South Park is a mystical land full of enchantment and danger, and the quest to become cool will not be an easy one. But we have been through the forest and emerged victorious on the other side. Let us be your guide as you begin your adventure in South Park: The Stick of Truth. We’ve put together some beginner details to give you an idea of how certain combat elements will work, get to know your fellow party members, and help you pick your class. If you have any questions, feel free to ask them in the comments below.
Pick Your Class
You can pick your class…
About 15 minutes into the game you’ll be asked to choose your class. The basic combat (attack/block/use item/Summon) is the same across all the classes and there are 20 perks and 4 magical spells that are shared. The difference lies in the 5 unique abilities each class possesses. Here are the abilities you’ll start out with when you choose your class:
The Fighter has courage, honor and the ability to kick f-king a-. – Cartman
Starting Ability: Assault and Battery – Beat the snot out of your enemy with a baseball bat (like all the great heroes did). Deal out a Perfect attack and you’ll get the chance to land a few extra hits.
The Mage is like a Wizard, only not as cool. – Cartman
Starting Ability: Dragon’s Breath – Light a firework and hold it in your target’s face, inflicting Burning damage on Perfect attacks. Though not quite as arcane as the name implies, it certainly is effective.
You look sneaky enough to be a Thief. – Cartman
Starting Ability: Backstab – Sneak up behind the last row of enemies and time your button presses to deal serious damage and inflict Bleeding.
[Editor's note: I tried out all three of the classes, but the Thief was definitely my personal favorite. If you giggle at the notion of attacking from behind and want to be able to call on other Thieves to help you fight, the Thief might be the class for you.]
Jew, huh? So I guess we’ll never really be friends. – Cartman
Starting Ability: Sling of David – Be the one to cast the first stone. When done perfectly, this attack will dole out some heavy damage, but if done incorrectly it can lead to self-injury.
…And you can pick your friends…
Each party member will have their own set of commands when they are in battle and these commands are separate from their special abilities. Whereas your buddy’s unique abilities require PP to use in battle, these commands don’t require PP and take the place of an item. Your buddy will still be able to attack after performing the action. Party members (with the exception of Cartman and Kyle) also have actions they can be commanded to take outside of battle. Certain situations outside of combat will require you to have a specific buddy with you. Luckily, swapping buddies is as simple as going into the Party tab in your menu and calling them out to play.
Cartman: The Grand Wizard, ruler of the Kingdom of Kupa Keep
- Buddy Command (in combat) – Magic Missiles: Target becomes Grossed Out
Princess Kenny: The fairest maiden in all the land
- Buddy Command (outside of combat) – Princess Kenny can distract enemies with her… assets, before knocking them out with a mirror. This allows you to gain access to certain areas as well as avoid combat.
Buddy Command (in combat) – Charm: Lowers enemy Attack
Kyle: Kicker of Ikes and leader of the Elven Kingdom
- Buddy Command (in combat) – Rally: Raises Ability for both party members
Stan: Fierce Warrior accompanied by a monstrous hound (Sparky)
- Buddy Command (outside of combat) – Stan calls on Sparky to pee on things. This is especially handy when you have a pesky electrical source to get past.
Buddy Command (in combat) – Marked for Death: Sparky attacks the targeted enemy and lowers his Defense
Butters: Loyal Paladin servant to the Grand Wizard (and part-time supervillain, but don’t tell anyone)
- Buddy Command (outside of combat) – Butters offers a soothing word to bolster downed allies outside of battle
Buddy Command (in combat) – Healing Touch: Restores the New Kid’s HP
Jimmy: Elven Bard with voice made for song
- Buddy Command (outside of combat) – Jimmy can be commanded to get you through special Bardic Access shortcuts
Buddy Command (in combat) – Power Chord: Restores Party’s PP
Items and Summons
…But you can’t pick the number of items you can use per turn
Items can only be used once per turn in battle, and like most turn-based RPGs, they can be used on either party member no matter whose turn it was when the item was used. For Buddies, the item can be replaced by the Buddy Command, which is mentioned above. Once you have used an item (though you aren’t required to use one) you can perform a normal attack or use one of your special abilities if you have the PP for it.
Summons can only be used once per day and are gained by visiting people in the town of South Park and performing various tasks for them. You’ll have to return to them to gain access to their Summon again. These Summons often deal massive damage to more than one enemy and can’t be used against bosses, because that’s totally cheating (or, as Jesus says, Because bosses are scary).
Get more on South Park: The Stick of Truth here:
South Park: The Stick of Truth
ESRB Rating: RATING PENDING