me.letsPlay(Mother).getPart(2);

Jun 28, 2011 23:35

Hey look! It's an actual on-time-ish update! Which is to say, time for...

Let's Play: Mother, Part 2!

When we last left our hero, John had just wandered into the land of Magicant, more or less by accident. If you're familiar with the series, then needless to say, it was trippy. If you aren't familiar with the series, well, Magicant was and is and will always be trippy. Let it be known. After a little more time spent farming up cash for new equipment, it's time for John to leave... which leads us to the question of "how the fuck do we get out of this place"?

Well, the only place I didn't mention last time was a field full of wells off to the east of the village. Let's try there, then? Surely one of these has to be the way out...



This has got to be a pain in the ass for John. *fall down a well* "... nope, not the way out." *spend an hour climbing back out, repeat*

Eventually we find the right well... only to find out that the first part of the dungeon is a binary search tree. Fuck. Yes, I actually took the time to map out the entire thing - for those of you interested, the only things of interest are a present containing a Magic Herb going right, right, left from the entrance, and the next part of the dungeon going right, left, left, right from the entrance (or up, up, left, left, right from the present). Features in the lower part of the dungeon include a sleeping dragon, a fish-boss guarding the Onyx Hook needed to teleport back to Magicant at a whim, and a really angsty forgotten man blocking the exit. Seriously, the only way to get him to move is to tell him that you don't care about him.



Poking the sleeping dragon: probably not the best idea.

In any case, after walking through the exit, John ends up next to a stone similar to the one he used to get to Magicant in the first place, except this one doesn't talk to him or let him back. Exiting the cave that houses said stone, and our magic but not very descriptive map of wonder tells us that we're somewhere south of Thanksgiving. How the hell it knows is anyone's guess. In any case, the only path from here is north, so that's the way to head.



I'm so glad we're out of Magicant and back on Earth so that we can fight normal enemies... like... these... wait.

The first building we come across in the town of Thanksgiving turns out to be a school, and John (who more than likely should be attending a school of some kind instead of adventuring) starts hearing rumors about a boy named John. Uh, wait, what? Apparently, this "John" is a weakling, stole explosives from the science lab, and is hiding on the roof. Interesting, considering that I just got there. Oh, and one of the brats gave me a cold. Little bitch.

Eventually we manage to convince the janitor to unlock the door to the roof, and head outside to find a shaking trash can. And inside the trash can is... Dave! Or at least, the person who would have been named Dave if I hadn't fucked up. Yeah, apparently, I named two of the characters John, so now we have blue!John (our main character) and red!John (pansy-ass weakling with a penchant for explosives). So the previous section with the name confusion was only unintentionally hilarious.

In any case, he wants a bottle rocket from the fireworks factory south of town - we saw it on the way up from the cave, but it was on a lower ledge that would have required a lot of backtracking to get to at the time. Now, though, it's simple. The Little Sweet Factory as it's called is kind of dull - rat infested, and full of a bunch of worthless junk. The only interesting thing is a Knife, and looking at it, my naming might have finally paid off.



Yeah, if you don't know Homestuck, you aren't gonna get it, and if you do, well, this kinda speaks for itself. |D

In any case, eventually we find the Trash Can of Endless Bottle RocketsTM and yank as many as we can carry to take back to red!John (i.e. two). Red!John takes one look at it and says "yeah, I can make one of these" and drags us down to the science lab. On the way, he comments about the rumors that have been going around about him, and about the Duncan Factory to the north (which supposedly has better rockets than the Little Sweet Factory). Once we get to the actual science lab? ... egghead manages to blow the damn thing up. Well done. *slow clap*

John has joined the party! ... again?

In any case, red!John is a level one pansy with no gear, so I take him back to Magicant in order to bling him out. Back on the world map (yes, going through that dungeon again - thank goodness it's short), the overworld music has changed from Pollyanna to Bein' Friends. Gloriously 8-bit, no? Also, those of you familiar with the series only through Super Smash Brothers will probably be more likely to recognize the second theme - which, as far as I know, only appeared in this game. Don't quote me on it, I could be wrong. In any case, clearly this is meaningful and significant in some way, shape, or form.

... or, of course, not at all.

So Team John heads north towards the Duncan Factory. It's said that their rockets might even be strong enough to blow up the rocks currently blocking the train tracks, and considering that's probably what we need to do next, it seems wise. On the way to the factory, we happen across a discarded pass. It just so happens that this is a pass to get into the Duncan factory. Convenient! I get to the factory, and the dog outside demands to see a pass. Apparently, dogs can talk in this world - though with this series, nothing really surprises me any more. So I show him the pass and go ins-

... whaddaya mean, the pass is expired? Welp, guess we'll have to beat the ever-loving shit out of this dog, instead. Fight! Just a stray dog, a weak monster from the first area of the game. Push over.

Now we waltz on in to the factory, and it's a bit lot bigger than the last one. And it's got more than just rats to fight, too - in fact, most of the enemies are robots of one kind or another, and pretty dang tough. About halfway through searching this place, red!John bites the big one, so I teleport out to Magicant in order heal up. Also before I go back in, I pick up fire resistant stuff for the fireball enemies in the factory, a Franklin Badge that I missed previously, and find a map of the factory online so I don't waste unnecessary amounts of time looking for presents.

I manage to clear the place out more effectively now, picking up the rest of the presents that I hadn't gotten to yet the first time around. Eventually the party gets to the end of the factory to find a rocket sitting in a bay. Red!John launches it... and who knows where it's going. Then there's an odd ringing noise - turns out it's blue!John's cell phone that he apparently has, and his father is calling. He's insisting we take a break - oh. I know what this is, now. The same thing happens in Earthbound - if you play for too long, the game tells you to stop playing. This is the first time it's happened to me in this game, though.

So I use bread crumbs to get out... in theory. Apparently, using the bread saves your location, then using the bread crumbs returns you to that location. Makes sense, sure, but it means I'm either walking out, or teleporting to Magicant. Again. I'll walk.

And that's where I'll wrap things up for this entry. Join me next time when we either ride a train, or at least follow some train tracks (and hopefully don't get run over by a train).

Status:
blue!John: Level 24
red!John: Level 17

"Take a melody,
simple as can be.
Give it some words and..."

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game = mother, me.letsplay(game)

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