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** At the Lunar Sanctuary, you come across your first boss of the game, Moon Guardian. And once again, this being the first boss, he's simpler than the rest, but still packs a punch and is fun to engage in combat. He's towering, has cool armor, GlowingEyesOfDoom and StaffOfAuthority that shoots crescent projectiles at you. These projectiles are semi-homing, do substantial damage and bounce off walls many times, trying their best to get redirected straight to your face. Should you try to engage in a close fight, he does a powerful SpinAttack that can take away more than 60 hp on higher difficulties while knocking you back. While he prefers long range combat and his spin attack has cooldown, he's not completely defenseless. You try to run away from him, but ''there are no invisible walls at his arena'', meaning he'll follow you and will still try to kill you! And this is just the beginning of the game. So commence combat with him, make him fall to the floor and shatter to pieces and the victory is yours!

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** At the Lunar Sanctuary, you come across your first boss of the game, Moon Guardian. And once again, this being the first boss, he's simpler than the rest, but still packs a punch and is fun to engage in combat. He's towering, has cool armor, GlowingEyesOfDoom and StaffOfAuthority gigantic halberd that shoots crescent projectiles at you. These projectiles are semi-homing, do substantial damage and bounce off walls many times, trying their best to get redirected straight to your face. Should you try to engage in a close fight, he does a powerful SpinAttack that can take away more than 60 hp on higher difficulties while knocking you back. While he prefers long range combat and his spin attack has cooldown, he's not completely defenseless. You can try to run away from him, but ''there are no invisible walls at his arena'', meaning he'll follow you and will still try to kill you! And this is just the beginning of the game. So commence combat with him, make him fall to the floor and shatter to pieces and the victory is yours!
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** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe ''that can deflect'']] [[AttackReflector ''your projectiles'']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.

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** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe ''that that can deflect'']] deflect]] [[AttackReflector ''your projectiles'']] your projectiles]] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.
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** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe that can ''deflect'']] [[AttackReflector ''your projectiles'']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.

to:

** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe that ''that can ''deflect'']] deflect'']] [[AttackReflector ''your projectiles'']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.
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** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe that can 'deflect']] [[AttackReflector 'your projectiles']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.

to:

** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe that can 'deflect']] ''deflect'']] [[AttackReflector 'your projectiles']] ''your projectiles'']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.
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** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe that can ''deflect your projectiles'']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.

to:

** Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe that can ''deflect your projectiles'']] 'deflect']] [[AttackReflector 'your projectiles']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.
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*** The boss battle itself is awesome for multiple reasons. Unlike previous ones, Spirit is a StationaryBoss, but he doesn't need to move: he uses the tornado to throw stone bricks at you that deal substantial damage and have a ''huge'' knockback, doing it in groups where each brick can either track your current position or predict it. The same bricks are used as a huge shield, which make hitting the boss himself very difficult. Whittle him to 40%, and he'll be revealed to be a SequentialBoss by adding lava lakes to previously-safer alcoves, [[EvilLaugh laughing at the Champion having safe zones taken from him]]. Knock him down even more, ''and he literally TurnsRed as lava balls begin to be shot out of every single lava pool''. So you have to dodge or shoot down bricks he throws at you, while collecting mana around the arena filled with lava and utterly bombarded by lava balls. This entire combination is enough to make the jaw drop from the epicness. Put him to rest at last, and you're done with Sacred Path.

