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You creak open the Purple Door and you see an empty, dark room. Just another mirror image of the party. Light flickers and you see that they aren't reflections, but Shadow versions of all of you...
The door slams shut on its own with a magical, icy wind.
You open it back up immediately, and this time, it's just a single goon, in between TJ and Grubba's height, draped in a white sheet, wearing a party hat and shined shoes.
He doesn't talk much, but he has obvious talent, as seen in your vision. He transforms into you and begins talking!!
"Gwa ha ha!!! Thanks for unlocking that door. I've been lost in here for ages. Can you help me out here? My cat in Twilight Town hasn't been fed in... Aw, fuck, nevermind the cat. Can I join you guys?" He flashes back to his original ghostly form to hear your response.
You tell him you'd be glad to have him along as long as he dedicates his soul to you and your conquest over the Star Spirits.
He says "Uhhm. Sure, whatever. I just gotta get outta this castle. We'll get to trounce people, right?"
You assure him he's in good company. You think he'll fit right in, in no time at all. Time to make our exit outta here!!!
~
But first, here's a recap/roundup of where we're at with the level up and end of battle:
Current Items: Mushroom (+5HP), x2 Life Shroom (Revive K.O.'d member with +10HP), Dried Bouquet (+1FP/Recipe ingredient), Honey Super (+10HP, +5FP)
Here's your newly mastered move, you grumble audibly about the higher FP cost but are pleased overall. YOU ARE PLEASED OVERALL. BE PLEASED:
Previously:
>>>Improved Shell Strike (2FP) Strike all grounded enemies for 1d5+3. This move has no Cooldown, but you will become Dizzy for 2 Turns if used back-to-back. (4-8 dmg)
You learn to strike fast, twice, for only 1 more FP, making this move more powerful when you're boosted!
You also learn to make the most of your movements, improving both the Crits and Crit Fails with this move.
Now:
>>>Shell Sweep (3FP) Strike all grounded enemies back and forth for 2d4+3. This move has no Cooldown, but you will become Dizzy for 2 Turns if used back-to-back. Crit Fails (Double 1's) return your 3 FP to you and still deals damage!! Crits (Double 4's) make all struck enemies Dizzy for 2 turns!! (5-11 dmg)