Friday, November 19, 2021

KuuImpact plays The Twisted Tales of Spike McFang - Part 3 of 12


In this entry, KuuImpact gets Spike levelled up quite a bit. You should be at least Level 4 in order to complete this first part of the game, but extra levels won't hurt if you're patient enough to earn them.



You'll want to do some leveling up before really going anywhere in Dracuman Castle. At the beginning of the video, KuuImpact is at Level 6 with a ton of coins and 96 HP. You'll definitely need to do this, as the beginning of the game can be hard if you don't know what to expect.

At the shop in the village. get the Feather Hat. 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 cards are as follows (thanks RPG Classics for all the card names):

Angel Card: An angel attacks enemies.

Animal Card: Changes regular enemies on-screen into harmless forest animals.

Bat Card: A circle of bats attack the enemy.

Big Tomato Card: Restores one big tomato's worth of health.

Companion Card: If you have a computer-controlled companion, they will attack enemies.

Fire Card: Flames surround Spike, burning any enemies dumb enough to get near.

Flying Hat Card: Spike flies around in his hat. You cannot damage enemies, but enemies can't damage you, either.

Ice Card: Hits the enemy with a frigid stalagmite.

Invisi-Card: Makes you invisible. While invisible, you cannot take damage.

Lightning Card: Pillars of lightning encircle Spike, which does damage to any enemies dumb enough to be near him.

Quake Card: Stone fish fall from the sky. That's gotta hurt.

Soup Card: Three bowls of soup fall from the sky. This is used on The Freezer to nullify invincibility. (More on that later.)

Time Card: Freezes all on-screen regular enemies.

Tomato Juice Card: Restores two big tomatoes' worth of health.

Transport Card: Takes Spike out of the dungeon and back to Professor Steam.

Enemies will give less and less experience points as you level up, and they will eventually stop giving enemies when you reach a certain level. That level depends on which enemy you're fighting, and there are only two 

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.

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.

Watch out for flying arrows. You'll see where they are coming from if you move towards where they are flying in from.

The Metal Muncher is a Feline Fighter in a suit of armor, and they give a lot of experience compared to the other enemies. Just stay in close and keep hitting them, and watch out for those punches.

Deeper into the castle, you'll meet redder Killer Cloves that spit smoke at you. They are just as easy to defeat as the earlier Killer Cloves, though.

You'll soon reach the rafters of the castle. The spiders only give one experience point, but they are worth attacking to get them out of your way regardless.

You'll soon have to fight a bigger spider. Avoid the projectiles it spits when it shakes in place and hit it with your hat. You'll get the key, but you will have to go downstairs to the floor below to get the key. Thankfully, you don't have to go very far.

Once you use the key, you'll have to deal with two Feline Fighters trying to push you back with the carpet. There is a shortcut to the south you can take to get past the carpet and then get to the Feline Fighters to stop their tomfoolery. If part of the carpet moves towards you, jump over it to clear it.

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