Earthbound – Day 57

–Day 57–

Thanks to Apple Kid’s quick work making the Eraser Eraser Machine, we can finally get rid of the Eraser Statue blocking our path. However, the tunnels are swarming with alien monsters. This is definitely going to be a tough challenge to get everyone back.

The most common enemies we seem to encounter are the Mook Seniors. These guys need to be defeated as quickly as possible or their PK Thunder attacks will cause some serious harm to the party. However, the bigger threat is the Starmen, the agents of Giygas. We haven’t seen these guys since the beginning of the game, so seeing them here means we must be getting close to Giygas himself.

As we get deeper into the tunnel, another enemy starts showing up with alarming frequency, the Atomic Power Robot. Its attacks aren’t anything special. However, like many other enemies we’ve encountered, defeating it is worse than fighting it. Upon death, this machine will explode into bits, causing significant damage to the party, and cause extra strain on our PP and healing items.

Eventually we make it through the entire tunnel system and into a secret underground base. We are of course immediately attacked by enemies including the new Super Starmen. In addition to being gold instead of silver, these Super Starmen start the battle with a PK Shield already up, causing any PK attacks to reflect back at the party. They also frequently summon other Starmen to the battle causing it to drag on that much longer.

We try to explore the base, but everyone is already tired, battered, and low on PP. At this point it’s fairly obvious that we don’t have the strength left in us to defend ourselves here right now, yet alone try to defeat everyone. Reluctantly we accept this failure and ask the Exit Mouse to guide us to safety.

Today has been a tough day, and we’re going to need some time to recover. So join us next time as we make another attempt and infiltrating the alien base. See you then!

Earthbound – Day 56

–Day 56–

We’re still in this mysterious cave in Dalaam, having just fallen through a hole in the upper floors. This leaves us in a small isolated area with a present and yet another hole to drop though. Of course, dropping through this hole puts us right on top of a small group of monsters and straight into a fight.

After defeating the monsters, we’re left with a decision, continue falling down the holes or go exploring instead. I’m glad I chose the latter as we quickly discover this to actually be our sixth My Sanctuary Location. In a way I was hoping for something like this to happen, but I was still caught a little by surprise when it happened.

This Location is guarded by Thunder and Storm. I wish I could comment on them more, but sadly they died before ever getting a hit in. During the first round, Paula’s PK Freeze Ω froze them solid, costing them their first turn. Then in the second round they took “deep breaths for the next assault.” Sadly we never got to see that attack because they were defeated early in the third round before their turn came up. With that we have claimed another My Sanctuary in what will surely be the easiest boss battle so far.

We proceed through the opening to find ourselves on the Pink Cloud. Here, Ness has a short vision of his mother when she was young. He then records the melody of Pink Cloud like he has at all the other locations. I really hope someone puts all these visions together at the end because we’ve been to six already and I’m not getting a clear picture of what they’re supposed to combine into.

Anyway, we head back to the hole in the ground, jump down, and make our way back to the entrance. With nothing more to do here in Dalaam, we head over to Winters to see what has happened to Apple Kid. Without the aid of the sky walker however, we land at the Boarding School and need to make our way down to the Lab on foot.

Before we can even start that journey however, we get some more grim news! It would seem Bubble Monkey has ditched his wife during their honeymoon so he can go play with Tessie instead! How dare that little monkey! Oh, and I guess Jeff’s friend Tony has gone missing or something, I don’t know, I wasn’t paying attention. I was too upset with that monkey.

Normally a pass through an old area would be a breeze, but the situation here in Winters has changed during our absence. Gone are the Gruff Goats and all the other wild animals, replaced instead with wave after wave of aliens. Many of them look familiar as this point, like the Whirling Robo and Lesser Mook, but new to the party are the Wooly Shamblers.

They’re all quite powerful but thankfully we can go all out fighting them thanks to the Campers. Even with all these aliens around, they’re still out here like nothing is wrong, offering tea and a place to rest to anyone inconsiderate enough to barge right into their tent uninvited.

