Friday, March 1, 2013

DeceasedCrab plays ActRaiser - Part 20 of 21

Oh, no! A Boss Rush!

Once you enter Death Heim, there's no turning back. You'll enter a boss rush where you fight all the Act 2 bosses again, in the order of towns you developed. Some of the bosses are more vicious than last time, some aren't. The changes are listed below.

Also, if you have magic, use it now. Magic will not work on the Final Boss, and any magic you do use on it will only work on its attacks.

Refer back to the blog entries where they first appeared for boss strategies. Some of them may not work here because of the changes, but in case you need a reminder...there you go. Also, updated stuff for the Wizard/Werewolf boss from Bloodpool and the Ogre Wheel from Aitos are in this blog, so read up!

Minotaur


He's much faster this time around. The whole "jump over his axe when he throws another at you" tactic will barely work unless your reflexes are impeccable and you have more distance.

You'll probably be using magic on him at least once this time around. Hope you have a lot of MP and a lot of lives...

Also, loving the lunar eclipse in the background of those boss fights.

Wizard/Werewolf


He's as easy as ever.

Also, finally found out that he follows you around and leaps at you if you're on the platforms...assuming you don't kill him with magic like last time.

The only reason that projectile doesn't hit DeceasedCrab when the boss is at half is game programming, since the wizard is supposed to transform at exactly half energy. Any attacks made in wizard form at or below half-energy won't hit you, from what I can see, since the game decides to negate them.

Pharoah


Same as ever.

Ogre Wheel


Discovered his attack, finally. He flashes blue and shoot fireballs when he's back in the air.

Anyway, he's only harder because you're probably preserving your magic. After he tries to run you down twice, he'll jump back into the air when you do, landing on the upper platform before he shoots those fireballs. This is the best chance to hit him without taking damage, as he's most vulnerable before bouncing back into the upper center of the arena. Otherwise, he's the same.

If you can time it right, you can jump from under the lower platform and trick him into jumping onto the upper one.

Snake


Also the same as ever.

Ice Wyvern


If you thought this would be the same, you thought wrong. The ice crystals from its breath fly farther when the attack hits the ground, making it easier to take splash damage.

You'll probably have to hit it from behind during the ice breath, but thankfully it's not faster than in Northwall.

No comments:

Post a Comment