Part 21: Update XIX
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♪ BGM: Wonderful Dead 002 ♫
Alright, so now we're carting around a white Monokuma that claims to be totally on the level and totally wanting to help us. I'm with Toko, this is suspicious as fuck. But still, our next destination is this secret base, and that lies this way.
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♪ BGM: We Can't Change The World ♫
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♪ BGM: Absolute Delusional Girl ♫
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♪ BGM: Wonderful Dead 002 ♫
And now that we've learned that Shirokuma can shimmy through these pipes to unlock doors, it's time for us to backtrack and unlock the other locked doors and grab some shiny collectibles.
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The first room hides a whole bunch of dead bodies...
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...and a thing!
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Hrm. Guess this one is out of date now.
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The other room has more dead bodies and nothing much else...
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...but leads us to the collectible that was hidden behind that pit!
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♪ Jingle: Skill GET! ♫
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More dosh! I like it. So, let's head ba-
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...oh my.
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Be very, very quie-
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-OH SHIT SIREN
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OH GOD SHOOT EVERYTHING
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Well, everything has been dealt with, but now I'm basically out of Break again. Darn it.
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Our next stop will be the area we're actually supposed to go to to progress the plot.
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And on that path lies a door we all know well.
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♪ BGM: It's a Monokuma World ♫
Let's do this shit.
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♪ Jingle: Monoku-Man Activate ♫
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This is exactly the same as the last one, with the exception that the Guard Monokumas turn around in intervals, meaning we have to time it in such a way that we blast the Bomber over there with Knockback at the right time.
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So we do that.
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♪ Jingle: Monoku-Man Success ♫
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♪ BGM: Wonderful Dead 002 ♫
Moving on, we get a guiding UFO in an area we haven't been in before...
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...which means the path it's telling us not to go to has collectibles!
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♪ BGM: We Can't Change The World ♫
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♪ BGM: Wonderful Dead 002 ♫
Along the path we're supposed to go along, we find another pipe and locked door.
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Shirokuma goes in...
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OH GOD
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...Shirokuma comes out...
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...and now we get to deal with this shit.
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Junk Monokumas can be juggled a fair bit with high power Break shots. If you get a Nice Shot with them, they get blasted back and you can just hit them in the eye again as they jump up again, meaning you can combo them to death. Now, let's enter the room.
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♪ BGM: DSO_Beautiful Dead ♫
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♪ BGM: DSO_Welcome Despair Academy ♫
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♪ BGM: DSO_Beautiful Dead ♫
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I'm glad Toko at least pointed that out once. Komaru really does like to call herself just a normal girl.
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♪ BGM: Wonderful Dead 002 ♫
Alright, time to head down into the sewers.
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♪ BGM: Alice in the Children's Land ♫
Oh hey, a shop!
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♪ BGM: It's a Kids' World ♫
There's some new stuff to buy, and I have more than enough cash to buy it, so everything gets bought.
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♪ BGM: Alice in the Children's Land ♫
Knockback gets boosted with the new stuff, but I can't be arsed to re-jigger the other two.
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Yay, Break ammo! I can't believe getting ammo for the basic shot type is considered cause for celebration right now.
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Oh my god, the Monokumas down here have little construction helmets, that's adorable.
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The basic gist for the sewers is that you're going a really long way, going up ladders, down ladders, and across bridges.
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And speaking of bridges...
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And thus Shirokuma pops into one pipe...
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...and comes out on the other side!
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But when he starts turning it...
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...Monokumas pop out!
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♪ BGM: Absolute Terrified Girl ♫
So this is something new. Shirokuma is standing over there, frozen, and we need to defend him.
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This is achieved by shooting Monokumas a lot. They keep popping up from the left and right and we just gotta keep shooting them. Thankfully, they don't instantly break for Shirokuma and instead occasionally stop in place, which makes setting up Nice Shots easier.
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♪ BGM: Alice in the Children's Land ♫
Eventually, they stop coming, and Shirokuma can extend the bridge so we can progress.