It doesn’t take us long to make it to the lake front. Here we find Bubble Monkey joyfully waiting around for Tessie. We also learn that one of the members of the Tessie-Watching Club has been kidnapped by UFOs. These abductions are getting to be serious. We need to get to Dr. Andonuts’ lab as soon as possible.

With Bubble Monkey’s help, we once again get to ride Tessie to the far shore of the lake. We would also have to pass through Brickroad’s old dungeon if not for the fact we still have the Pencil Eraser on us. Thanks to that we can bypass the entire dungeon and make it to the lab that much faster.

After passing through the cave and past Stonehenge we finally make it to Dr. Andonuts’ Lab. Sadly neither Dr. Andonuts nor Apple Kid are here to greet us. The only ones left are the one nice Bigfoot and Apple Kid’s Mouse friend. Thankfully Apple Kid has already completed work on his Eraser Eraser Machine and given it to the mouse. With this in hand we can now explore the tunnels under Stonehenge and hopefully figure out what happened to all those abducted people.

That however is tomorrow’s adventure. Join us then as we see how deep those tunnels go!

Earthbound – Day 55

–Day 55–

When we last left our group, they were standing outside a mysterious cave at the edge of the Deep Darkness. And, well, I guess that’s where they still are now. So let’s get inside this cave and see what’s in store for us. As always, we instantly expect to find monsters inside caves, but thankfully that’s not the case this time. Instead we find the Tenda Tribe living here. They are a small green…Frog like people? Or possibly some kind of Slime Race?… Either way they are all incredibly shy.

The Tenda are so shy in fact that hardly anyone in the village will even talk to us other than to say how shy they are. One Tenda near the center of the cave mentions that a book might exist that would fix their shyness. Let’s hope we can find that book for them. Poor little guys can barely function the way they are now.

Out of the entire village, there seems to be only one Tenda that is not cripplingly shy. This Tenda informs us that there are scary dinosaurs underground and they sealed the entrance with the large rock next to him. He senses that we want to explore this area, despite the danger. Alas he is not strong enough to move the stone himself. The Tenda standing over there next to the rock is unfortunately the only one strong enough to move it, but like the rest of the Tenda he is too cripplingly shy to help us. It’s just one more reason to find this book for them.

Well, if everyone is too shy to even talk to us, there really isn’t anything left for us to do here, so we leave. To our surprise, we get another call from Apple Kid as soon as we set foot outside the cave. It sounds like he made it to Dr. Andonuts lab safely, though Dr. Andonuts doesn’t seem to be around at the moment. While waiting for his return, Apple Kid has been working on one of his own inventions, The Eraser Eraser Machine. No doubt this will remove the Eraser Stature found in the tunnel under Stonehenge.

However, something terrible seems to happen to Apple Kid as he’s talking to us. Someone unexpected seems to have shown up. From the sound of it there was a bit of a struggle before the phone suddenly disconnects. This doesn’t sound good for Apple Kid, we should probably go see what happened to him.

Once again, not to be outdone, we also get a call from Orange Kid. Apparently his research on how to turn boiled eggs back in to raw eggs is nearly completion. Once again, I really don’t care. I don’t think anyone cares. Of all the useless inventions that have ever been invented, that has to be among the top 10. Don’t get me wrong, on a technical level that is a very impressive accomplishment. But on a practical level, I still can’t think of any instance where that would become useful.

Useless inventions aside, he does however pass on some very useful information. After commenting on Apple Kid’s absence, he casually remarks that Apple Kid was in possession of the book “Overcoming Shyness” which Orange Kid was hoping to borrow for himself. We already were motivated to check up on Apple Kid, but now it seems almost imperative that we see what happened to him as soon as possible.

Or we can do the exact opposite and let him wait a while. After all, there is one thing I’ve been meaning check out before we go see Apple Kid. Now that the whole party is back together, I think we should make one more trip to Dalaam. I was thinking about the Rabbits’ Carrot item we got back in Magnet Hill and how it’s probably related to the Rabbit Statues blocking the cave in Dalaam. Of course, my assumption was right, and the rabbit statues disappear.

