me.letsPlay(Mother).getPart(1);

Jun 25, 2011 22:25

Sorry that it took me so long to get around to this. Just haven't had the right mindset for it lately. v_v; But, here it is! Time for...

Let's Play: Mother, Part 1!

When we last left our hero, he had just been instructed to go calm the rampaging animals at the local zoo, since Mayor Lard-ass is too busy sitting on his lazy bum to go and do it himself. That being said, it's time to go to the zoo! Once we grab the key from the mayor's assistant, all we have to do is go due...

... uh...

... anyone know which way the zoo is?

After a lot of wandering around, eventually we actually find the zoo. Right as we're about to walk through the front gate, a monkey jumps out of nowhere, calls John a doo-doo head (no, really), and steals the zoo key. Turns out to be a moot point, though, since the lock on the gate is apparently broken. John strolls on into the zoo, and unsurprisingly a lot of the animal cages are broken, and the animals are roaming free. Which, of course, means that we have to fight them.

Eventually we get to a building in the zoo that I can only assume is the manager's office or some such type building. It too is infested with enemies, and several of the rooms hold presents for us. And by "for us" I mean "abandoned and no one will even no who stole the contents". Finally, in one of the top rooms on the top floor is a floating capsule that is flashing red and blue. Huh, I'm pretty sure that's not standard fare for a zoo. Inspection reveals that inside the capsule is-

- fuck. Starman Jr. Ladies and gentlemen, we have a recurring boss series. The Starmen also show up in Earthbound pretty frequently, and tend to be on the rather tough side. Starman Jr., though, goes down pretty quickly. Once he's defeated, it's revealed to us that the capsule is the source of the noise that is driving all the animals crazy. Now that it's destroyed, the animals have calmed down again, and all is right with the world. On the way back out, we see the monkey from earlier, now with a much friendlier disposition. In fact, he sings for us.

"Give it some words, and..."

On the way back to town, I manage to wander into a bird infested cemetery. It seems one of the birds here is missing her chick, according to the guy who runs the place. After finding the right bird, I hand over the canary that I picked up earlier in my adventure (and forgot to write about, since I didn't think it was important). The bird is so happy, that she begins to sing.

"... simple as can be."

... it would seem that I found those two out of order. Huh. Ah well.

After a brief detour back home for some Faygo, a save point, and stashing some of our stuff, we're off again back to the town of Mother's Day. The secretary at Town Hall mentions a girl with special powers, saying she'd be useful. The mayor... tells John that he's got tiger shit on him, then says "jk! also I'm not paying you lol". FUCK. YOU. MAYOR. DOUCHEBAG. Welp, now off to follow the only plot hook I have: mysterious girl with special powers. And the only new path to take is the bridge east of the zoo, since the one directly east of the town is still barricaded.

The bridge up here has guards on it, too, but they get out of the way after talking to them. One of them tells John "There's a strange rock in a mountain cave past here. In fact, it's so strange that you should go check it out." Lame plot hook is lame. v_v; Well, I go ahead and check it out. There is indeed a strange rock that talks to John telepathically - "Where is the god's tail?" That's it, though. That's all it says. There's no other way through here, so... back to town? One of the guards mentioned that martial law is lifted, so that should let us back through the first bridge, right?

... wrong. So I apparently need to bring my Great-Grandfather's Journal to the rock (it mentions the line the stone spoke to us). Read the rest of the line out loud, and... we're transported to somewhere completely different.



Land of Clouds and Shells

This is actually Magicant, a magical realm that exists... elsewhere. It's not really explained, or at least not yet. The area we begin in is a small town, complete with a guy impersonating a telephone (i.e. save point), two different places to sleep for free, three dudes selling stuff, a guy with a big bag of "Magic Herbs" that he'll give to us if we just let him look at our ATM card for a second, and someone who gives us an Ocarina of TimeHope, which will let us replay melodies we've heard before. Oh, and the nickname guy. I'll let his conversation text speak for itself...





... douche.

The inn also has to be the creepiest inn ever, in my opinion:



How not to be a good host.

Moving on, it's time to explore some of the things around the town. Sights to see include a magic fountain that serves double duty as a third healing point and home to a mysterious man that is essentially an ATM, a cat swimming through the ground that is holding a ribbon for a girl to wear, a guy playing the guitar who doesn't realize he's playing the guitar (and tells us to come back when we're stronger), and the home of the Flying Men, a.k.a. Rent-A-Party-Member.

Flying Man 1 joined the party!

The enemies in this area are on the strange side, as well. Most of them are a Swoosh - a pair of floating eyeballs - or a variation thereupon: Mr. Swoosh, Old Swoosh, Ms. Swoosh, Swoosh Woosh, and Bonus Swoosh (which looks like a beagle puss disguise). Also, Magisnails, and Territorial Oaks. How could a tree be at all frightening, you ask?



And as if that wasn't enough to haunt your nightmares, it explodes when you kill it.

To the north of the town, there is a gate guarded by a guy. He says that John looks suspicious, but that he'll let him through if he can answer his riddle. The solution? Use telepathy. The guard then says "That's right, the answer is 'two alligators'. I haven't thought up the question yet, though." Uh... okay...? (Bonus game for all of you readers: come up with the best riddle with that answer.)

In any case, he lets us through to the castle, where we get to meet Queen Mary. After looting all of her stores, she lets John know that he is welcome to return any time, since everyone in Magicant loves him. No, really, that's what she says. She also mentions that she's been trying to remember a song, and that she just knows something will happen if she could sing it again.

... lame plot hook is lame.

And with that, it's time to leave Magicant. We'll have to take the long way out, and so I'm going to cut this off here. Join me next time when we stop tripping quite so hard, and hopefully actually get our second party member.

Status:
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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