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*** The boss battle itself is awesome for multiple reasons. Unlike previous ones, Spirit is a StationaryBoss, but he doesn't need to move: he uses the tornado to throw stone bricks at you that deal substantial damage and have a ''huge'' knockback, doing it in groups where each brick can either track your current position or predict it. The same bricks are used as a huge shield, which make hitting the boss himself very difficult. Whittle him to 40%, and he'll be revealed to be a SequentialBoss by adding lava lakes to previously-safer alcoves, [[EvilLaugh laughing at the Champion having safe zones taken from him]]. Knock him down even more, ''and he literally TurnsRed as lava balls begin to be shot out of every single lava pool''. So you have to dodge or shoot down bricks he throws at you, while collecting mana around the arena filled with lava and utterly bombarded by lava balls. This entire combination is enough to make the jaw drop from the epicness. Put him to rest at last, and you're done with Sacred Path.Path.
*Episode 4: Solar Solstice:
**Ah, planet Astronomica. This episode sees us return to it once more, but this time venture the side of the planet belonging to priests of the Sun. And due to their culture being very to Lunar Acolytes, you'll find that the local foes are basically more advanced counterparts to Episode 1 enemies, with some exceptions. Basic foes are now more aggressive, ''madly jumping at you to hack with their axes'', there are soldiers with huge shields [[LuckilyMyShieldWillProtectMe that can ''deflect your projectiles'']] and throwable DamageOverTime flaming spears, flying Seraphs that shoot sun projectiles and even high ranking members of society that can summon flaming trails from the ground. And then there's a freaking Sol Butcher, a towering, tough purple mountain with especially sharp blade that acts as a ''stronger'' version of your Whisper's edge. A huge difference from Episode 1, but that only makes this new faction more exciting to fight.
**
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** Ancient Sanctuary immediately drops you hints about what awaits you: giant stone eyes carved above the entrance and around the Sanctuary, and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a giant ghostly eye materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! '' Meet Corrupt Spirit.
*** The boss battle itself is awesome for multiple reasons. Unlike previous ones, Spirit is a StationaryBoss, but he doesn't need to move: he uses the tornado to throw stone bricks at you that deal substantial damage and have a ''huge'' knockback, doing it in groups where each brick can either track your current position or predict it. The same bricks are used as a huge shield, which make hitting the boss himself very difficult. Whittle him to 40%, and he'll be revealed to be a SequentialBoss by adding lava lakes to previously-safer alcoves. Knock him down even more, ''and he literally TurnsRed as lava balls begin to be shot out of every single lava pool''. So you have to dodge or shoot down bricks he throws at you, while collecting mana around the arena filled with lava and utterly bombarded by lava balls. This entire combination is enough to make the jaw drop from the epicness. Put him to rest at last, and you're done with Sacred Path.

to:

** Ancient Sanctuary immediately drops you hints about what awaits you: giant stone eyes carved above the entrance and around the Sanctuary, and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, a guttural incantation is heard from seemingly nowhere, ''a giant ghostly eye materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! '' Meet Corrupt Spirit.
*** The boss battle itself is awesome for multiple reasons. Unlike previous ones, Spirit is a StationaryBoss, but he doesn't need to move: he uses the tornado to throw stone bricks at you that deal substantial damage and have a ''huge'' knockback, doing it in groups where each brick can either track your current position or predict it. The same bricks are used as a huge shield, which make hitting the boss himself very difficult. Whittle him to 40%, and he'll be revealed to be a SequentialBoss by adding lava lakes to previously-safer alcoves.alcoves, [[EvilLaugh laughing at the Champion having safe zones taken from him]]. Knock him down even more, ''and he literally TurnsRed as lava balls begin to be shot out of every single lava pool''. So you have to dodge or shoot down bricks he throws at you, while collecting mana around the arena filled with lava and utterly bombarded by lava balls. This entire combination is enough to make the jaw drop from the epicness. Put him to rest at last, and you're done with Sacred Path.
Is there an issue? Send a MessageReason:
None


*** The boss battle itself is awesome for multiple reasons. Unlike previous ones, Spirit is a StationaryBoss, but he doesn't need to move: he uses the tornado to throw stone bricks at you that deal substantial damage and have a ''huge'' knockback, doing it in groups where each brick can either track your current position or predict it. The same bricks are used as a huge shield, which make hitting the boss himself very difficult. Whittle him to 40%, and he'll be revealed to be a SequentialBoss by adding lava lakes to previously-safer alcoves. Knock him down even more, ''and he literally TurnsRed as lava balls begin to be shot out of every single lava pool''. So you have to dodge or shoot down bricks he throws are you, while collecting mana around the arena filled with lava and utterly bombarded by lava balls. This entire combination is enough to make the jaw drop from the epicness. Put him to rest at last, and you're done with Sacred Path.

to:

*** The boss battle itself is awesome for multiple reasons. Unlike previous ones, Spirit is a StationaryBoss, but he doesn't need to move: he uses the tornado to throw stone bricks at you that deal substantial damage and have a ''huge'' knockback, doing it in groups where each brick can either track your current position or predict it. The same bricks are used as a huge shield, which make hitting the boss himself very difficult. Whittle him to 40%, and he'll be revealed to be a SequentialBoss by adding lava lakes to previously-safer alcoves. Knock him down even more, ''and he literally TurnsRed as lava balls begin to be shot out of every single lava pool''. So you have to dodge or shoot down bricks he throws are at you, while collecting mana around the arena filled with lava and utterly bombarded by lava balls. This entire combination is enough to make the jaw drop from the epicness. Put him to rest at last, and you're done with Sacred Path.
Is there an issue? Send a MessageReason:
None


** Ancient Sanctuary immediately drops you hints about what awaits you: giant stone eyes carved above the entrance and around the Sanctuary, and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a giant ghostly eye materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! ''. Meet Corrupt Spirit.

