This is July 4th, a day when Americans celebrate by setting off explosions that they hope won’t injure as many people as the previous year and standing in the rain in the hope of someone driving a military vehicle nearby. What better way to celebrate such a festive summer holiday than with an ice skating competition?
So, remember that off-color Masked Kid who showed up when we entered the Big Tree back in the first chapter and hasn’t been seen since? No, neither do I. Anyway, we’ve crashed the ghost party and now just need to head to the mausoleum at the far end of the graveyard to pick up the last artifact. I’m sure nothing will get in our way.
Okay, it’s been long enough. Let’s actually go fight the Baron, for real. And wonder why, after all the time he’s been called “Baron van Gregory” in the game, his pop-up title calls him “Baron von Gregory”. He’s not a bad boss, but I think I may be a bit overpowered by this point.
After all of the ghost hunting, it’s time to move into the third world, where everything is very much alive, until it’s not. Pica Pica Island is a tropical paradise, with shining beaches, a lovely volcano (from a distance), and a coliseum where captured monsters are forced to fight for their lives in death matches.
wait what
Well, it’s time for another cursed video. Aside from the problems I had getting a usable recording of this part of the game, it’s another maze, which means a lot of getting lost and generally a fair bit of backtracking even when I know what I’m doing. We’ve been told that the Jungle Maze isn’t as bad as the Dark Maze, which makes sense because it’s not optional, but I think this maze is much more confusing. There are more rooms, parts of rooms don’t connect to other parts of the same room, and there’s nothing as convenient as returning through the door you just came from to get to a new place. There are a lot of rewards, though. I’m pretty sure I got them all. It’s hard to tell.
I’m not going to lie to you - I don’t like World 3 very much. It’s really front-loaded, with the immediate revelation of the fate of Pica-Pica Village, and the mandatory maze coming right after that. There are some puzzles, I guess, but they’re really nothing special. This video is a bit of an uphill climb, and then it’s all downhill for the rest of the chapter.
The lower levels of the volcano are pretty much the same as what we saw up above. I haven’t got much to say about this one. On reflection, maybe I should have tried parrying the Volcanoids’ attacks. Oh well. Next time, El Salserissimo.
So here we are at last. The bottom of the volcano, and the gigantic El Salserissimo. By this time, we’re strong enough that there’s not much challenge to it, and the game even supplies us with plenty of extra potions. Still, I have this nagging feeling that we’ve forgotten something…
if puzzleman pulled us into the puzzle dimension before we got on the lift with the technophobe, and they weren’t there in the puzzle dimension with us, does that mean they conquered their fear of tech in order to live by riding that lift by themselves? congratulations chief’s son, you did the thing!
World 3 was a low point for the game in several respects. However, we’re done with Mr. Stitches’ quest, and Elizabeth says we’re ready to fight him. Of course, it’s not going to be as easy as marching back into his room, and it’s definitely not going to be as easy as teleporting in. In fact, we’re going to take a bit of a detour before we get there, and this is when things really start to get weird. Strap in, everyone.
T. Bur’s lab is a big complex of platforming, lasers, and exposition. There are some tricky enemies, water level manipulation, and lots of logs that will explain what’s been going on in this world, little by little. There’s a lot of all of that, so this is only the first part of the lab.
I don’t think there’s much to the lab that we haven’t already seen in terms of game mechanics. It’s more raising and lowering water levels, fighting the same enemies, and dodging (or just getting hit by) lasers. The part you’re here for is more insight into the mind of T. Bur, so here you go.
We’ve come a long way, and we’ve encountered a lot of very weird things. In this hidden lab, we’ve learned that T. Bur was responsible for most of them in some way or another. But in the deepest depths of the lab, we’re going to encounter some even bigger plot bombshells that will tear our understanding of the world, and our party, apart. Which could be a problem, because Elizabeth IV isn’t just our constant companion and guide… she’s also our weapon.
I think everyone’s had long enough to recover from the last video. This time, we’re taking it pretty slow. Before we can advance to Heroes Road and Mr. Stitches, we need to recruit the first two bosses that we fought to help us. Neither seemed particularly keen to talk to us last time we met, but we’ve found King Timothy and, while we don’t really have anything of immediate apparent interest to Baron Gregory, we know a lot more about his situation that we might be able to leverage. There should be no threats in our way, since we’ve cleared the world of enemies, so let’s get to it!
We’re finally ready to tackle Heroes Road! We’ve got at least two bosses on our side, we’ve gained a lot of strength, and we’ve bought all of the available upgrades. We’re ready to defeat anything that stands in our way. So… is it time for a moral quandary?
The odd thing about Heroes Road is that, while it revisits challenges from the worlds we completed earlier, the floor based on the underwhelming world 3 is actually pretty neat. This is not that floor. This floor manages to capture some of the least interesting parts from world 2, in my opinion. There is something pretty neat at the midpoint, at least.
News flash! I am bad at solving puzzles! But this is a floor with very good puzzles and one puzzle that seems to be a little broken. And then it’s the end of Heroes Road! We get to see some old friends again! Next time: Mr. Stitches! And maybe fewer exclamation marks! Maybe more!
We’ve come a very long way. We’ve fought a lot of monsters and grown stronger. We’ve defeated the bosses and then invited them to help us. We’ve uncovered the secrets behind T. Bur’s work and the Hero Cycle. It’s finally time to fight Stitches and save the world.
Here it is - the end of Underhero. Right at the end, the game introduces a new dimension, in more ways than one, and we get to take the fight to the real mastermind behind everything that’s been going on. The outcome of this battle will change everything.
Final Part: Puzzle Dimension Polsy Youtube
There will almost certainly be a significant break before I post the bonus videos, because I spent the past three weekends playing Control instead of recording a second playthrough of this game. I beat it, so I should have the time to get back to this, but it’ll be a while before I can get all the footage I need and edit it into something watchable. Until then, thanks for joining me on this journey, and I’ll see you again soon.
Thanks for bearing with me through the hiatus, everyone. It’s been a very weird month. I had to endure two separate stretches of three or more days with no sleep at all thanks to some complications with medicine, and I had to take a certification exam right in the middle of one of those stretches. I passed, only to discover a few weeks later that I don’t actually need that certification at all. Now it’s getting cold and starting to snow, which is only going to mess with me even more. It’s enough to make you want to kill… everyone. Welcome to the Underhero Halloween special.
Bonus: Kill Everything Edition Polsy Youtube
The pacifist run is also well underway behind the scenes, so I’m hoping the gaps won’t be as long for the rest of the LP.