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9a and 9b are pretty much identical save the enemies and elements present. The Fire-themed stage contains Hell Hounds and critters like Kobolds and Goblins. Items for grab include a Frost Blade and a Flame Shield. In the end, you'll fight a Fire Salamander. |
A two-pronged road. Upper one has burning pillars that have a chest trapped with a Dead Fall, but contains The Frost Blade and a potion of strenght. Take care of the scorpion prowling around the premises to remove the pillars. The upper road has Hellhounds ready to attack you. |
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The Big Chest contains a Super Heal and a Ring of CSW, alternatively a Spell for Casters. The goblins shouldn't be a match for you if you wield the Frost Blade. (Or something better..) A bunch of hellhounds will attack you after you remove the goblins |
Another pronged road. Choose the lower road for items; Eliminating the scorpion removes the icing pillars. Or if you want to do it the hard way, use your backstep move (B+B); You'll get knocked back inside the pillars. Chest has a Flame Shield for your shield users plus a Ring of Fire Resistance for everyone. Mage gets a Fire Rod. Thief nets a Ring of Protection. Move to the next screen.. |
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The Fire Salamander cometh! Like one would expect, he's weak vs. Ice stuff, so start unloading the Element of Ice in the form of blades and spells. Since Oils won't work at all, you'll have to figure out a way to harm him without burning yourself. If left alone, it'll summmon explosions that blossom into small bursts. That tail of his is a bother to dodge when you knock him down, unless you're positive you won't get hit by it's flailing attack when it gets up. The Chest has boots of levitation for grabs. |
Hellhounds join him. for this battle. Like with the Frost Salamander, there's a small trick: You can trap it with the Frost Blade into the corner, alternatively, knock him down with spells like Ice Storm or Conjure Elemental (Right direction). After your victory, You'll have a chance to shop before entering Synn's flying fortress. |
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