to:

** Ancient Sanctuary immediately drops you hints about what awaits you: giant stone eyes carved above the entrance and around the Sanctuary, and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a giant ghostly eye materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! ''. '' Meet Corrupt Spirit.
Is there an issue? Send a MessageReason:
None


** Ancient Sanctuary immediately drops you hints about what awaits you: giant stone eyes carved above the entrance and around the Sanctuary, and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a ghostly eyeball materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! ''. Meet Corrupt Spirit.

to:

** Ancient Sanctuary immediately drops you hints about what awaits you: giant stone eyes carved above the entrance and around the Sanctuary, and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a giant ghostly eyeball eye materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! ''. Meet Corrupt Spirit.
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None


** Ancient Sanctuary immediately drops you hints about what awaits you: giant sone eyes carved above and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a ghostly eyeball materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! ''. Meet Corrupt Spirit.

to:

** Ancient Sanctuary immediately drops you hints about what awaits you: giant sone stone eyes carved above the entrance and around the Sanctuary, and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a ghostly eyeball materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! ''. Meet Corrupt Spirit.

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**

to:

****Ancient Sanctuary immediately drops you hints about what awaits you: giant sone eyes carved above and an ominous "You're being watched". As you enter the Sanctuary proper, you're treated to the sight of strangely empty boss arena, with most of it containing lava lakes with some platforms to navigate, as well as alcoves full of mana and weapons to the sides. Approach the center and you're greeted with the most epic boss intro yet: after an EvilLaugh, ''a ghostly eyeball materializes in the centre of the room, summons a huge tornado that attracts giant stone bricks and begins hurling them at you! ''. Meet Corrupt Spirit.
***The boss battle itself is awesome for multiple reasons. Unlike previous ones, Spirit is a StationaryBoss, but he doesn't need to move: he uses the tornado to throw stone bricks at you that deal substantial damage and have a ''huge'' knockback, doing it in groups where each brick can either track your current position or predict it. The same bricks are used as a huge shield, which make hitting the boss himself very difficult. Whittle him to 40%, and he'll be revealed to be a SequentialBoss by adding lava lakes to previously-safer alcoves. Knock him down even more, ''and he literally TurnsRed as lava balls begin to be shot out of every single lava pool''. So you have to dodge or shoot down bricks he throws are you, while collecting mana around the arena filled with lava and utterly bombarded by lava balls. This entire combination is enough to make the jaw drop from the epicness. Put him to rest at last, and you're done with Sacred Path.

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** The aforementioned path

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** The aforementioned pathpath is a part of the same world as The Gateway, but overrun by evil corruption, so the atmosphere is the one of the hub world cranked to 11. Journeyman's Way, the first level, is essentially you slowly building your path to the door on the other side of a huge growth pit in the main room by traversing many hidden paths connected to it. New foes make themselves known almost immediately, there are many lava lakes and dangerous falls present and you even get the first taste of magical air currents that can carry you around. All topped off by the enemy encounter above said main room: as you finally reach the second floor, an ominous message can be seen on the wall:"The Giant guards the path". The very next room greets you with many Protectors you can awake all at once or one by one, but as soon as you reach the end of the room, an enormous stone cylcops with glowing eye assembles itself, jumps down and begins tossing lava balls at you!
**Aposte's Shrine seems like a good possible location for an Indiana Jones movie. It has everything: ancient foes, newly-introduced stone faces that breath fire, ambushes, waterways you have to navigate to go further and filled to brim with animated stone fishes, old switches and paths - perhaps the most massive level yet, and the one where you're never sure where your path may go next.
**Pilgrim's Temple begins rather normal, with you having to beat waves of foes to find a key to the gates of the temple. But once you get inside, you have to ascend the massive stairs fighting foes and also learning about the travels of a mysterious Pilgrim, who visited many worlds, unaware they were overtaken by evil. After you finally enter the temple itself, fight its guardians in order to access the ascending platform and reach the top, you're greeted with two messages that [[WhamLine drop a massive bombshell on Pilgrim's fate]]: he slowly succumbed to evil until overtaken completely, his spirit, tethered to the grounds of Temple's Sanctuary, driven by desire for expanding its power, murdering everyone who would dare to follow his path. The level ends after one final gauntlet, which allows you to open the door to the Sanctuary using a button located in a mysterious obelisk.
**
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*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of VideoGame/Quake, which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!

