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AVA-M Early Bird: Experimenting with Powers
Experimenting with different abilities that TSC have. (The cursor-like dagger/spear is an idea I have.)
#drawing#animation vs animator#animation vs minecraft#alan becker#AVA-M Early Bird#AVA/M EB#ava the second coming#ava yellow#ava green#power#superpowers#electricity#electric power#electricity powers#dagger#spear#cursor#cursor-like dagger/spear#telekinesis
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New Elden Ring Patch Adds Hairstyles, New Inventory Features, Balance Adjustments, And More
New Post has been published on https://thedigitalinsider.com/new-elden-ring-patch-adds-hairstyles-new-inventory-features-balance-adjustments-and-more/
New Elden Ring Patch Adds Hairstyles, New Inventory Features, Balance Adjustments, And More
Elden Ring’s massive expansion, Shadow of the Erdtree, goes live tomorrow, on June 21, and ahead of its launch, developer From Software has released a patch that adds new hairstyles, inventory options, balance adjustments, and more. It also allows you to summon your Spectral Steed during the game’s final fight (which, if you’ve beaten that boss, you know how helpful your mount would have been during it).
The patch – V1.12 – is now live on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC (via Steam) and also features hundreds of other changes, like adjustments to weapons, skills, armaments, and general balance-related things.
The highlight of the patch is all of the new features it adds to Elden Ring, and you can check those out below:
New Elden Ring Features In Patch V1.12
Added support for the Shadow of the Erdtree DLC.Five new hairstyles have been added to the game. They can be selected during character creation, using the Clouded Mirror Stand or using Rennala’s Rebirth feature.
Added “Map Functions Menu” to the Map Menu.
New Summoning Pool features:
Active Summoning Pools will now be carried over to NG+.
Individual Summoning Pools can now be enabled / disabled in the newly added Map Functions Menu.
If “Include Distant Areas” is selected when using the Small Golden Effigy, summoning pools within the Mohgwyn Palace will not be selected for summoning, even if you have activated them.
If you are within the Moghwyn Palace and select “Nearby Only” when using the Small Golden Effigy, you will be able to be summoned within the area.
New Inventory features:
Newly obtained items will be marked with a “!“.
A new tab called “Recent Items” has been added to review recently obtained items.
Display settings can be changed from the Display tab in the system menu.
Added new feature to summon spectral steed during the Elden Beast the boss battle.
Added new feature to the colosseum: crafted consumable items that have been used during a battle will be replenished at the end of your session.
Added support for Arabic language.
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Everything Else Added To Elden Ring In Patch V1.12
Below, we’ll list all of the changes, balance adjustments, and more made to to Elden Ring with today’s patch.
Steam-Only New Features
New Keyboard/mouse settings:
Added “lock-on change threshold” setting of mouse controls.
Added a setting to change cursor movement behaviour in the map menu.
Added key assignments to open the map in the Key Settings menu.
PvP-Exclusive Balance Adjustments
The following changes only affect PvP – not cooperative or single player play.
Weapon Adjustments
After being affected by madness and/or sleep status effects, the status effect build up will be halted for a short period of time.
Increased the poise damage of some attacks against other players of the following weapon types:
Greatswords / Colossal Swords /Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
Ajusted poise damage of some dual wield attacks against other players by of the following weapon types:
Greatswords / Axes / Great Axes / Hammers / Great Hammers / Halberds / Reapers
Increased poise damage against other players from dual wielded attacks of the following weapon types:
Axes / Hammers / Halberds / Reapers
Increased poise damage of Axes against other players
Decreased the damage of dual wield attacks against other players of all weapon types.
Decreased the poise damage of some attacks against other players of the following weapon types:
Daggers / Straight Swords / Thrusting Swords / Heavy Thrusting Swords / Curved Swords / Katanas / Twinblades / Axes / Spears / Reapers / Whips / Fists / Claws
Decreased the Poise value of some attack motions against other players of the following weapon types:
Greatswords / Colossal Swords / Curved Greatswords / Greataxes / Hammers / Flails / Great Hammers / Colossal Weapons / Great Spears / Halberds
Decreased the damage of some attacks against other players for the Heavy Thrusting Swords weapon type.
Decreased the damage of dual wield attacks against other players for the following weapon types:
Spears / Great Spears
Decreased the damage animation motion of the following weapon types when another player is stunned by a two-handed heavy running attack:
Fists / Claws
Decreased the effects of “Baldachin’s Blessing” and “Radiant Baldachin’s Blessing” to increase the Poise value and Physical damage negation in PvP.