Sometimes however I wish we could just leave well enough alone, as the cave the rabbits were guarding is full of some powerful monsters. The most common of which seem to be the Thunder Mite and the Tengu. The Tengu actually isn’t very bad, he can put a party member to sleep, but he is ease enough to defeat. The Thunder Mite however can cause some serious damage if it isn’t defeated right away.

Another interesting, though very rare monster I encountered here was the Kiss of Death. This monster is quite literally just a floating mouth. The whole day, I only encountered one of these monsters, so I can’t really say much about them, but their interesting design left an impression on me that I felt I should share. Really we should be more concerned with the Conducting Menace. Those guys can actually be quite the pain in the ass.

Anyway, the cave itself is your usual mini maze dungeon. Normally, this wouldn’t be so bad, but after having just gone through Dungeon Man, this dungeon just lacks the personality we’ve been shown is possible in dungeon design. There aren’t any signs telling me anything, there are few branching paths and dead ends, and there aren’t very many treasures to find. There was one item though that really made my day. Far out of the way in the bottom left corner we find the “Bracer of Kings.” It’s a cool enough name for an item, but what makes it worthwhile is that this is actually one of the very few pieces of equipment that Poo is meant to wear. FINALLY he has a piece of equipment just like everyone else. It’s about time.

We continue exploring the dungeon, though explore might be too broad of a word here. There is basically just a single path to follow which leads to hole in the ground. Jumping down this hole brings you to another smaller area with a magical butterfly as well as three more holes to drop down.

Two of the holes are quite boring, leading you back to early parts of the dungeon and forcing you to hike all the way back to where you just were with nothing to show for yourself. The final hole, the one on the left, does actually lead to a new area. Unfortunately, we’re out of time to play for today. So we’ll just have to wait here at the bottom of the hole for now.

Join us again next time when we finish exploring this cave. What other treasures do you think we’ll find here? You’ll just have to wait and find out!

Earthbound – Day 54

–Day 54–

It looks like the three of us are going to have to find our way through the Deep Darkness on our own. It doesn’t take long before we discover where it got its name from as well as WHY we needed the Hawk Eye in the first place. Not far from the little monkey village, the whole swamp becomes so dark you can’t see anything. Using the Hawk Eye lets you see through the darkness clear as day.

Unfortunately, some things are best unseen. Apparently the whole swamp is home to dozens of puke monsters that resemble Master Belch. You remember Master Belch right? He was the boss monster we had to fight to free Threek from the zombies. After seeing them we head home to get that Jar of Fly Honey we’ve had in storage, can’t be too careful with those puke monsters roaming around.

There are of course other monsters that live here in the swamp, but the most dangerous seems to be the Hostile Elder Oak. Right away you might recognize what the problem is. Just like their lower level cousins, the Territorial Oak, these monsters explode upon death causing massive damage to the entire party. We’ll have to be careful to avoid them as we traverse the swamp.

Although we might not be having the greatest of time here in the swamp, the photographer couldn’t help but show up and take our picture. It was very poor timing on his part, poor Jeff was still buried up to his neck in swamp muck at the time.

Just around the corner however the whole party’s moral shot way up. Once again Porky is one step ahead of us, but it looks like he may have finally gotten what was coming to him as we discover his crashed and destroyed helicopter in the middle of the swamp. Jeff’s quick analysis shows it’s beyond repair, so unfortunately we can’t use it. But after a crash that bad, alone, and without the Hawk Eye to see, surely this means Porky is dead and will no longer be bothering us.

Then again our enemies seem to be incredibly hard to kill. Case in point, we thought we had killed Master Belch back in his base behind the waterfall. Well, not only did we NOT kill him, but he has returned to fight us again stronger than ever. He has even changed his name from Master Belch to Master Barf to reflect his new found power.