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*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of VideoGame/Quake, {{VideoGame/Quake}}, which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!
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None


*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of [[VideoGame/Quake Quake]], which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!

to:

*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of [[VideoGame/Quake Quake]], VideoGame/Quake, which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!
Is there an issue? Send a MessageReason:
None


*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of [[VideoGame/Quake1 Quake]], which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!

to:

*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of [[VideoGame/Quake1 [[VideoGame/Quake Quake]], which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!
Is there an issue? Send a MessageReason:
None


*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of [[VideoGame/Quake Quake]], which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!

to:

*** Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of [[VideoGame/Quake [[VideoGame/Quake1 Quake]], which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!
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** Sentinel's Sanctuary pits you against the source of parasitic infection that has overtaken Sentinels - [[EldritchAbomination The Scrounge]]. Based off the previous episode's boss, you'd probably expect to fight a towering Sentinel with the greatest stage of infection yet, but instead you're greeted by an [[BlobMonster enormous slime]], with [[EyesDoNotBelongThere eyes all over its body]], protruding orange tendrils and glowing bulbs. Instead of trying to stay in a long range, this thing actively hops around the arena, reaching you even if you decide to hide from it on the upper layer, blasts you with eyeballs similar to the most powerful enemy of the episode,Flesh Walker, and, uniquely among bosses, [[FlunkyBoss periodically summons]] his Sons in large quantities [[WeaponizedOffspring to attack you]] by going in your face and blowing up. All while it makes growling noises as a guttural BattleCry. And unlike Moon Guardian, he doesn't fall as quickly until you gather enough souls from his spawn. Beat the living thing out of him and watch him inflate and pop like a fleshy balloon. This also destroys the pool of water filled with more of his spawn in the center of the arena, allowing you to enter the portal to end the episode.

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** Sentinel's Sanctuary pits you against the source of parasitic infection that has overtaken Sentinels - [[EldritchAbomination The Scrounge]]. Based off the previous episode's boss, you'd probably expect to fight a towering Sentinel with the greatest stage of infection yet, but instead you're greeted by an [[BlobMonster enormous slime]], with [[EyesDoNotBelongThere eyes all over its body]], protruding orange tendrils and glowing bulbs. Instead of trying to stay in a long range, this thing actively hops around the arena, reaching you even if you decide to hide from it on the upper layer, blasts you with eyeballs similar to the most powerful enemy of the episode,Flesh Walker, and, uniquely among bosses, [[FlunkyBoss periodically summons]] his Sons in large quantities [[WeaponizedOffspring to attack you]] by going in your face and blowing up. All while it makes growling noises as a guttural BattleCry. And unlike Moon Guardian, he doesn't fall as quickly until you gather enough souls from his spawn. Beat the living thing out of him and watch him inflate and pop like a fleshy balloon. This also destroys the pool of water filled with more of his spawn in the center of the arena, allowing you to enter the portal to end the episode.episode.
*Episode 3: The Sacred Path:
**The enemy variety continues to surprise, as this time the Champion must face off against elemental enemies. Some are stone warriors who simply guard the path, others are brought to life by the evil force. Even the waters are not safe as numerous animated stone fishes patrol the pools, threatening anyone brave enough to take a swim. This time, besides having a new behavior and attacks, this does introduce small interactions between each other as well as enemies with LogicalWeakness. For example, Fire Wraiths take double damage from Staff of Azure Orb due to it's water-based projectiles, but can also turn Creepers, living vegetation monsters, into more Flame Wraiths should they cross with their fireball attacks. Stone Guardians, meanwhile, take double damage from Celestial Claw.
***Special mention goes to Shrub Niggurath and Giant Protector. The first is a reference to one of the most powerful entity from Cthulhu Mythos, as well as the final boss of [[VideoGame/Quake Quake]], which the game is partially inspired by. Unlike that version, this one is a huge animated vegetation that is, while stationary and tough, is able to attack the Champion by lobbing acid projectiles that can leave lasting damaging acid pools. Giant Protector, meanwhile, is perhaps the biggest monster of this episode, a MightyGlacier at its finest: he's slow, tough, has glowing red eye and instead of normal stones Protectors hurl at you, he throws huge ''lava'' balls that explode on contact with anything it hits!
**The aforementioned path
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** Sentinel's Sanctuary pits you against the source of parasitic infection that has overtaken Sentinels - [[EldritchAbomination The Scrounge]]. Based off the previous episode's boss, you'd probably expect to fight a towering Sentinel with the greatest stage of infection yet, but instead you're greeted by an [[BlobMonster enormous slime]], with [[EyesDoNotBelongThere eyes all over its body]], protrufing orange tendrils and glowing bulbs. Instead of trying to stay in along range, this thing actively hops around the arena, reaching you even if you decide to hide from it on the upper layer, blasts you with eyeballs similar to the most powerful enemy of the episode,Flesh Walker, and, uniquely among bosses, [[FlunkyBoss periodically summons]] his Sons in large quantities [[WeaponizedOffspring to attack you]] by going in your face and blowing up. All while it makes growling noises as a guttural BattleCry. And unlike Moon Guardian, he doesn't fall as quickly until you gather enough souls from his spawn. Beat the living thing out of him and watch him inflate and pop like a fleshy balloon. This also destroys the pool of water filled with more of his spawn in the center of the arena, allowing you to enter the portal to end the episode.

