Dungeon Kingdom is the 7th World of Season One and the 7th World of the main storyline of Guardian Tales.
7-1 The Fellowship of the Dungeon
7-2 Dungeon Entrance
As the player enters, they will see a girl being beaten by other people. When the player gets closer, they have the choice of either stopping them or just passing by. If the player decides to save her, she will "express her gratitude". She joins the party and will keep on talking to the player while the player moves around. She will try to sell services and speak positively of Craig. Even though she joins the party, she doesn't join any fights along the way.
When the player reaches the protest, they will see that the way is blocked by the switching blocks. The player will need to go east to find the clerk and talk to her. She'll press the switch and the player will be able to pass.
In the next puzzle the player will see a rock and a block blocking their path. The player will also see some explosive barrels and bombs behind switch blocks that they can't access. The player will need to move one of the electrical blocks so the path to south opens. Once it's open, the player will need to navigate through some switching blocks and take a golden key to a locked block. Once passed through that, make sure the red switching block is lowered before stepping on the button. Run over the blocks and let the bomb lower the next set of blocks. The bomb will explode twice, so once the player reaches the barrels and the bombs, they can also access the big rock. The player can now make it explode.
After the player passes the power rangers, they will see another person being beaten down by monsters. Once the player saves him, Ailie runs to him and they have a small conversation about the dangers of the dungeon. She will join her friend Craig and leave the player's party, but with a promise of a treat once everyone go "back to the village". Just follow the path to the end to exit the stage.
7-3 Lava Zone
7-4 Escape Room Game
"Give me an object that will open a new path". You can't solve this for the first few seconds. You'll see a guy holding a torch, which you'll need to solve the riddle. Just wait for the walls to close in one time so the guy will drop the torch. Pick it up and burn the signs surrounding a pickaxe. You can the use the pickaxe to break one of the blocks surrounding the button. Pressing the button will drop a golden key to the ground. Some NPCs will come and argue with you that it's not the right object, but Halbal successfully pushes them away, for you to offer it to the statue. The walls will reset and the statue will give you second riddle.
"Sacrifice a life". As soon as the puzzle starts, you'll see the adventurers ganging up on Ailie. Since Ailie is not an adventurer but a scavenger, others feel like she isn't pulling her own weight and they want to sacrifice her. Before they do that, search the room for a small white bunny. Catch it and throw it at the lava floor. It will solve the puzzle and unlock the next one.
"Find the hole". A bunch of holes will open from the floor. None of these holes is the correct answer, but there is one single tile that does not have a hole on it. Step on that tile, and everyone else will follow and stack up on that single tile. As you do, out of the holes, come spikes that would have no doubt killed all of you. Finally the path opens and you can exit the level.
7-5 Lowest Floor of Dungeon
After the puzzle, you'll fight a Mimic mini-boss.
Fighting the Mimic
This boss fight can be pretty tough, because not only is the mini-bosses' movespeed decently fast, its attacks have no wind-up time. Even though it doesn't hit very hard, it's still tanky enough that you're not winning a straight-up 1v1 against it. Healing against this boss might be difficult, because of the low cooldown on the mini-boss' attacks. You're better off kiting around it while your ranged units deal damage, because it's stupid enough to chase after you and you're just barely fast enough to keep it running. It will take a while, but eventually you'll wear it down.
After the Mimic is dead, proceed to the next room for a small cut-scene, then continue on your way to the next room. Just go around to to the second switch puzzle. Use the torch to burn the signs and align the electricity blocks so that when you hit the switch again, they'll be on. Pick up the key and bring it to the second locked block to open up the sealed door. After a rather lengthy cutscene, you will face the final boss of this chapter.
Fighting the final boss
You will get a fifth party member for this final fight. The fifth party member cannot die, but frankly they deal so little damage, it doesn't matter whether or not they're there. Just treat them as a little bonus I guess.
The final boss has five main attack patterns.
- Flame Claw - The boss will charge up, during which you will see 3 straight lines extending out in the direction he is facing. After the wind-up, he releases a single flame along each line, dealing damage. Simply avoid the red lines.
- Flame Scatter - The boss will charge up, during which no indicating lines can be seen. After the wind-up, he releases 8 balls of fire that land on the floor around the boss. Touching any of the fireballs will deal damage to the hero, but will also cause the fireball to expire. Fireballs explode by themselves after a few seconds. Fireballs do not deal damage before hitting the floor, so you can stay close to the boss to avoid damage, but watch out for his follow-up attack.
- Shout - The boss will release a shout that has a very small charge-up time. The shout deals damage and repels all heroes in the boss' immediate vicinity. The boss will always use Shout immediately after Flame Scatter without fail (unless stunned), pushing any heroes close by into a fireball to take further damage. Moving a certain distance away from the boss (watch out for fireballs) will prevent yourself from taking damage.
- Flame Laser - The boss will leap to a corner of the room, then start winding-up during which a large red line can be seen. A single rock will appear in the middle of the room during this time. After the wind-up, the boss will release a flame laser that deals massive damage and sweeps across the entire room. Heroes can avoid the laser by moving behind the rock as it will block the laser beam. Alternatively, moving right next to the boss (in the opposite direction of the laser beam) will allow heroes to avoid damage while spamming attacks on the boss as well. Just be sure to keep as close as possible to the boss, and leap away once the laser ends as he will almost certainly follow up with a Flame Claw.
- Flame Ring - The boss will leap to the center of the room, then start charging up. After the wind-up, the boss will slam both fists into the floor, generating a ring of fire around it. The fire lasts for only a brief moment, but will push back and deal high damage to heroes caught in the AOE. Afterwards, a second ring of flame will burst out, catching any heroes that were pushed back and repeating the damage and push back. Finally, a third ring of flame will burst out, once again catching any heroes caught by the second ring. There is a small time window between rings that heroes can use to run from one ring's AOE to another to avoid taking the damage and pushback. Take note that once the boss has taken a significant amount of damage (about 60%), a fourth and fifth ring will appear, this time moving inwards to catch any heroes that might have avoided the first three rings.
The first thing you ought to know is: do not attempt to go blow-for-blow with the boss. The damage the boss does is devastating and will usually incapacitate your hero in 4 to 5 hits, unless you're using a tank, in which case you've probably got about 8 hits. Focus instead on avoiding the attacks, and taking shots in when the boss is using Flame Laser or Flame Ring. If you're not confident, don't go for risky hits during Flame Scatter, as one mistake means you will be taking two hits from both Shout and the fireball he will push you into. Focus on surviving, and chip away slowly at his health.
Don't bother hoping for your party or the NPC to help you out much. Ranged AI doesn't do very well with Flame Laser for some reason, and your DPS units will almost certainly be dead after getting hit by the first Flame Laser the boss puts out. Your tanks will more likely survive as they seem to be smarter and know how to hide behind the rock, but as a tank the damage output they're capable of is limited at best. Sooner or later they will succumb to either Flame Laser or Flame Ring, and you'll be alone anyway.
Bring a mid-ranged DPS unit such as Rue, so that you have enough range to hit the boss while kiting the melee hits. High range units might not do so well as the boss can and will chase you down to execute Flame Claw and Flame Scatter, and most ranged units are too squishy and slow to deal well in melee.
Once the boss is dead, congratulations, you've cleared world 7! Enjoy your cutscene.
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