Not only is he stronger than ever, but the Jar of Fly Honey no longer seems to have any effect on him. That’s certainly not a good sign. Last time we fought Master Belch, the only way to defeat him was to distract him with the Fly Honey. Was there some other Item we were supposed to bring to this fight?

There’s no time to worry about that right now though, we’ll just have to fight him off as best we can. Of course, that is easier said than done. The fight with Master Barf is just like the last fight with Master Belch. He still exhales his stinky breath, causing everyone to cry uncontrollably. He also burps his Nauseating Breath at us which causes Jeff to become nauseous and take damage over time.

Things were starting to look bad for the team when suddenly Poo swings down from the sky to save the day! Using his new power PK Starstorm α, Poo called down the stars from the heavens to defeat Master Barf. It’s a good thing he showed up when he did. And look, our party is once again whole!

Just past Master Barf we finally find our way out of the swamp and onto dry land. There also seems to be a cave of some sort waiting for us to explore it. But who knows what we’ll find inside. For now, I think we’ll have to stop here and explore the cave another day.

So join us next time as we see what’s in this cave. Is it more monsters? Or do we finally get a reward for our actions? You’ll just have to find out next time!

Earthbound – Day 53

–Day 53–

We continue exploring the second floor of Dungeon Man today. In general it’s not difficult to navigate, and the random signs are still just as fun to read as on the first floor. Who would have thought the dungeon smells like flowers?

Eventually we make it to the rope leading to the third floor, which has a sign both warning us of the monsters ahead while also saying not to worry about them. Sure enough, none of the monsters on the third floor are any threat at all. In fact, it would seem Dungeon Man has sectioned off the third floor to be some kind of zoo for them.

With no real enemies to fight on the third floor, it takes no time at all to pass through it and up to the top floor. Here we finally get to see what Brickroad has done to himself. With his face sticking out of one of the wall, there’s really no questioning that he has BECOME a Dungeon Man like he always wanted.

Brickroad is just as nice as he ever was to us. Having cleared his whole dungeon body now, he actually offers to join us for a while. Seeing as Poo went off to train somewhere, it would be nice to have a full party again.

Having made a new friend and ally, the photographer shows up to capture the happy memories. Unfortunately, Dungeon Man is not with us for very long at all. As we travel south, he quickly finds himself helplessly trapped by a couple of trees. And just like that he leaves the party and we’re back to being a man down.

We press on without Dungeon Man and quickly come to a Native informing us of the Deep Darkness across the river. It’s a scary place with terrible monsters and you will lose health just by walking around in the swamp. Also the swamp is bottomless and we’d easily be dragged down to the bottom if we tried to swim through it. If we had a submarine though, that would be a different story entirely.

Actually, I think we might have a submarine! Back in Dungeon Man there was a collection of vehicles and I thought I saw one there. Sure enough, Dungeon Man confirms my suspicions. However, to get to the collection on the first floor, we actually have to make it all the way up to the fourth floor and use the “Goodbye Exit” this time.

We fall though the holes on each floor until we finally land on the raised platforms back on the first floor. He does have a nice little collection here. It doesn’t look like any of them actually run though. The Taxi has no engine and the bike is completely rusted over. Then for some reason he has the Instant Revitalizing Device from Dr. Andonuts.

The Submarine also seems to be out of commission. Thankfully, Jeff seemed very confident that he could fix the little yellow submarine. Maybe someday we could all live in it as well. After being fixed up, we all carry it outside, plop it in the water, and we’re off to the Deep Darkness.

It’s a short trip, and no sea monsters or anything attack us like the last time we traveled. I will say though that I wasn’t expecting to see so many monkeys living here. There’s an entire little village worth of them.

However, I’m not ready to explore the Deep Darkness just yet. Not with only three people that is. So before anything else we head over to Dalaam to check up on Poo and see how his training is going. We also do a little sightseeing while we’re at it. Naturally, the Photographer is more than willing to help as he takes our picture in front of the Palace as well as in the throne room itself.

