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Unlike a lot of DLC, Sunbreak isn't something you can access separately from the main menu in Monster Hunter Rise. Instead, this new content is all integrated into the main game, which makes it a seamless integration but also leads to some confusion as to how to actually get to the new content. While it isn't as esoteric and hidden as some other DLCs have been (we're looking at you Artorious of the Abyss for Dark Souls), you do need to meet some requirements before you can see all the new content you paid for. Here's exactly what you need to do to access the new Sunbreak content in Monster Hunter Rise. Sunbreak isn't meant to be something new hunters can jump straight into if it's their first time booting up Monster Hunter Rise. Instead, this DLC is meant to slot in essentially near the endgame, at least in terms of the story for the base game. Here's exactly what you need to do to reach the new DLC content. Step 1: Go through the main story until you complete the seven-star Hub Quest titled Serpent Goddess of Thunder. This quest is basically the final boss of the main game's story and has you track down and fight the Thunder Serpent Narwa. If you wanted to do this as quickly as possible, note that you only need to do Hub Quests to reach this point, and no Village Quests are required. ![]() You can also access some high-level gear that can make those early hunts a breeze. Step 2: Once you've completed that Hub Quest, locate a new NPC on the bridge near the entrance to Kamura Village. Tokyo Game Show returns this year with a Japanese-developer-filled showcase. One of the guests of honor is Capcom, the publisher of popular series like Street Fighter and Resident Evil. Some fans are eager to find out more about their favorite franchises, but those in the West might worry they won't be able to watch the publisher's showcase because of the time difference between the U.S. ![]() Thankfully, the TGS schedule aligns just enough for those with room in their morning schedules, depending on what coast you're on. ![]() You can also simply use a Koopa shell.Īs soon as you exit the red pipe at the start of the level, hop on top of the Bullet Bill launcher for the first Star Coin to appear.Īfter the Checkpoint Flag, enter the first green pipe you see. To grab the Star Coin in between them by hopping on the Paratroopa when it passes underneath he Star Coin. Stay on the mushroom for an easy jump to the Star Coin.Īfter the Red Ring should be two blue mushrooms. The mushroom will rise right through the top of the screen and bring you to a new area with the Star Coin. Hop onto the second pink mushroom after the Checkpoint Flag. 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Hop on top of the block and jump to reveal a hidden block and a Mini Mushroom. Enter the middle one to be thrown upwards. Inside, grab another Lakitu cloud, enter the Gold Ring, and grab the Star Coin at the end.Īfter going past both Gold Rings, you will come across three green pipes. Follow the line of coins above the block to a green pipe. Right before the flagpole is a small yellow block. While you are in a Lakitu Cloud, hit the switch and follow the blue coins to a green pipe. Wait for them disappear to go in and grab it.Ībove the Checkpoint Flag area is a small platform with a P-Switch. The first Star Coin is just before the Checkpoint Flag, in between the six pipes with Piranha Plant. Climb it and grab the Star Coin surrounded by Paratroopas. ![]() Stand in the middle of the tightrope and jump in the center to reveal a hidden block and beanstalk. Use it to jump to the tightrope above the block. Don’t worry, the other tightropes will catch your fall.Īfter the second Star Coin you will see a yellow block with a tightrope to the left of it. Stand on the top one and wait for Mario to lose balance and fall below into the Star Coin. Hop onto the top of one of the sets of blocks and grab the Star Coin from there.Īfter the Checkpoint Flag is a Star Coin trapped inside three tightropes. Near the beginning, you will see a ring of blocks just above a tightrope. This allows Balao to change diving planes quickly, allowing her to either rise to surface level quickly during attacks or dive faster to avoid detection.īalao is a less flexible but more damage oriented submarine. This can be a considerable downside when enemy subs with longer surveillance range spot her (U-2501 with 9km surveillance) and Balao cannot spot them back.īalao, as an American submarine, gets access to the Enhanced Rudder Gears, which reduces diving plane shift time by 20% and increases her maximum dive and ascend speed by 20%. It lasts 30 seconds, has a long 9km range, and a 60s reload time.īalao’s Submarine surveillance aids her in detecting enemy submarines but has a short range of 6km. As Balao has higher concealment than most destroyers, the hydrophone is useful for gauging when it is safe to surface and recharge dive capacity. Her hydrophone is useful for tracking the location of surface ships while underwater. Players should be careful not to quickly exhaust their limited charges or will rapidly lose HP to flood and fire damage. This makes her relatively safe from module and damage over time effects as long as players can go undetected within the 21 second period. Due to having a longer arming distance and slower speed, conventional torpedoes should be used against slow or stationary targets.īalao has a standard Damage Control Party, with three stock charges and a long 21 second duration time. These torpedoes have a fast reload of 40 seconds at the cost of reloading 2 bow and 2 stern tubes at a time. With 6 bow tubes and 4 rear tubes, a full salvo can cause crippling damage or outright kill large/slow targets with a maximum alpha strike of 149,670 damage (89,802 from the front tubes, 59,868 from the back tubes). However, Balao as an American submarine reloads 2 bow and 2 stern torpedo tubes at a time, with the others waiting to be reloaded after the previous 4 are finished.īalao’s conventional torpedoes deal high damage, at 14,967, have a range of 10km, and travel at 69 knots. Balao also has 4 rear torpedo launchers, which can be used after diving below targets and repeating the shotgun with rear launchers for an alpha strike of 31,332 damage.