![]() This is telegraphed for 3 beats before the attack. Leftmost battery: Set off the four fire traps facing each other on the east and west walls.Attacks corresponding to the selected batteries then happen on the 16th beat. She starts to activate one or two chosen batteries on the 13th beat.During the 9~12 beats, she moves between batteries.On the 8th beat, the Conductor spawns 4 or 5 random enemies.The Conductor's second phase follows a repeating pattern of 16 beats: When all the batteries are destroyed, the Conductor is defeated. A water ball turning one of the wire tiles into water drains all of that battery's charge. When a battery is hit by a bomb or grenade, it loses 2 units. ![]() Each battery starts with eight units of charge, and arcing electricity by attacking a monster drains 1 unit. In order to drain and destroy the batteries, the player must attack summoned monsters while standing on the wires, using the electricity. ![]() Attacking her directly does not result in a missed beat.įive batteries are placed in the room with 5-tiles long wires extending downwards. The Conductor moves around the top of the arena, but remains invulnerable to attack. The second phase starts as the last remaining instrument is destroyed, spawning a miniboss. The phase ends when all four instruments are destroyed.
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