Unfortunately, Poo is nowhere to be found. He’s not in the Palace, he’s not around town, and he’s not up on his training cliff. It’s a small town, so there aren’t a whole lot of places he could hide. I guess he simply isn’t here. I wonder where exactly he is right now then…

It looks like we’ll have to brave the Deep Darkness without him then. Join us next time as we see how bad this swamp really is.

 

Earthbound – Day 52

–Day 52–

Yesterday we learned that the Dungeon Man is somewhere to the northwest of this little oasis. However, as is our custom, we need to thoroughly explore the new area we find ourselves in. Thankfully, this is a very small area and there really isn’t anything to explore here. There are however a lot of UFOs flying around making travel rather difficult.

When we finally do head northwest, we’re a bit surprised by what we see. It’s certainly not the same Brickroad we saw before, but I can’t quite identify it as a dungeon either. Really I can’t call it a tower either, although I guess there does seem to be some kind of castle on its head. Either way, we use the key and get to walk inside of it.

As soon as we walk inside it feels like Christmas. There are presents scattered EVERYWHERE! Unlike Christmas however, most of these presents are actually alive and getting ready to kill us. The Scalding Coffee Cup in particular is deceptively dangerous. If it happens to spill just a little of its coffee, the whole party receives rather severe burns.

After fighting our way through all the presents, we make our way to the main chamber where we see Brickroad really went all out turning himself into a Dungeon Man. He has set up benches to rest on, phone booths, even a fully staffed hospital. He may be a Dungeon Man full of monsters, but he clearly wants you to be comfortable.

In all honesty, Dungeon Man’s Dungeon is probably the most fun dungeon I have ever passed through. Thanks to all the comical signs scattered about, the dungeon itself just gathers up so much personality from its creator. And I mean they are ALL OVER the place. Some give tips on what to do next. Some give insight into the creation of a good dungeon.

Then there are others that are there just for laughs like these two at this dead end. One says “Spare not difficult effort. Heed this rule, and great items shall be yours.” It’s actually quite sound advice, which is followed up by its partner sign of “I couldn’t agree more with the opinion on the left bill board.”

The first floor of Dungeon Man is quite enjoyable, but the areas we can’t get to seem even more fun. The top left corner for example seems to be full of fun things Dungeon Man has collected over the years. Hopefully we’ll get to interact with them at some point, but for now it looks like we have our first dungeon puzzle. In front of us are four different ropes that all lead up to the second floor, but which should we take?

Naturally, we’re going to see what’s at the end of all four of them, and the results are about what you would expect. Three of them lead to dead ends with a small sign commenting on your incorrect choice, but at the same time giving you encouragement to keep going and try again. It’s actually really refreshing to have this kind of treatment inside a dungeon.

Anyway, the correct choice is the third rope from the left. This is the only choice that doesn’t have a dead end and lets us explore the second floor properly. The signage doesn’t stop here either. According to the various signs we gather that we are currently around the Dungeon Man’s belly button. We also learn that the background music is Dungeon Man’s greatest accomplishment. I didn’t really stop to listen to it until it was pointed out like that, but it is some epic dungeon music.

Also quite conveniently there is another bench set up for us to take a break on. Brick Road really does want us to be comfortable and enjoy this dungeon. In fact, I don’t really want to leave this dungeon, it’s just so perfect. So for now, we’re going to just relax here on the bench, enjoy the music, and continue on our adventure another time.

So join us next time as we head towards the top floor of Dungeon Man, perhaps the greatest dungeon ever built!

Earthbound – Day 51

–Day 51–

I know I said we were going to head back to town, but while gathering pictures for yesterday’s post, I noticed something I didn’t see while I was actually playing. On the left wall of the sarcophagus chamber, there are actually two different openings. One of them is the way we came in, so where does the other one go? We just had to find out before heading back to town. I was actually kind of surprised to see a set up stairs leading up and to the left. I had thought we were already at the top of the pyramid. So either we’re only somewhere in the middle, or this is one very weird shaped pyramid and we just didn’t notice from the angle we were looking at it.

