*RK: Your REAL allies are spared your hammering wrath, because you are actually not in a state of panic, just a self-fabricated one because you have Morale and LITERALLY CANNOT PANIC. The otherwise risky attack becomes Awesome AND Practical due to your lack of Panic. You DO successfully maul MK with it. A lot.*
*MK TAKES 479,257,145,870,914,297,257,250,159,195 DAMAGE!! MINOR BLOW! Who would have thought a former final boss would be such a pain in the a**?!*
*S2: A candy-loaded bottle Rocket shoots forth and nails MK. Unfortunately, you miss his mouth, but his DIABETES meter has not gone down, nor has he calmed down, so your attack registers for damage anyways.*
*MK TAKES 15,754,701,879,475 DAMAGE! BARELY ANYTHING! Apparently that Earthbound favorite is utterly c**p in this game.*
*You have 2 action points remaining, between FE, DG and the ND. If DG has any candy/emotion based offense, now would be a perfect time to use it, because you'll need to raise it again to do damage next round, (It's not like MACHOKARP's insulin generation, but you still need to raise it for unkown reasons), and MK WILL be finished charging, and ready to go.*




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