Thursday, 5 February 2015

Part 6

Our first port of backtracking is that part with the handy mine at the Royal Chapel. We start out with a weapon that I hardly ever use.
Although some parts will still require the Soul of Bat to get to though.
 Yet another weapon that I never use.

Do I really I have to resort to puns here?
I've been given no choice, Boomerang + TNT = Kaboomerang. 

We can also access a new weapon for us to use at the top of this area. I used to use this one a fair bit back in my first playthrough; hence why I wouldn't use it here.
 That bit back at the Marble Gallery, I probably used that Terminator reference about it, can now be accessed through our new Mist power-up

 This switch can grant us permission to the game's water level of sorts.
The game said the area for me. I have a soft spot for the song that plays there, then again what is new for this game's soundtrack? It might not be everyone's cup of tea but I have a soft spot for atmospheric pieces like this.
Currently I'm suspecting that you're thinking it's just an expansion to the Colosseum. The room to the right contains a Save Points; you should know the drill of what we do here.
This room will lead us to a few goodies, like max ups for Hearts and Health. Looks like we'll need to explore this joint thoroughly.
We'll explore the area which gives us the Health Max Up first, We'll get the Heart Max Up near the end of the part.

 Interesting but I prefer the ability to resist more with the Alucart Mail.
 My arch enemy.

 How does the drawer not collapse by Alucard's weight? I'm giving this game -10/10 for being unrealistic.
Now we can take the route which will get us to the bosses and back to the Entrance.
Remove an "i" and you'll get something rather dodgy. The color on them already smells like a warning. 
I'm guessing these are meant to be the game's equivalent to the Poison Mushrooms.  
I'll just use this Save Point and then it will be time to move on.
 This part will start to border on a water/ice level kind of area.
At least this isn't like Circle of the Moon where I need to constantly fight these things for their DSS card.

The first of the bosses in this area of the cavern is called the Scylla worm. A few Soul Steals should do the trick.

What were you expecting from something at Level 10?
This next part involves some quick thinking; you need to quickly dart to the items before your life meter runs too low, Alucard will lose health whilst in the water for now. Geronimo!
Can I do this?
/\-/\ Another useless item.

Has this guy ever heard that a bit of water doesn't hurt anyone?
 The uselessness of this hurts me though. If hadn't got this weapon my health would've been higher.
Nothing which a potion can't sort out.
I could've that potion and used that instead. Why do I bother?
Scylla herself is barely harder than the worm, there is just hardly enough room for you pull off a Soul Steal on these pillar whilst she is throwing her shit at you.
This was me about to use Soul Steal. I was too slow to capture more of the action.
 Yes, I have enough for one more Soul Steal.


She's not making this easy for me is she?
At least I've recharged enough MP to use a few more Soul Steals.
It should all be downhill from here.
I'm not sure how I would've reacted if I was backed into that corner earlier in the fight.

Told you it wouldn't be hard, just a little long.

As much as I love the Blood Cloak, I'm assuming that this would be a step forward from it.
Don't worry, Alucard won't act like a chicken when he isn't underwater.

Oh dear, how are we going to get past these?
 Shilling Soul Steal never gets old.
I'll come back to this part once I get the Holy Symbol.
I see.

I'm assuming we get round to these little things later. I doubt the game will let us in the Abandoned Mine early. 
Can I do this?
Nothing to it, except a loss of 29 HP.
The Pentagram happens to be very situational. Better than some of the other "use" items we've received.
I should really have done this once I got the Soul of Bat; this means that backtracking would be a thing. 
You can also easily miss out on the items without the use of a Bat. 
We're going in there, that's for sure.

The ice parts appear to have come to an end.

There is a little cutscene where the ferryman escorts you to a later part of the area. You've seen it before so it's not worth it here.
 A new Relic, this one will allow us to summon the ferryman in to get us to the Holy Symbol.
 Back at the Entrance, again. We've came back to that part which was swarming with Mermen.
 Now that this is cleared, we can head back to explore what we missed in the floor below.

 Now we're ready for the next boss, cheers Mr. Killerfish!
This could qualify as a good bonus.

 Why didn't I wait until I got the Holy Symbol?
Time to bring out another one of these.
Now that this is all done, we can go back and finish all we can do before the next boss. 

 We would want to warp to the Outer Wall.


 Remember this from Part 2? We can make it look like a pussy.
The Mirror Cuirass kicks arse, anything that helps us against stone in this game is always welcome.
This is an upgrade from the fists I suppose.

Getting back out of here can be a bitch to do because of those Medusa Heads.
Time to take the path which I was going to take before I was sidetracked by a pair of bosses and a drunken ferryman.

This part of the area contains a couple of neat areas, although I'm not sure how many times I'll actually be using a Library Card. I suppose more are merry if you like to visit Master Librarian often.

I didn't bother snap shooting the part when I got the Heart Max Up because I've gotten them many times now and I'm running out of things to talk about when they appear.
Locke would be proud.
Now Soul Steal would have to be called Soul Treasure Hunt.

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