13th Dec 2019, 3:47 PM
Jump over the monster

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Jump over the monster
You stay close, but not too close--eyeing the length of the monster's arm and the size of that mace. You've played a metric shit ton of Crush Souls--a game that very heavily emphasizes spacing and timing. That doesn't translate to real combat ability at all but if any nerd on this planet is prepared to bait a slow mace attack, it might be you.

The corpse rears back, coming overhead with a massive swing.

You almost overshoot jumping backward, but the Mustachio physics give you enough oomph to leap out of the path of the mace. It slams down on the floor with authority, cracking the surface with a sound like an explosion.

You immediately launch forward and upward, rocketing yourself over the monster entirely. The body can't react fast enough after such a big swing--

but the worm does.

It lashes out as you pass overhead, snagging your leg. It doesn't get a good grip, but it grabs hold enough to throw off your trajectory and drag one of its needles across your leg. You hit the floor awkwardly behind the monster, one of your knees bouncing off the stone floor. Before you can recover, the corpse itself twists around with a massive backhand.


Backhand might be underselling it.

It hits you with its enormous, tumored up club of a free arm. Your shield eats some of the impact, but it's still enough to send you hurdling into the adjacent wall. It forces all the air out of your lungs, and you briefly buckle, holding onto the same wall for support.

The monster tightens its grip on the mace, and brings it back around for a wider swing.

You barely have time to avoid this one, but you manage--you commit to a desperate dive, feeling the mace pass before it slams into the wall behind you. You skid across the floor, rolling painfully across your back and ribs before fumbling to something resembling footing. Can confirm, no good dodge rolls from Magic Mustachio.

The bad news is, you feel like a train just hit you.

The good news is, you somehow didn't drop anything, and you are now on the other side of the monster. North, you can see through the bars to another corner room. To the west, you can see through the bars to the narrow hallway you need to follow to reach the stairs--

and you notice something.

The connecting hall has a rather sizeable hole in its floor. Taking up most of the hallway, in fact. You imagine you can jump it, but the ceiling in the hall is also much lower--like the ceilings in the cells.

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13th Dec 2019, 3:56 PM
Get a running start, hold our hands in front of us and hope we can longjump! Or walljump, failing that. We should be able to bounce from one low wall to the other.
Edit: Once we land we should jam that torch into our leg where the worm got us, or it will probably kill us fast.
13th Dec 2019, 4:04 PM
+All. Running start, then squeeze your mental Z trigger while jumping to clear the shit out of this gap. There might be something in it that catches Plaire, but... she got scratched and will probably die soon, so keep moving to leave the next clone as far from this mess as possible.
13th Dec 2019, 4:05 PM
Agreed, longjump time.
13th Dec 2019, 4:50 PM
What about walljumping? That's a major Mario thing in more recent games - maybe the same is true for Mustachio?
14th Dec 2019, 4:52 AM
Mustachio's walljumping clears a lot of vertical space, which isn't what's needed for a corridor.
13th Dec 2019, 6:37 PM
+1 to cauterization if there's any sign of acid damage whatsoever, but take a sec to evaluate if necessary before just burning ourselves.
14th Dec 2019, 1:43 PM
+1 to getting away from Mace-Guy;

+1 to assessing the damage the worm did to our leg ASAP, and doing whatever is necessary to prevent infection.

As far as I can see, these are the most pertinent matters Plaire has to address.
13th Dec 2019, 6:46 PM
Some Random Guy
We should probably think of how to put out the fire when we're done as well.
13th Dec 2019, 4:00 PM
It's time. Time for a backwards long jump. Do it to em, Plaire.
13th Dec 2019, 4:06 PM
No floor denivellation to pull that move here, sadly... unless there's a rising lift down in that hole.
13th Dec 2019, 4:04 PM
jumping the distance without a new ability is probably a death sentence. run through the door and hope there’s nothing on the other side. maybe we can test if we have a long jump or a wall run once we’re safe.
13th Dec 2019, 4:53 PM
If mr mustache has a long jump or double jump ability imagine it then use the ability.

If not then crossing the pit now probably will be suicide. Consider instead drawing aggro to a doorway and striking at the confined monster. This will hopefully offer time to take other actions.
13th Dec 2019, 5:10 PM
I think we should go to the room turning right, since we can't pass the gap maybe we can find more loot there like we found on the other one
13th Dec 2019, 6:51 PM
Some Random Guy
Considering the organization of the current floor we are on, we could simply take the bending hallway and curve back to where we started, which should allow us to reach the entrance to the hall with the path to the surface indicated on the map, or eventually reach the entrance to the 'triangle' indicated if we continue throughout the entire dungeon. Either we take a risk and jump the hole, which we may not be able to do, or we continue along the, eh, 'scenic route', which will take much more time to leave Prison B1. Also, we should take into account that we don't know what else is in the maze with us.
13th Dec 2019, 5:13 PM
Okay, so after discussion in the Discord, I am of the opinion that our best bet is to long jump while near one of the hallway's walls. If we fall short, then redirect to the wall to try and catch it - if we're working with more modern Mario Mustachio mechanics, Plaire should be able to catch onto the side and slide on it, then wall jump back up. Hopefully we don't need to, but I'd rather try to have the fallback to work with. Of course, this all counts on us having modern Mario's mobility - if we're talking old Mario then we're fucked either way.
13th Dec 2019, 6:36 PM
Right, if that's the case we may want to play this world's equivalent to a nice Castlevania: Symphony of the Night, or some other Metroidvania with a double jump or flight ability tomorrow night. Actually that's just a good all-around skillset for us to have for dungeon crawling, hmmm..
13th Dec 2019, 7:50 PM
I’m very in favor of Hollow Knight. Hmmm... Empty Squire? Unfilled Bishop? Vacuous Rook?
14th Dec 2019, 4:54 AM
Cue Doppelgänger lv.40 boss fight...
13th Dec 2019, 7:42 PM
Agree with the others: go for the longjump/optional walljump... *if* that's something the Mustachio games do. If the game we played last night is not capable of that, fleeing through the other door might be a better idea.
13th Dec 2019, 8:06 PM
Unless Plaire can do a longjump, I don't think she should be trying to get over that hole right now.
13th Dec 2019, 8:39 PM
Are we even sure that is a real hole and not some kind of illusion?
You know, just trust that there is something and then you can just walk normally over it.
It could even be normal ground just painted black, that trick is used in reallife to trap certain patients, they attempt to leave but then see black hole in front of them and the personnel can just collect them.
14th Dec 2019, 10:35 AM
Grab some pebbles or sand or something and throw them over the pit. If it shows a floor then awesome...but the monster can follow still.
14th Dec 2019, 5:23 AM
See if you can bait the corpse worm into a charge, then jump straight up. With any luck, the creature will be falling before the worm can grab you. Otherwise, we can see if the ‘Stashe stomp is another ability we have.
15th Dec 2019, 10:45 AM
14th Dec 2019, 9:27 AM
Use adrenaline-fuelled fast thinking and consider the various jump abilities mustachio has that we might have. Also make sure our leg isn't melting.
14th Dec 2019, 6:20 PM
There's so many torches around, throw yours at the zombie to slow it down, can take another later.