Anyway, the path isn’t very long and it ends in a tiny little dead end room full of monsters. It was kind of a disappointment really. That is, until we opened the treasure sarcophagus in the corner and found out it had another Bag of Dragonite inside. I know we haven’t used the other one yet, so we can’t be sure what it does, but it sounds awesome.

Unfortunately, our pockets were all full. That’s easy enough to fix though. Just set out the For Sale Sign and wait for someone to come running to buy off our useless junk. However, something interesting happened when we tried this here in the pyramid. Apparently there are places where normal people can’t find you. After waiting around several minutes for someone to show up, we finally get a call that they simply couldn’t find us and have given up trying.

That’s not a huge problem. We can always simply drop an item instead. So with that we have a second Bag of Dragonite to…most likely leave in storage forever… Maybe we’ll use it in the final battle or something. Anyway, while waiting for a customer to show up, you may have noticed that one of our party members has died. So now we REALLY need to get out of here, and we’re all very thankful that we’ve been carrying around an Exit Mouse this whole time.

Once outside we teleport away back to Onett to get everyone patched up. This serves two purposes. Obviously, we need to head to a hospital to revive everyone. But also, this is where the exit mice live, and since we already used the one we had, we need to pick up another one.

It takes some time, but we eventually make it back to the sarcophagus and finally jump down to see what awaits below. To our surprise, the Hawk Eye is just waiting there on a pedestal ready to be taken. Unfortunately, this still leaves us as the bottom of the pyramid and we’ll have to fight our way back up to the surface.

We soon find ANOTHER hole for us to fall down, which in turn leads to another stairway to climb and even more monsters to fight. Eventually we find out way to the exit. However, it looks like we’ve found our way to a completely different pyramid from the one we originally entered.

It looks like we’ve actually managed to pass under the river and are now in the southern half of Scarabia. Thanks to our earlier exploration, I know there isn’t any way to actually cross the river, so I’m not sure what we’re expected to do over here. However, we’re given very little time to contemplate our situation before an elderly man teleports in front of us.

This man is apparently here for Prince Poo. It would seem he has been waiting for the right moment to teach him the “Technique for making stars rain down”. In order to learn this new ability, Poo is going to have to live far away from everyone else and train.

It sucks that Poo is going to be leaving the party already, but this technique is apparently going to be vital for defeating Giygas. Poo promises he’ll return to us as soon as possible, so for now we have no choice but to trust in him. But that means we’re our party is going to be a man down for a while, and we still don’t really know where we even are.

Just north of the exit pyramid is a small oasis with a couple people standing by. This is where we find our next objective. We finally get an update on Brickroad who has turned himself into the “Dungeon Man”. He’s located to the northwest of our location, and thankfully this person has found the key to enter the tower.

So good, we know where to go now. But that’s it for today. Join us next time as we reunite with our old friend Brickroad, the Dungeon Man! See you then!

Earthbound – Day 50

–Day 50–

With the picture of the Hieroglyph in hand, the Sphinx finally talks to us. We press the buttons in the simple star pattern shown to us before and the Sphinx acknowledges us as warriors fit to enter the Pyramid. He also gives us the advice to search for the Hawk Eye, which the Hieroglyph mentioned being essential to defeating the evil invaders.

As would be expected of a Pyramid, we are almost immediately attacked by a mummy when we enter.  At least I’m guessing it’s a mummy, with a name like “The Fierce Shattered Man” I’m not entirely sure what I’m looking at. These guys are nearly identical to the ones we already fought back on the second floor of the Museum, just a little stronger. Still not a huge threat though.

What did catch me a bit of guard though was when the Hieroglyphics started coming to life and jumping off the wall to attack us. I’m not entirely sure how that would even work. I mean, hieroglyphics are typically created by chiseling them out of the stone. How does negative space come to life?

