Part 11: Hell's Gates
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Despite several alpine lakes, there is no water use at all that occurs in Aitos. You'd expect some kind of trout fishing or the like.
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Next level: 4100. We've got only two more levels to go at this point, and none of them will occur here.
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For preparation we're taking our new magic. Against enemies who come in close to you it does superiors damage and it's guaranteed to hit any given enemy on screen at least once and often many more times.
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By the Earth's Blood
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So we're actually in the middle of an active volcano. This is one of the more dangerous areas, since falling into that lava is actually pretty easy and is invariably fatal.
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Logically, the area is full of platforming areas where you have to leap from one narrow platform to another.
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Enemies like this popping out of the lava when you're jumping don't help matters. You have to hit them very quickly or else they explode in four chunks that fly in straight lines away.
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These platforms go up and down on a regular rhythm, with only the two far right actually being above the level of the lava at their lowest point. Somehow this was much, much easier on a console.
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For variety we've also got fire archers with collapsing bridges in front of them. Luckily they won't run away although one wouldn't expect them to, since they're made out as Samurai.
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The final significant passage is down a vertical shaft full of fire breathing giant heads. One of them has a full apple right at the edge of the flame to troll the player a little bit.
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The boss of Aitos is the Fire Wheel, which is actually a Wanyuudou, a Japanese demon that is said to guard the gates of Hell and steal the souls of those who get too close. He will usually shoot up to the center of the room and shoot out projectiles, then roll rapidly back and forth along the floor before repeating the cycle. He can be difficult to hit consistently while rushing around, which is why magic is very useful here.
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Aura in action. Each of those orbs will make a crossing pattern on the screen, eventually covering every inch of it. It's more effective the closer you are to an enemy, which given Fire Wheel's habit of charging you means it's particularly effective against him.
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Two to three uses is enough to put him away for good, with very little injury.
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And with that, we max our fifth town.
Next update: Up north where the land is cold.