īoth homing and conventional torpedoes have the same reload time, 40 seconds. Due to having 6 bow torpedo tubes, shotgun attacks with homing torpedoes can deal respectable damage and can kill low health cruisers/destroyers with a maximum alpha strike of 46,998 damage. Shotgunning is the act of closing distance to a target (around 2-3km) and launching torpedoes at it, often heavily damaging or destroying low-health ships. While her homing torpedoes are good at long range, their fast speed and short arming distance allow them to be used at close ranges against small and agile targets, especially when shotgunning. They deal 7,833 damage, travel very fast at 89 knots, and have a 31.5% chance of flooding. The homing torpedoes have a range of 12km. Double pings last for 65s which allows ample time for homing torpedoes to arrive.īalao’s homing torpedoes allow for long range torpedo attacks. The velocity is good at 600 m/s, however it has a short range of 12 km and a 7s reload time. Thus, upgrades towards Dive Capacity are a viable choice.īalao’s sonar is a helpful tool for dealing effective damage. Balao has no other ways of increasing her time underwater besides surfacing, which is not always possible to do safely. However, her Dive Capacity reserve is average, at 276 units, allowing her to stay underwater for around 4 and a half minutes. ![]() Her speed is not fast enough to outrun destroyers and her hull can be vulnerable to depth charges if the player is overextended.īalao’s Dive Capacity depletion is standard at 1 unit/sec and the Dive Capacity recharge rate is high, at 1.3 unit/sec. However, careful positioning is vital in order to not be stuck in bad situations where her speed will not be enough to survive. 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![]() I mean, look at it:īUT, it amazed me again when I realised that, not only is the bass line almost an inversion of the Gaster motif (i.e., played upside-down, albeit with a whole tone instead of a semitone) but the movement of the harmony also follows the same chromatic fall from the original Gaster’s theme. But it turned out that what the video was actually pointing to was the bass line, which amazed me for two reasons. I initially thought that what the video was referring to was the melody, which does contain a figure similar to Gaster’s theme, only with a leap of a 4th rather than a 5th. The section that supposedly contains Gaster’s theme is actually a reprise of Lancer’s theme, which appears in a few tracks including the boss theme, “Chaos King”. I can’t help but have retrospective appreciation for how careful Toby Fox was to avoid using Gaster’s theme throughout Undertale’s soundtrack. While it’s always possible that instances like these could be accidental, I tend to lean toward this one being intentional, as it is a prominent melody rather than an accompaniment, and that the notes are both in the correct order and with the right intervals. ![]() The quote occurs very briefly in the oboe part, about two thirds of the way in. This track plays while you explore the second main area in the game. It may as well be saying “This game is about Gaster ok”. This track plays during the opening character-creation section of the game, and is essentially Gaster’s theme wholesale, with a fuller harmonic arrangement and without any other theme. Where necessary, I’ve included both written scores highlighting where the quotations are, as well as audio recordings of those scores. There are three more possible references to Gaster in the soundtrack which I have also put in at the end. So, now I’ll go through all the tracks listed in the video and point out where the motif is found – or not found, as is the case for several of them. Also, please consider supporting us on Patreon so that we can continue to do what we love doing. (Interestingly, the Link to the Past track linked above contains the same harmonic shift as well as the melodic figure!)ĭon’t forget to like us on Facebook and follow us on Twitter for more Nintendo Switch content. There are many places in Deltarune’s music where this chromatic shift occurs (sometimes of more than a semitone), and while this doesn’t necessarily amount to a deliberate use of Gaster’s theme, it’s enough to remind the listener that there is some unknown shadow lurking underneath the game’s surface. The other element to the Gaster motif is the way the melody changes – the whole figure moves down, not diatonically (according to the key the piece started in) but chromatically, one semitone, before going back up again and repeating. So it’s not exactly distinctive on its own. Scars of Time – Chrono Cross (at 0:03 and 1:21):Įndless Mine – Sonic the Hedgehog 3 (at 0:16): The Sealed Door – Chrono Trigger (at 0:00):Īquatic Ambience – Donkey Kong Country (at 0:58): Light World Dungeon – A Link to the Past (at 0:31): Here is a list of tracks I can think of from the top of my head that use it: The motif is actually an extremely common melodic figure in game music. For the purpose of this article, I’ll define the Gaster motif as a figure in any key that follows a pattern of at least three notes, with the intervals between them being a rising semitone followed by a leap of a perfect fifth. I think the theme’s simplicity does lend to its being something of a musical Jesus Toast – that is, once you’ve decided to look out for it, you start hearing it everywhere. It’s as if the creator of the video just thought, “Yeah, that sounds like a repeating pattern of notes, must be Gaster.” Even for those of you who don’t read music, the motif above should be fairly unambiguous. Some of the incorrect findings in the video were baffling, as in most cases they were pointing to a simple bass line or arpeggio (broken chord) that, as far as I could tell, had no resemblance to the Gaster motif. After that I had to go and do my own analysis, referring to various transcriptions of the soundtrack in Musescore’s online library to make sure. So much I could tell simply by watching the video and listening with mine earen. Out of eleven tracks, it turned out that only six or seven of them actually contain Gaster’s theme. The MediaMotifs video listed eleven tracks that supposedly contain it, which had me pretty excited – until I actually watched it. I knew I had already recognised it in Deltarune‘s opening track, “ANOTHER HIM”, as well as a few places here and there during my first play-through, but I was sure there would be more. …I thought, goody, now I don’t have to go through all forty tracks in the music for Chapter 1 of Deltarune and painstakingly pick out every plausible example of that creepy three-note repeating motif that appears as a secret track in Undertale: ![]() You can even learn about the different types of companies that are hiring, so you can tailor your resume to fit the needs of the employer you're applying to. You can learn about the different types of skills employers are looking for, and you can learn about the different types of jobs that are available.
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