Thankfully, the Pyramid is similar to the Sewers in the fact that there is only a single path to follow as we make our way through. At the highest point of the pyramid, we find a very suspicious casket. Unfortunately there doesn’t seem to be anything we can do about it at the moment. I know it can be moved, I can see the hole underneath it when it disappears in the battle transition. I just don’t know what we’re supposed to do yet to get it to move.

The path does continue on to the right and down the other side of the Pyramid, so maybe we’ll find something useful over there. After some time travelling down the other side, we eventually find ourselves in a dead end room. At first glance it would appear empty except for the handful of monsters. Not exactly what we were looking for I’m afraid.

However, on closer inspection there is actually a hidden switch on the floor. We can’t see anything change, but it sounds like something has moved up above. Upon returning to the highest point of the Pyramid we see that the casket has indeed been pushed aside, revealing the hole we knew was under it.

We can’t be sure what’s down there, and everyone is already pretty low on HP and PP. So before we jump into the darkness, I think it would be best to return to town for a quick moment and heal everyone. Join us next time as we explore the hidden depths of the Pyramid in search of the Hawk Eye!

Earthbound – Day 49

–Day 49–

We once again dive into the sewers of Fourside in search of this Monster Rat which Mr. Spoon mentioned seeing. However, we aren’t having much luck. The closest we’ve found so far are a handful of Deadly Mice. Yes, they’re rodents, but they’re not quite the type we’re looking for.

At the very least we can take some comfort in the fact that we get to walk along the platform instead of actually IN the sewage. Sadly, that small comfort is also soon taken from us. With heavy barrels blocking the path, we are given no alternative other than to step down into the waters and trudge along hoping not to get any in our mouths.

The path through the sewers is, if nothing else, a straight forward endeavor. There aren’t any branching paths to navigate, or any maze to solve. The occasional room or bend is the path is the only thing really distinguishing how far we’ve traveled.

After what seems like forever, we finally come to an exit, which is somewhat surprisingly guarded by a My Sanctuary boss. I wasn’t expecting there to be a My Sanctuary location here, but sure enough this is the fifth My Sanctuary Location. It’s also the Monster Rat Mr. Spoon was talking about, or rather the “Plague Rat of Doom” as it’s properly called.

Having already defeated the Kraken, the Plague Rat of Doom seems like a minor annoyance in comparison. Granted, it does have a lot of HP, causing the battle to drag on for quite some time. However, it doesn’t have any attacks that even compare to the Kraken’s Fire Breath. It is capable of poisoning a party member with its bite, but that’s more of an inconvenience than a real threat. Just as everyone’s PP is starting to run out, the Plague Rat of Doom is finally defeated.

We climb the ladder and found ourselves behind the Fourside Dept. Store where there appears to be a giant chunk of metal. As we approach it, Ness has another vision, this time he sees a baby’s bottle, but just for an instant. He then records the melody of Magnet Hill, and we claim another of the My Sanctuary locations.

For some reason, there is also a present here with a “Rabbits’ Carrot inside. Not sure what that’s going to do for us, but it seems like it must be rather important if it was here in the My Sanctuary. Curiosity aside, we’re suddenly overcome we the feeling of dread knowing we must once again go crawling through the sewers if we hope to get back to Mr. Spoon. In retrospect, there was probably enough room there to use PK Teleport β instead. But you know what they say, “Hindsight is 20/20.”

It’s a bit surprising though when we return to Mr. Spoon and he makes no acknowledgement at all of what we just did for him. He just gives a weak request that we come back and visit him again sometime. At least the Photographer knows how important this moment is as he captures our image upon exiting the Museum.

Oh well, you can’t please everyone I guess. But with that whole ordeal out of the way, we really need to head back to Scarabia. So join us next time as we FINALLY get to enter the Pyramids like we wanted to do days ago!