to:

** Sentinel's Sanctuary pits you against the source of parasitic infection that has overtaken Sentinels - [[EldritchAbomination The Scrounge]]. Based off the previous episode's boss, you'd probably expect to fight a towering Sentinel with the greatest stage of infection yet, but instead you're greeted by an [[BlobMonster enormous slime]], with [[EyesDoNotBelongThere eyes all over its body]], protrufing protruding orange tendrils and glowing bulbs. Instead of trying to stay in along a long range, this thing actively hops around the arena, reaching you even if you decide to hide from it on the upper layer, blasts you with eyeballs similar to the most powerful enemy of the episode,Flesh Walker, and, uniquely among bosses, [[FlunkyBoss periodically summons]] his Sons in large quantities [[WeaponizedOffspring to attack you]] by going in your face and blowing up. All while it makes growling noises as a guttural BattleCry. And unlike Moon Guardian, he doesn't fall as quickly until you gather enough souls from his spawn. Beat the living thing out of him and watch him inflate and pop like a fleshy balloon. This also destroys the pool of water filled with more of his spawn in the center of the arena, allowing you to enter the portal to end the episode.
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** Forgone Fortress is regarded by many to be their favorite early level, and it shows: this is a huge tower with a spacious central room you have to ascend, many surprise attacks, well-hidden secrets and unofficial introduction to Invisibility power-up. Perhaps a highlight of this already good level is at the top of the Fortress, where you have to navigate small connected platforms above the floor to reach the key to edit room, while fighting off many foes and especially flying Watchers, whose psychic attacks can knock you off.

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** Forgone Fortress is regarded by many to be their favorite early level, and it shows: this is a huge tower with a spacious central room you have to ascend, many surprise attacks, well-hidden secrets and unofficial introduction to Invisibility power-up. Perhaps a highlight of this already good level is at the top of the Fortress, where you have to navigate small connected platforms above the floor to reach the key to edit exit room, while fighting off many foes and especially flying Watchers, whose psychic attacks can knock you off.
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** Forgone Fortress is regarded by many to everyone their favorite early level, an it shows: this is a huge tower with a spacious central room you have to ascend, many surprise attacks, well-hidden secrets and unofficial introduction to Invisibility power-up. Perhaps a highlight of this already good level is at the top of the Fortress, where you have to navigate small connected platforms above the floor to reach the key to edit room, while fighting off many foes and especially flying Watchers, whose psychic attacks can knock you off.

to:

** Forgone Fortress is regarded by many to everyone be their favorite early level, an and it shows: this is a huge tower with a spacious central room you have to ascend, many surprise attacks, well-hidden secrets and unofficial introduction to Invisibility power-up. Perhaps a highlight of this already good level is at the top of the Fortress, where you have to navigate small connected platforms above the floor to reach the key to edit room, while fighting off many foes and especially flying Watchers, whose psychic attacks can knock you off.
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** Sentinel's Sanctuary pits you against the source of parasitic infection that has overtaken Sentinels - [[EldritchAbomination The Scrounge]]. Based off the previous episode's boss, you'd probably expect to fight a towering Sentinel with the greatest stage of infection yet, but instead you're greeted by an [[BlobMonster enormous slime]], with [[EyesDoNotBelongThere eyes all over its body]], protrufing orange tendrils and glowing bulbs. Instead of trying to stay in along range, this thing actively hops around the arena, reaching you even if you decide to hide from it on the upper layer, blasts you with eyeballs similar to the most powerful enemy of the episode,Flesh Walker, and, uniquely among bosses, [[FlunkyBoss periodically summons]] his Sons

to:

