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Early
on, in the palace's garden, you'll encounter swinging vines and
stone roses whose poisonous dust inflicts a negative effect: it
make your controls reverse (though, it doesn't damage you)! All
kinds of weird plant life obstructs your path here. Immediately
ahead is a fountain area wherein balls of destruction and bloodskeletons
combine to create troublesome obstacles. A series of obnoxious
death swingers guard the entrance. Inside is a long hall with
falling chandeliers and axe knights, with a resilient giant sword
knight guarding its endpoint. Two small rooms follow: A room with
a giant stacked bone pillar and a room with laser-firing wall
slimes. Eric must advance upward in this room--propel himself
upward with super jumps; he reaches the palace's top, where harpies
fly overhead and drop fleamen. As John, you instead head right,
swing over a pit, and advance through a room that contains bag
men. Both paths lead to a vertical room with spiralling stairs
that revolve around its center column; the platforms on either
side are patrolled by bone pillars, and soon, further complicating
matters, skeleton bats start to fly in at regular intervals. A
mid-boss lies in the room accessed via a center platform. Thereafter
you'll traverse the palace's final room, which contains rare knight
types (all uniquely arrmed) and yet another mid-boss. Once the
final guardian is down, you'll exit the palace and head down a
long staircase to a dilapidated courtyard, where the recently
hatched final boss is waiting.
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