Part 183: Issue #2 - Legends of the Dark Knight
Issue #2 - Legends of the Dark KnightWelcome back everyone! After the last update people were requesting to see what the other characters' Hero class sprites looked like. Well here they are:
Like I said in the thread I'll post Krile's sprite when we grab her in World 2.
When we last left off the Caped Crusader he just defeated [BIRD-LIKE BATMAN VILLAIN].
We now have access to the Bat-Ship!
BAT-SHIP!
Anyway we mosey on over to the nearby town of Tule. We're searching for the canal key so we can go punch Joker in the face.
As Talia Al-Ghul points out, The Penguin built the Torna Canal, so he must have the key. This is a problem easily solved by Batman.
The Bat returns at night and beats up The Penguin. He naturally relinquishes the key. Hooray for justice!
You know the story, unlock the canal and fight Karl Boss. Unlike many of the other solo runs, between haste and protect, his abilities aren't that effective against Batman. His physical attacks aren't threatening, and he gets over paralysis before Karl has a chance to kill us with tail screw.
There's also a major change in this patch that works in my favor.
That's just a regular potion. They are automatically doubled in effectiveness, healing for 100 instead of 50.
Batman deduces that since Syldra got iced in the fight the ship can only drift to...
This bleak place kicked my ass. Giving me my only three deaths of the run thus far.
You can't get the cowl wet. That just ruins it.
This is the encounter that kicked my dick in. The mind flushers can hit pretty hard and can inflict sap. It doesn't help that I didn't try to grind prior to the canal so I was comparatively underleveled.
We pick up the world map because an informed crusader is an effective crusader.
Anyway, Siren provides the first real challenge, but nothing Batman can't overcome.
But... I forgot to take pictures. Needless to say, the enhanced potions are a godsend here.
So that's the final level for Siren.
So leave the graveyard and head to Carwen.
Batman doesn't play piano. He only plays the only true instrument in this world: Justice.
We learn from the townspeople that some nefarious rogues are causing trouble in a nearby mountain. We're gonna put an end to their schemes!
A rested crusader is a happy crusader!
Action Catwoman!
Oh no! It's Poison Ivy! She's causing a ruckus in the mountains! Any way, if you are up to date with your comics knowledge you know that Ivy is a lethal spellcaster. Once again Power Up negates any threat from her abilities.
Once we damage her enough, Poison Ivy calls out for Bane to join her. His strong physical attacks are normally an issue, but any danger is taken care of with protect.
They fall easily enough and we get a fantastic ability out of it. Hope they enjoy Arkham.
Super Armor gives us innate protect and shell. But unlike the accessories, these are dispellable. I think.
obligitory
Her sacrifice is not in vain as she saves the one and only...
Bat-Dragon!
Final stats after Poison Ivy and Bane.
We take the Bat-Dragon down to Walse.
What a great leader. Using resources for the benefit of his people, not for his own gain.
I swear to god if a Villain is behind this they are gonna get an ass kicking.
We scale the tower only to find a cop trying to hold off Killer Croc!
Croc looks different.
But our new passive ability means we have buffed defenses and a turn one haste move. Combine that with the whip Ivy dropped, the Elf Mantle in the basement, Batman is looking a little unkillable.
Also, I'm not sure if this is a result of the patch or what, but it seemed that after I proc'd paralyze on the whip every attack afterwards was a critical.
After we defeat Croc the tower starts shaking like crazy.
Oh.
Hooray for Syldra! Saved by the Bat-Sea Dragon.
Deaths: 3(All Random Encounters.)
Rogues Sent to Arkham: 6