** Sentinel's Sanctuary pits you against the source of parasitic infection that has overtaken Sentinels - [[EldritchAbomination The Scrounge]]. Based off the previous episode's boss, you'd probably expect to fight a towering Sentinel with the greatest stage of infection yet, but instead you're greeted by an [[BlobMonster enormous slime]], with [[EyesDoNotBelongThere eyes all over its body]], protrufing orange tendrils and glowing bulbs. Instead of trying to stay in along range, this thing actively hops around the arena, reaching you even if you decide to hide from it on the upper layer, blasts you with eyeballs similar to the most powerful enemy of the episode,Flesh Walker, and, uniquely among bosses, [[FlunkyBoss periodically summons]] his SonsSons in large quantities [[WeaponizedOffspring to attack you]] by going in your face and blowing up. All while it makes growling noises as a guttural BattleCry. And unlike Moon Guardian, he doesn't fall as quickly until you gather enough souls from his spawn. Beat the living thing out of him and watch him inflate and pop like a fleshy balloon. This also destroys the pool of water filled with more of his spawn in the center of the arena, allowing you to enter the portal to end the episode.
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*** Of course, let's also not forget the introduction of Aeturnum. As you wander around the open part of the Halls, you come across a purple spaghetti lying at the edge of the facility. After you pick it up, a huge horde appears behind your back, ready to strike. Shoot your new magic BFG into the crowd and watch the sparks fly as the everything is obliterated.

to:

*** Of course, let's also not forget the introduction of Aeturnum. As you wander around the open part of the Halls, you come across a purple spaghetti lying at the edge of the facility. After you pick it up, a huge horde appears behind your back, ready to strike. Shoot your new magic BFG into the crowd and watch the sparks fly as the everything is obliterated.obliterated.
**Sentinel's Sanctuary pits you against the source of parasitic infection that has overtaken Sentinels - [[EldritchAbomination The Scrounge]]. Based off the previous episode's boss, you'd probably expect to fight a towering Sentinel with the greatest stage of infection yet, but instead you're greeted by an [[BlobMonster enormous slime]], with [[EyesDoNotBelongThere eyes all over its body]], protrufing orange tendrils and glowing bulbs. Instead of trying to stay in along range, this thing actively hops around the arena, reaching you even if you decide to hide from it on the upper layer, blasts you with eyeballs similar to the most powerful enemy of the episode,Flesh Walker, and, uniquely among bosses, [[FlunkyBoss periodically summons]] his Sons
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** Citadel of the Watchers, a border fortification of Sentinels, does good job at showcasing how drastically different the worlds are. Instead of clean and greatly decorated halls housed by acolytes of the Moon, this is a bulky, grimy building with SigilSpam of the Sentinels, messages about importance of perfection scattered on walls, moving traps that guard keys to important areas and paths that assemble themselves at a push of a button, all while numerous statues showing how Sentinels looked like before keeping silent watch over the facility.

to:

** Citadel of the Watchers, a border fortification of Sentinels, does good job at showcasing how drastically different the worlds are. Instead of clean and greatly decorated halls housed by acolytes of the Moon, this is a bulky, grimy building with SigilSpam of the Sentinels, messages about importance of perfection scattered on walls, moving traps that guard keys to important areas and paths that assemble themselves at a push of a button, all while numerous statues showing how Sentinels looked like before keeping silent watch over the facility.facility.
**Forgone Fortress is regarded by many to everyone their favorite early level, an it shows: this is a huge tower with a spacious central room you have to ascend, many surprise attacks, well-hidden secrets and unofficial introduction to Invisibility power-up. Perhaps a highlight of this already good level is at the top of the Fortress, where you have to navigate small connected platforms above the floor to reach the key to edit room, while fighting off many foes and especially flying Watchers, whose psychic attacks can knock you off.
**Halls Of Doom (it had to happen some time) is where Sentinels indulged in killing their enemies by either throwing them into the abyss below or making them go through spike trap gauntlets. Sure enough, the enemy numbers rack up even more, with stronger foes appearing in greater quantities, amplifying the difficulty and awesomeness of the most trap-filled level yet. It ends with you gaining access to the tower, where you're put up against a horde of every single enemy from the Episode while you have to push buttons to create yourself a way to ascend even more, only to end the level by finding a drop at the very top of the tower that leads straight to the boss level.
***Of course, let's also not forget the introduction of Aeturnum. As you wander around the open part of the Halls, you come across a purple spaghetti lying at the edge of the facility. After you pick it up, a huge horde appears behind your back, ready to strike. Shoot your new magic BFG into the crowd and watch the sparks fly as the everything is obliterated.
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** This is where the game slowly begins getting harder and even more impressive, beginning with the foes of this world: The Sentinels. Unlike previous foes, these are stated to have been brutal, [[FantasticalRacism xenophobic]] Perfectionist race even before the Evil Force came. Now that the evil has conquered them, they're reduced to a mindless army of hosts for PuppeteerParasite spawn, altered to have fleshy growths and many eyes, attacking anyone in search for more hosts. Some resemble their old forms, others are either partially or completely overtaken by parasites, all providing engaging combat, while showing just how dangerous this mysterious evil is.

