Monday, December 28, 2020

PrinceWatercress plays The Twisted Tales of Spike McFang - Part 2 of 8


Once you enter Dracuman Castle, get stronger. You will need all the experience and magic cards for the challenges ahead.

Dracuman Castle


You'll want to spend some time fighting the monsters at the castle and leveling up, as it will help with the first boss battle and get more coins to buy stuff with in the town.

At the shop in the village. get the Feather Hat once you get the money to buy it. This is much better than the default hat you have at the beginning of the game, as it has a lot more range.

To the east of the shop is Grab Bag, where you can pay 20 Gold for a random card.

The Killer Cloves will run at you, and are very easy to defeat. There will be some that spit smoke at you later on in the castle, but for now, these guys are painfully easy. If monsters drop coins, pick them up; the bigger the coin, the more it's going to be worth.

Health and coins are random pick-ups from enemies in this game. Coins come in three denominations: small ones give you 1G, medium ones give you 10G and large ones give you 50G. You'll be getting the bigger coins with more frequency as you progress through the game, but for now, you'll get mostly small coins with the occasional 10G coin and the rare (at this point) 50G coin every once in a while. Thankfully, the odds of getting better pick-ups from enemies become better later in the game.

If enemies drop tomatoes, pick them up to refill your health. Small tomatoes refill 2 HP (half a small tomato on the gauge), while big tomatoes refill 4 HP (a whole small tomato on the gauge).

Once you cross the bridge across the moat, you'll come across the front door. You can look around on both sides of the front door, but you won't be able to find anything. Once you check both sides of the front door and try to go back to town, Professor Steam will call and tell you that your pet Sid has the key to the front door, and to go left of the front door to get it from him. Go left of the front door again and go all the way to the left wall to meet Sid, who is a sea dragon. Sid will tell you that one of the Killer Cloves to the right of the front door has stolen the key, and you'll have to beat up the Killer Clove that is carrying it to get it back. Once you do, you'll be able to go inside.

You'll meet zombies when you go inside. Not only do they charge at you, but they will breathe fire at you from a distance. They are fairly fast and can do a little bit more damage, but they can give you more

At one point in the castle, there is a man with a Maoi head wearing a blue coat. If you run into him, he will kick you like a soccer ball through a wall. Behind the wall is the opportunity to save the game (unless you're playing the Japanese version, in which there are no save points until the boss room).

The Feline Fighters will hop around and try to hit you with a brush, but that attack has a short range. These enemies will definitely be easier to fight off once you level up a little bit, and if you can get powerful enough, the amount of hits needed to beat them will be greatly reduced.

There are spike traps on the floor and flamethrowers on the floor. As long as you aren't lined up with them and you happen to be patient, they won't hurt you. Wait for the spikes in the northern walls to go all the way back in before passing by, as they can hit you at the last second as they sink back into the wall.

The yellow springboard with the red triangle takes you to the other side of the pit, albeit in a hilarious manner with Sid picking you up out of the water and taking you to the other side when you hit your head on the ceiling, is a no-turning-back point unless you have a Transport Card.

The Metal Muncher is a Feline Fighter in a suit of armor, and they give a lot of experience compared to the other enemies.

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