Let's play ArchMage - Territory 5 - Fiery Pits of Demons and Beasts

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Duration: 22:46
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Territory 5 - Fiery Pits of Demons and Beasts

Story: Having finally breaking through the legions of monsters loyal to Thorg and his two minions, Scylla and Oslo. Our heroic squadron confronted them in the intense fight, after many struggles, Thorg was finally defeated, and Scylla and Oslo, realizing they are outmatched, have fled with their master to take him to recover. Ang, Mia, Draco, Sharn, Lief and Iciclia have at the forest behind the Rocky Ice Fields of Dragons and Giants discovered the headquarters of the Empire of the Night on planet Paradisia, they are at the Fiery Pits of Demons and Beasts. Appearing as a spectre, Kwodahn - The Emperor of the Corruption reveals he is behind the union of three Demon Kings of Ikathid race: Diablo, Aku and Thorg, and that even though they managed to defeat them along with their minions and their army, he will be their deaths if they dare to enter his domain at the Fiery Pits of Demons and Beasts. Sharn, Ang, Lief and Mia feel a little unconfident and intimidated by Kwodahn's warning, but Draco and Iciclia persuade them that they cannot give up now and how they must not give in their fears, and how final battle will be inevitable. However, if our heroic family can help and succeed in defeating Kwodahn, Draco and Iciclia promise them a family vacation on Paradisia they wanted as a reward. Hearing the promise two of the Gods of the Universe are offering them, our heroes finally get the inspiration and determination needed to face Kwodahn, and now they are on their way to face the villain and save Paradisia from getting conquered by Empire of the Night and the Emperors of the Universe.

Gameplay: At last, the final levels. I decided to play them on Hard difficulty, because I dare. Anyway, beware, this is were enemies will be at their worst, Bullfiends, Eyentennas and Warlocks will be frequently spammed here in great numbers and that means Double Shot, Rapidity Shot, Fast Shot and Super Power Power-Ups will be must-have in order to survive, and Monsters Death Power-Up is much less effective in hard difficulty. There is only one spell that uses Wind element: Wild Wind that fires cyan-blue bullets that go in wiggly path and have a chance of freezing enemies and this spell can only be used from the magical cauldron along with Fire Mass, also Spell Power-Ups will temporarily change your current spell to the one whose picture from the Spell Scroll was on the Spell Power-Up. Keep in mind that damage over time from Fire and Poison spells can stack, and the more you stack it, more powerful their damage over time will be. If you have difficulties remembering which rune combination is for which spell, I will tell you, by the numbers of runes which are 1,2,3,4,5,6: Small Fireball: 1, Freezing Arrow: 2, Fire Mass: 1-2, Fire Arrow: 1-1, Poison Cloud: 3, Volcano: 1-4-5, Wild Wind: 2-3-5, Iceball: 2-3, Plaque: 3-6-6, Walking Poison: 3-4-5, Pain Taught: 3-5, Shadow of the Sun: 1-4-2, Fire Rain: 1-2-4, Ice Rain: 2-2-1, Wild Poison: 3-5-5 and Flame: 1-3-2. And if you noticed, there is a glitch that will make it look like you're firing less bullets from your spells when they are empowered by Double Shot Power-Up while you are moving. Final boss is immune to freeze from Ice spells, damage over time from both, Fire and Poison spells, he can fire 3 big fireballs together, 5 bullets in a spread, and can summon Lava Dragons that shoot fireballs and which fly directly at you, trying to crash at you, similar to Wasps, except they move slower. Oh well, that's all from this game, and see you in the next game.







Tags:
ArchMage
Gameplay
Ang Leung
Legend of the Dragon
Sharn
Lief
Deltora Quest
Malika Mia Bleacher
Pop Secret
Draco
Dragonheart
Iciclia
Atomic Betty
Thorg
Scylla
Hugo
Oslo
Skyland
Kwodahn
Xcalibur