Earthbound – Day 48

–Day 48–

After getting the hint yesterday, we head back to Summers for a quick revisit to the Museum. Just like last time, the guard originally starts to send us away, claiming the second floor is being remodeled. But after seeing Poo, he quickly changes his attitude. Poo unfortunately has to hand over the gem his is carrying before the guard will let us check out the next room.

Inside, they do have a rather large stone slab with Hieroglyphs written on it. The guard starts bragging about what a great experience this must be for us. He also mentions that a rich kid, no doubt Porky again, came by recently and also took pictures of the Hieroglyphs. So these must be very important to us, but more importantly, how is Porky always one step ahead of us? We have a party of four and we’re struggling along. How is he alone getting by as well as he is? He was useless when he was in our party back at the beginning of the game.

Anyway, I would love to take a look at the Hieroglyph now, but before we can, we see why the second floor was locked off to visitors. It’s not because they were remodeling, it was because a few of their exhibits weren’t quite happy to remain dead. Two sarcophagi converge on us as we cross the room and we are forced into battle with the Shattered Man. He isn’t very strong, but that’s not the point. Museum exhibits shouldn’t be attacking the guests like that.

Now that those things are taken care of, Poo can finally read the Hieroglyphs for us. Translated it says “To fight against the invaders, we built this pyramid fortress. However, our efforts were futile, and we lost. Nonetheless, our pyramid was protected by the gods of Scarabia. The invaders from the heavens will be reborn every millennium and will attack again. Even now, the invaders hide beyond space and time and build their evil stronghold. A place out of time is beyond the Dark, and is even farther beyond the Lost Underworld. The Deep Darkness is shrouded, it is without light. Only one with the Hawk Eye can pierce the dark. The Sphinx now watches over everything, waiting for the coming of a truly brave hero.”

After that, there is a weird number pattern which must be the sequence to the buttons in front of the Sphinx. That should be easy enough to remember. You basically just draw a star. Now that we have the button sequence, we should be able to enter the pyramid without any trouble.

However, we might not be heading back to Scarabia so soon. Just as we attempt to leave the Museum, the phone on the front counter starts ringing. The receptionist is for some reason nowhere to be seen, so we take it upon ourselves to answer the phone for them. It’s Mr. Spoon calling from the Fourside Dinosaur Museum. Apparently he has found something “extraordinary” and words simply won’t do it justice. So I guess we’ll have to head back to Fourside first to see what he found.

Upon our return to the Fourside Museum, Mr. Spoon has indeed found something extraordinary, but he’s not willing to just SHOW it to us right away. He wants something in return first. In his case, he wants an autograph from the singer Venus over at the Topolla Theater. Specifically, he wants her autograph on an eraser. Or anything really, even toilet paper, as long as it’s really her autograph.

This should be an easy task to accomplish. We’re already allowed back stage, and she knows we’re friends with the Runaway Brothers. I just didn’t really expect what she would end up autographing for us. She autographed a Banana Peel. Who does that? Who would want an autograph on a banana peel? Whatever, at least Ness got a nice kiss out of the deal.

True to his word, Mr. Spoon shows us something extraordinary once we give him the Autographed Banana Peel. It would seem there is a bright light shining up from below a manhole in the next room. When Mr. Spoon went down to examine the source, he apparently saw a huge monster rat down there.

So suddenly the whole party is mucking around down in the sewers, just disgusting. Unsurprisingly, the whole area is full of monsters, mostly Stinky Ghosts disguised as garbage cans. These guys aren’t very much trouble, but on rare occasion they can possess a party member with a mini-ghost. Of course even that is really more of a minor annoyance than it is an actual threat to the party.

As minor of an annoyance as it is, we really should go and get it cured. Plus we should really check out the mall and see if we can finally get Poo equipped with SOMETHING. Unfortunately, there is still nothing he can use. In fact, the act of equipping him with anything actually drastically reduced his stats. Maybe he’s just one of those character types that are just better when they’re barehanded.

Either way we have a very stinky adventure ahead of us. So be sure to join us next time as we exterminate the giant rats living in the sewers of Fourside!

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