Part 25
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Plunging back into the fray we pick up another level almost instantly, as well as getting a Strange Bottle. Its impossible to contain the excitement this generates.
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Proceeding further a new environmental hazard appears. Spears technically have an experience value and can be killed with the final weapon, but theres no reason you would ever do that.
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We release a maid along the corridor, and right around the corner we have the first occurrence of the spikes that the elemental armor protects us from. You might wonder why we couldnt just walk around them, and thats actually a very good question.
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With each appearance maneuvering around them gets a bit more difficult, especially when enemies get added to the mix. Just being able to walk over them saves a lot of time, but you could use other armor if you wanted a challenge. Clearing these two lairs opens up a portal back to the Sky Palace.
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For the last couple of occurrences, we actually have enemies mixed in with the spikes. In this room you have to approach the skeletons so that theyll stand up, and then fight them. Clearing it releases a soldier and clears the spikes out.
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In a nearly identical room clearing the steel ball lair brings up an array of spikes while revealing another lair. Clearing that lair releases a singer and lets us proceed. This is pretty much the only time well see the spikes that an entire suit of armor was created to protect us from.
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Next up, weve got a new area hazard enemy in the Trap Head, which shoots directly at you. You can actually see a missed shot off in the corner.
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Finally, a spear filled hallway with a steel ball lair releases a soldier in the airship dock area we saw previously.
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This apparent dead end has a pair of steel ball lairs, one of which releases another soldier and the other of which opens a doorway. This is actually as far as we want to go right now, so its a good time to head back to town and check in with all of our released people.
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The Harp String, now that weve been informed of its existence, is actually right next to where we got the Spirit Sword. Its also mysteriously lost its capitalization, but thats not a big deal.
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While were at it, this is as good a time as any to go take advantage of our new sword. Spirit Ball enemies from the Light Shrine back in the second world are vulnerable to the Spirit Sword and they have lairs that we can clear. Theyre also worth 1100 experience each, which is still a worthwhile amount. Our first lair releases a bird
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And yes, we actually do have to sneak up on a bird from behind for this next bit.
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The second lair of spirit balls holds a new spell, Flame Pillar.
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It pretty much lays out a few long-lasting flames that will damage anything that runs into them before they dissipate. It would be useful with enemies who are likely to run into it, but sword attacks are still a simpler method.
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Going back to the main line, the card that the guard was standing on allows us in to the left tower.
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It comes with a whole new set of enemies. First off, the place is chock full of trap heads spitting fireballs at us. Next, weve got Chess Knights in the lower left-hand corner. They hop around and send spikes out in the cardinal directions when they land, and are invincible for a few seconds after they land. Right next to us we have the standard issue Grunt, who will just straight up attack when you get close to them.
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The entire area is mostly a series of lairs that remove trap heads and let us progress forward toward our actual goal. We also run into a Red Grunt along the way, which are just like grunts except that they throw boomerangs as you can see. Theyre worth 950 experience, and killing a couple is enough to kick us up to level 22. We can release a soldier, and
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The next area has a new tile set, along with at least one new enemy. Golems are fairly weak enemies who have less HP than just about anything else in the area and are pretty easy to kill. We have to kind of walk through walls to get at them, but thats really a small issue at this point. Clearing the lair releases another maid.
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Next up weve got another area where we have to walk through walls to clear out some red grunts and take out their lair. This is a bit unfair, since they can shoot at you from inside while you look around for an entrance.
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Clearing the lair releases the Queen, who is unaccountably some distance from the King.
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Of course, first we have to reach a good stopping point in this dungeon. A set of golems guards a lair that releases a soldier back in town.
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From there we proceed to a narrow corridor, with murder holes on each side complete with lairs. The gauntlet is full of red grunts throwing boomerangs at us while we fight our way forward. Releasing the lairs first frees the long awaited Dr. Leo while the second lair takes out an obstruction to allow us to clear a lair on the side. Clearing out the lairs is a step by step process which each lair opening the way to another until we reach the end. But before that, about Dr. Leo
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As a note, we also release a couple of soldiers on the way, one in town and one at the Airship dock. That might actually fulfill Dr. Leos request at this point.
Next update: The Queen, the Airship, and the fireworks display.