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Next up, there's a veritable cornucopia of Monomono machines, and they all have ammo! Quite a lot, in fact - 10 Dance and Knockback shots, and 26 Break shots!
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Also, there's some paint cans. And what did the game tell us is also there when there's paint cans?
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Hidden grafitti! It's a present, so I guess we should maybe send Shirokuma into that pipe? Let's try it.
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And indeed, when he comes back out, he has a present!
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It's a collectible!
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Looks like the Warriors have written a blurb for the back of the box of their imaginary video game.
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♪ Jingle: Skill GET! ♫
We find another present in a pipe off the beaten path.
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Useful, but not necessarily to me.
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There's also some set pieces teaching you to use Knockback to hit enemies into the sewer water. Almost like we're going to need that in a bit.
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Next up, we have a pipe with a Monokuma on it. What does that mean?
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It means that when we send Shirokuma in it, a plain Monokuma comes out. Not exactly a harsh punishment.
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Another collectible!
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♪ BGM: DSO_Beautiful Dead ♫
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♪ BGM: Alice in the Children's Land ♫
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Moving on, we get to another bridge that we can't get across.
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Shirokuma heads over again...
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...and just like last time, Monokumas show up.
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♪ BGM: Absolute Terrified Girl ♫
So this one is a bit more complicated than the other one. Now we have Bombers standing on these islands and other Monokumas moving in to attack Shirokuma on the sides. The play is of course to use Knockback, hit the Bombers into the other Monokumas, and kill two with one shot.
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At times you also need just need to shoot the Monokumas on the side yourself.
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And in the end, the game even drops a Junk Monokuma on you. Can't imagine what you'd have to do if you botched the Knockback shot, it must be hell to kill a tough enemy like that from that long a distance. Thankfully, I don't fuck up, for once. With all the enemies dealt with, Shirokuma extends the bridge again.
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♪ BGM: Alice in the Children's Land ♫
This brings us to another ladder, and that...
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♪ BGM: It's a Monokuma World ♫
...leads into a Monoku-Man room!
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♪ Jingle: Monoku-Man Activate ♫
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This one is pretty simple. We have a Siren walking left and right, and we have a Junk just sitting there. The solution is easy - wait for the Siren to move in front of the pit, hit it with Dance, which attracts the Junk, blast both with Knockback into the pit.
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♪ Jingle: Monoku-Man Success ♫
Easy-peasy!
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♪ BGM: Alice in the Children's Land ♫
The room here also holds another collectible.
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It's the thoughts of a man whose wife was killed by his own daughter, and they're really depressing again! Yay!
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Moving on, we get a guiding UFO and promptly ignore it again, because ignoring it means we get to enjoy one of our favorite pasttimes again!
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♪ BGM: Riddle Land ♫
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Looking around, we find a kid. And what does it have for us?
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A challenge!
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Komaru already has her fucking gameface on. She's ready to own the shit out of some random kid.
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♪ Jingle: Challenge from a Child ♫
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The question and answers are also written on the wall using the Detect paint. Anyway, this is a really simple puzzle, and the answer is C. We send Shirokuma into that pipe, and...
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...present! So, now what does Komaru do?
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♪ BGM: We Can't Change The World ♫
She immediately starts running...
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...and rubs it in.
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And with that, the kid bails.
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So, what is our reward?
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A Socki The Sock page. OK.
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♪ BGM: Alice in the Children's Land ♫
Backtracking, we make it to this more open rounded area with a ladder. And when we approach it...
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♪ BGM: DSO_Beautiful Dead ♫
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And Shirokuma climbs up the ladder.
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Alas, Toko, Genocide Jack already took care of that problem, given that one of her special attacks is basically a Spinning Bird Kick, a move that goes remarkably badly with skirts. Good thing they don't share memories I suppose.
Anyway, since this update has been going on for a bit, we'll be checking out the secret base next time.