against it. He wishes them luck and, with that, the mayor and militiaman leave to meet the hired helpers.
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Tough luck for Roger, Dorothy quips, but he doesnt mind as its not like the negotiations themselves failed. In fact, Dorothy thinks he looks happy. Indeed, even among all the people hes met since leaving Paradigm City, Roger believes the spirit of these citizens are worthy of every praise.
Before they leave, he decides to go check out these bodyguards that inspired such confidence.
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Regardless, from what Rogers seen the bandits have a bunch of Walker Machines with them. Can these guys alone prevail? Zwei has run the numbers to about a 50/50 chance of success but, despite that, the townsfolk have decided to take a chance on the Noir 7.
One can see in Rogers face that he doesnt understand why theyre taking on such an uncertain assignment and the reason goes hand in hand with what he said just now. This town may just be some tiny hamlet in the eyes of the bandits but, to the people who live here, it is the center of the world the place where theyve lived their lives with their loved ones.
Its that wish to defend their homes thats pushed these folks to muster the courage to fight and the Noir 7, admiring their spirit, feel like they can overcome this battle with their brave assistance.
Roger is glad to have met with these folks but One suggests he leave soon, as this whole areall be a battlefield.
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Speaking of, Sept, shows up yelling that the bandits are attacking already. Hes the last member of the crew, having fled Chiram once he realized their militarism was crap.
He tells Roger to get going and asks, since this might just be the end for him, to let him live on as a piece of his memories. Thats way too gloomy for One, whos not about to let any of them or the townsfolk get killed.
Theyve a plan all set and ready to go, so its time to show these bandits what the Noir 7 can do when pressed!
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Here come the Breakers and, indeed, there isnt a Federation unit in sight. One of their scouts couldve sworn he saw an MS coming into town but, whatever. The first wave of Breakers moves in to tear the place apart and promptly get stuck in pitfalls left by the townsfolk. The people then begin open fire with whatever guns they have and poof go those units.
The Breaker leaders are annoyed that theyre trying to take them on with mere guns and also begin charging in to teach them a lesson.
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As the people scamper, its up to the Noir 7 to finish the rest of them off. Shijou, Hex and Sept will confuse the enemy with airborne strikes; their Murasame, Mon-soono and Ishkick Commander will be more than capable of outmaneuvering Walker Machines.
Zwei and Cinqll provide support from the rear, taking advantage of the WaDom and Dobecks long range, while One and Trois will lead the offensive.
The Breakers begin firing willy-nilly, desperate, and One sends everyone to the attack: Dont forget! What lies at our backs is the very center of this world!
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And we're at the stage. We have a bunch of Breakers to beat, with this rag-tag group of, well, generic grunts!
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One, the leader, has the Commander Skill. These guys aren't the dodgiest in the world, so he'll come in handy.
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Piloting a WaDOM, Zewi has Hit&Away thankfully.
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Trois in his ZAKU, he has Counter.
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Shijou is the most agile of them in his Murasame.
*2
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Cinq, who has a Repair Module.
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Hex in his KLF.
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And finally Sept, who ties with Zewi for longest range.
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Moving them down, Trois is able to get in range.
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https://www.youtube.com/watch?v=r3TBCqtkJiU
Good job with that crit!
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Come enemy phase, the Breakers move in.
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One impresses me during this phase. He dodges quite a few attacks at 51% and higher hit rates
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With the Player Phase, I don't think we ever saw the WaDOMs use their Melee attack. So let's see it!
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https://www.youtube.com/watch?v=i4QHojacGzs
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Let's blast away with Sept's strongest attack.
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https://www.youtube.com/watch?v=IDhY4nwk8Cc
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Another one down triggers...
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*One heads to the edge of town.*
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I'll let Roger handle the landship.
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The landship has 13500 HP by the way.
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And then this wonderous thing happens.
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With Invincible as a buffer, One heads back down to the rest of the Breakers.
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And then come enemy phase, here's an attack I, uh, didn't even really know existed thanks to me never using Trads...
https://www.youtube.com/watch?v=nHXUBNltcCo
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Breaker's swarm One, and some of them get hits in.
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And then this guy tries to hit Roger again
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It ends about like you'd expect.
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By now alll the Breakers are one hit away from defeat. So let's mop things up and one last video.
https://www.youtube.com/watch?v=WO2ff2OFbrI
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Norman confirms all enemies destroyed and all civilians are safe. Things should now calm down around here.
Though Roger said there was no need, One once again thanks him for the assist. Roger asks about what he told the Breaker but One tells him that he was, really, just making stuff up.
Still, he did swear one thing when he left the Titans: hed fight under his own volition in order to live as a human. Such is the way of life he chose.
With that, One calls his men to run along a peaceful town has no need for gun-toting bodyguards. Where are they going? Who knows but, wherever they stand, itll be the center of the world ..
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Back in the Archangel, Athrun and Tetsuya are quite impressed with One's attitude, which was in fact the spark Roger needed to properly line up his own quest for the Truth. It's also why he decided to permanently join us.
Kappei and Ryouma really enjoyed this last-minute story: its for people like those that they need to make sure the Repair is successful. Of course, this world also has plenty of bad guys to go along with the good ones but theres no point in that distinction, thinks Loran. Hes willing to defend Earth for anyone who calls it home.
Shinn agrees and it is that wish to help every single person in this world why he now tries to end war and stands against those whod put their selfish goes above others. Considering the crisis that looms upon Earth, its not really the time to be choosy as to who pitches in with the Repair. What were going to do is simply stand in defense of the people of the world, so that they can get their wishes together for the whole process.
Plus, Apollo figures we can always deal with the baddies later just gotta make sure Earth is still in one piece for that. Were six hours away from the moment well get the Dimensional Repair going and Camille has faith that a new, better future awaits us at the end of it.
Renton tells Eureka to wait just a bit longer; hes coming to get her and, then, they and everyone else in the world will make their wish together.
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The Break the World begat more than just pain and sorrow. While the birth of the Multi-Dimensional World led to new conflicts, it also led to countless new meetings. And from that, humans found new joy, confidence and hope for their lives.
Protecting these things is the essence of Dimensional Repair and ZEUTH's mission, as well as their wish.
The time limit drew near and the team steeled themselves in preparation for the battle thatd determine the future of their beloved world.
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And with that, we've completed Backstory: Memory. Next up, Beater Services: Business Journal!