to:

** This is where the game slowly begins getting harder and even more impressive, beginning with the foes of this world: The Sentinels. Unlike previous foes, these are stated to have been brutal, [[FantasticalRacism [[FantasticRacism xenophobic]] Perfectionist race even before the Evil Force came. Now that the evil has conquered them, they're reduced to a mindless army of hosts for PuppeteerParasite spawn, altered to have fleshy growths and many eyes, attacking anyone in search for more hosts. Some resemble their old forms, others are either partially or completely overtaken by parasites, all providing engaging combat, while showing just how dangerous this mysterious evil is.

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** At the Lunar Sanctuary, you coke across your first boss of the game, Moon Guardian. And once again, this being the first boss, he's simpler than the rest, but still packs a punch and is fun to engage in combat. He's towering, has cool armor, GlowingEyesOfDoom and StaffOfAuthority that shoots crescent projectiles at you.

to:

** At the Lunar Sanctuary, you coke come across your first boss of the game, Moon Guardian. And once again, this being the first boss, he's simpler than the rest, but still packs a punch and is fun to engage in combat. He's towering, has cool armor, GlowingEyesOfDoom and StaffOfAuthority that shoots crescent projectiles at you. These projectiles are semi-homing, do substantial damage and bounce off walls many times, trying their best to get redirected straight to your face. Should you try to engage in a close fight, he does a powerful SpinAttack that can take away more than 60 hp on higher difficulties while knocking you back. While he prefers long range combat and his spin attack has cooldown, he's not completely defenseless. You try to run away from him, but ''there are no invisible walls at his arena'', meaning he'll follow you and will still try to kill you! And this is just the beginning of the game. So commence combat with him, make him fall to the floor and shatter to pieces and the victory is yours!
*Episode 2: Domain Of The Sentinels:
**This is where the game slowly begins getting harder and even more impressive, beginning with the foes of this world: The Sentinels. Unlike previous foes, these are stated to have been brutal, [[FantasticalRacism xenophobic]] Perfectionist race even before the Evil Force came. Now that the evil has conquered them, they're reduced to a mindless army of hosts for PuppeteerParasite spawn, altered to have fleshy growths and many eyes, attacking anyone in search for more hosts. Some resemble their old forms, others are either partially or completely overtaken by parasites, all providing engaging combat, while showing just how dangerous this mysterious evil is.
**Citadel of the Watchers, a border fortification of Sentinels, does good job at showcasing how drastically different the worlds are. Instead of clean and greatly decorated halls housed by acolytes of the Moon, this is a bulky, grimy building with SigilSpam of the Sentinels, messages about importance of perfection scattered on walls, moving traps that guard keys to important areas and paths that assemble themselves at a push of a button, all while numerous statues showing how Sentinels looked like before keeping silent watch over the facility.
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*** Special mention goes to Starlight Defenders. These wear signature red armor unlike other Acolytes are known for tossing grenades that ''they themselves are immune to''. Should you get close, they're not afraid to ''punch you with their grenades doing massive damage''. They're even the only foes of the episode who get a special introduction: as you're walking on a bridge not too far from exit, you hear a deep growl before a grenade lands before your feet and blows up the bridge under you!

to:

*** Special mention goes to Starlight Defenders. These wear signature red armor armor, unlike other Acolytes Acolytes, and are known for tossing grenades that ''they themselves are immune to''. Should you get close, they're not afraid to ''punch you with their grenades doing massive damage''. They're even the only foes of the episode who get a special introduction: as you're walking on a bridge not too far from exit, you hear a deep growl before a grenade lands before your feet and blows up the bridge under you!
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** At the Lunar Sanctuary, you coke across your first boss of the game, Moon Guardian. And once again, this being the first boss, he's simpler than the rest, but still packs a punch and is fun to engage in combat. He's towering, has cool armor, GlowingEyesOfDoom and CoolStaff that shoots crescent projectiles at you.

to:

** At the Lunar Sanctuary, you coke across your first boss of the game, Moon Guardian. And once again, this being the first boss, he's simpler than the rest, but still packs a punch and is fun to engage in combat. He's towering, has cool armor, GlowingEyesOfDoom and CoolStaff StaffOfAuthority that shoots crescent projectiles at you.
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** Capping off the main game's arsenal is the strangest-looking weapon: Aeturnum. Don't let the appearance of clumped purple ribbons fool you though: even non-powered, this is the strongest weapon in the game not to dissimilar from [[VideoGame/Doom2016 BFG-9000]], is said to exist in infinite realities at once and no one knows where it actually originates from. Give it some soul energy, ''and you've got yourself a black hole launcher'' that is the true OneHitKill of the game, or a powerful DamageOverTime dealer. Be careful though: this black hole ''can actually kill you too''.

