Fortress: Difference between revisions

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262 bytes added ,  29 March 2012
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(Added ladder trick.)
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===[[Kid Icarus]]===
===[[Kid Icarus]]===
By freeing the [[Centurion]] side-kicks with [[Mallet]]s, Pit can make the battle against the Fortress guardian easier. Also, the antimagic aura of the Fortress will prevent Pit's weapons ([[Sacred Bow]], [[Fire Arrow]]s, and [[Protective Crystal]]s) from working, no matter how high his Hit Points get. They'll return to working status as soon as he leaves the Fortress. When descending into a new room from a ladder, Pit will normally let go and fall into the room. However, by holding up on the controller, he'll hang onto the last rung, giving him time to scout the room before dropping into it.
By freeing the [[Centurion]] side-kicks with [[Mallet]]s, Pit can make the battle against the Fortress guardian easier. Also, the antimagic aura of the Fortress will prevent Pit's weapons ([[Sacred Bow]], [[Fire Arrow]]s, and [[Protective Crystal]]s) from working, no matter how high his Hit Points get. They'll return to working status as soon as he leaves the Fortress. When descending into a new room from a ladder, Pit will normally let go and fall into the room. However, by holding up on the controller, he'll hang onto the last rung, giving him time to scout the room before dropping into it.
It's possible for Pit to engage the Sacred Guardian as an [[Eggplant Wizard|Eggplant]]. This is tantamount to suicide, of course, as the door closes behind Pit.
Any freed Centurions will be able to fight, but if Pit runs out of Centurions, the angel is doomed.


===[[Kid Icarus: Of Myths and Monsters]]===
===[[Kid Icarus: Of Myths and Monsters]]===
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