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If you failed
to collect the hidden sub-weapons and traverse the dungeon, your
trek through Stage 5 will begin n a series of caves guarded mostly
by bats and fishmen. In this area, you'll have to wade through
the water to work around the rubble and the low cave ceilings
and watch out for fishmen that are swimming about. You'll eventually
face a mid-boss then exit. Following the main path south-east
will take you to the mid-boss. Upon defeating him, you'll gain
entry to the more-solid man-made chapel, which represents the
final leg of the journey; this midpoint is where Stage 5 begins
if you met the aforementioned sub-goal. The
path from here is infested with multiple bats and sword lords,
which look to assault you at difficult angles you as you climb
and platform overhead. Right near the stage's end, in a room to
the south, is an energy boost guarded by a lowly spike shooter.
From here, all that's left is to proceed upward and confront the
master of the house.
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