to:

** Capping off the main game's arsenal is the strangest-looking weapon: Aeturnum. Don't let the appearance of clumped purple ribbons fool you though: even non-powered, this is the strongest weapon in the game not to dissimilar from [[VideoGame/Doom2016 BFG-9000]], is said to exist in infinite realities at once and no one knows where it actually originates from. Give it some soul energy, ''and you've got yourself a black hole launcher'' that is the true OneHitKill of the game, or a powerful DamageOverTime dealer. Be careful though: this black hole ''can actually kill you too''.too''.
*The levels in this game are divided into seven distinct episodes, with four levels each capped off by a BossOnlyLevel. While that may not seem like much, even the starting levels are beautifully designed, ''massive'' and non-linear, have distinct themes and enemies not shared between episodes, contain many well-hidden secrets and lore messages and even have many destructible objects for you to hunt and smash to pieces. Finding everything in a level is very satisfying, especially since many secrets can have additional weapons, mana, or even power-ups.
*Episode 1: Astral Equinox
**Celenic Stronghold, the very first level of the game, introduces many mechanics, weapons and concepts of the game. It also gives you the first taste of what scope the game will have in terms of locations: '' this is an entire garrison located in the mountain'', with many twisted corridors to explore and ''nine!'' secrets to find. This is a starter level, mind you, and it's already huge and visually impressive.
** Astral Acolytes, your [[StarterVillain first antagonitstic faction]], first hunts you down in this level. You'd expect them to be absolute weaklings, but you'd only be half right: they're simple, but not weak. Even the simplest Mooks that fall from one hit of your axe can kill you if you're not paying attention, there are Deacons carrying a copy of Whisper's Edge you can enter a long range duel with, Angels that shoot ''lightning at you'' and towering giants that shoot waves of flames.
***Special mention goes to Starlight Defenders. These wear signature red armor unlike other Acolytes are known for tossing grenades that ''they themselves are immune to''. Should you get close, they're not afraid to ''punch you with their grenades doing massive damage''. They're even the only foes of the episode who get a special introduction: as you're walking on a bridge not too far from exit, you hear a deep growl before a grenade lands before your feet and blows up the bridge under you!
**Bastion of the Blue Moon is even more impressive, with many open spaces, hidden passages and surprises to find. Closer to the end of the level you're even greeted with a small gauntlet of all foes from the episode that spans two floors, with Defenders bombing you from above as the rest of Acolytes try to hack or blast you to bits.
**Vaults of Midnight, penultimate level of the episode, is where real challenge comes in. Enemies are numerous, corridors are confusing and take many shapes and sizes, there are multiple open rooms where Angels try to swarm you, all while you hunt for a key to get to the heart of this world. The combat is almost uninterrupted, fitting for training grounds preceding the boss level, but given variety and quantity for enemies, very fun. This is also the level where you're officially introduced to Celestial Claw, so have fun blasting your foes with planets!
**At the Lunar Sanctuary, you coke across your first boss of the game, Moon Guardian. And once again, this being the first boss, he's simpler than the rest, but still packs a punch and is fun to engage in combat. He's towering, has cool armor, GlowingEyesOfDoom and CoolStaff that shoots crescent projectiles at you.
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** The Axe Of Black Labyrinth is not your usual FPS melee weapon. It's quick, it's strong and can bring enemies you point it at to you, allowing to cut the distance for a strike instead of having to always having to approach foes yourself, while also stunning them. Most enemies from the last episode take double damage from it due to being ShadowPeople MadeOfEvil. And if you use it during Soul Mode, it turns into a dangerous propeller, mowing down the hordes that dare to come close, trading utility abilities for raw damage. It can even be used underwater this way to push yourself in the opposite direction on high speed.

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** The Axe Of Black Labyrinth is not your usual FPS melee weapon. It's quick, it's strong and can bring enemies you point it at to you, allowing to cut the distance for a strike instead of having to always having to approach foes yourself, while also stunning them. Most enemies from the last episode take double damage from it due to being ShadowPeople MadeOfEvil. And if you use it during Soul Mode, it turns into a dangerous propeller, mowing down the hordes that dare to come close, trading utility abilities for raw damage. It can even be used underwater this way to push yourself in the opposite direction on high speed.

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