Sunday, June 9, 2024

Rainiac plays Kickmaster - Part 6 of 8


In this entry, we finally find out what the mystery magic does, we fight some harpies, and we learn to fly.


Sector 6: Across The Swamps


You'll be seeing the mages as enemies here. Be ready to kick them out of the air and take whatever power-ups they drop.

At Level 5, you'll learn the Flying Kick. Hold Left or Right and press B in mid-air to perform a diving kick. Be careful, as you'll be sent flying forward when you perform it.

Hit the purple winged enemies that bounce up and down with the knee drop.

The zombies throw projectiles at regular intervals, but they can be taken out with just about any attack. Be sure to use the knee drop in order to get them all, because there are quite a few and there are still experience points to be gained.

When you see tall grass, drop down into it to get the Force Shield magic, which can be easy to miss. For 30 MP, you can create an invisible wall that blocks projectiles from the zombies, and not much else. It does not defend against living enemies, according to the instruction book.

The flying heads move around in a circle, but if you can anticipate where they will go, you can easily defeat them.

The mystery magic reveals invisible power-ups at the cost of 1 MP per use. You can find a few where you first see the flying heads. Interestingly, you can pick up the invisible items even if you can't see them.

The blue mages will shoot lighting bolts downwards, so smash them when you see them. When possible, don't fight more than one at a time. 

To beat the boss, equip the Force Shield magic. Use the shield to protect yourself from the smorgasbord of projectiles that the harpies fire at you, and double kick the bosses whenever they dive at you. When you beat the harpies, you will get the Harpy magic, which allows you to fly at the cost of 10 MP per second and for as long as your MP can hold out.

Up next is Sector 7...

No comments:

Post a Comment