Skill Adjustments
Spinning Slash: Decreased damage
Flaming Strike: Decreased damage
Rain of Arrows: Decreased damage and poise damage
Cursed-Blood Slash: Decreased damage
Transient Moonlight: Decreased damage
Lightning Storm: Decreased poise damage
Spearcall Ritual: Decreased poise damage
Ancient Lightning Spear: Decreased damage
Radahn’s Rain: Decreased damage and poise damage
Spinning Weapon: Decreased damage animation motion when stunning other players
Incantation Adjustments
Black Flame’s Protection: Decreased physical block rate
Bestial Sling: Decreased poise damage
General Balance Adjustments
The following adjustments affect both PvE and PvP in Elden Ring.
Adjusted turning speed when using dual wielded Heavy Thrusting Swords.
Increased Dexterity scaling when assigning Ashes of War with corresponding weapon Affinities.
Increased Stamina consumption when guarding against attacks of the following weapon types:
Greatswords / Curved Greatswords / Great Axes / Great Hammers
Increased the speed of some attacks of the following weapon types:
Axes / Greataxes / Hammers / Flails / Reapers
Increased the damage of charged attacks of the following weapon types:
Axes / Greataxes / Some Colossal Weapons
Increased the turning speed of normal attacks of the Reapers weapon type.
Increased damage of the Whips weapon type, except the “Ulmi” Whip.
Increased the speed of consecutive attacks for the following weapon types:
Light Bows / Long Bows
Increased the poise damage of the Torches weapon type.
Increased the duration of the effect of Mohg’s Great Rune that increases the attack power when a bleeding status effect is triggered by a nearby summoned spirit.
Decreased the heal amount reduction from the Flask of Crimson Tears and increased the heal on attack effect when using Malenia’s Great Rune.
Increased the attack power of Arrows, Greatarrows, Bolts, and Greatbolts that can be crafted through Item Crafting.
Decreased the turning speed of dual wielded weapons for the following weapon types:
Spears / Great Spears
Decreased poise generation speed during some attacks of the following weapon types:
Great Spears / Halberd Spears
Decreased the effect that increases the power of spells of Terra Magica.
Decreased the effect duration of the Cerulean Hidden Tear.
Armament Adjustments
Troll Knight’s Sword: Increased damage
Zamor Curved Sword: Increased damage; Increased movement distance of some attacks
Forked Hatchet: Increased damage
Ripple Blade: Decreased the status buildup enhancement that scales with the Arcane attribute
Serpent-Hunter: Increased the speed of crouching attacks
Ripple Crescent Halberd: Decreased the status buildup enhancement that scales with the Arcane attribute
Albinauric Staff: Increased attribute scaling
Gelmir Glintstone Staff: Increased attribute scaling
Prince of Death’s Staff: Increased attribute scaling
Golden Order Seal: Increased attribute scaling
Clawmark Seal: Increased attribute scaling
Dragon Communion Seal: Increased attribute scaling
Skill Adjustments
Kick: Increased the poise amount when using this skill
Spinning Slash: Decreased the status buildup of your weapon when using this skill
Storm Assault: Decreased the poise generation speed
Stormcaller: Decreased the poise generation speed
Storm Stomp: Decreased the poise generation speed
Glintblade Phalanx: Decreased poise damage
Loretta’s Slash: Decreased the poise generation speed
Bloody Slash: Decreased the poise generation speed
Strong shot: Increased the speed of some attacks
Sky Shot: Increased the speed when doing consecutive attacks
Enchanted Shot: Increased the speed of some attacks
Parry: Increased Parry hitbox generation speed
Storm Wall: Increased Parry hitbox generation speed
Thops’s Barrier: Increased Parry hitbox generation speed
Buckler Parry: Added attack recovery time after using this skill
Taker’s Flames: Decreased the fire’s poise damage; Removed the fire’s knocking down effect
Moonlight Greatsword: Increased the poise damage of heavy and charged attacks, but decreased the poise damage of the generated magic wave
Thundercloud Form: Decreased poise damage
Magma Shower: Decreased the poise generation speed
Thunderstorm: Decreased damage
Bubble Shower: Decreased damage and poise damage
I Command Thee, Kneel!: Increased the poise value during the active part of the Skill; Decreased the poise generation speed
Bloodboon Ritual: Decreased the generated status buildup
Loretta’s Slash: Decreased the poise generation speed
Bear Witness!: Increased damage and poise damage
Contagious Fury: Decreased the amount of attack power generated by this skill
Bug Fixes
In the inventory menu, added the amount of FP consumed for Skills in the “Ashes of War” display information.
Reduced the time it takes for some gestures to become cancelable by rolling.
Adjusted the input speed in some menus, such as conversation menus, to prevent accidental skips.
Fixed a bug that caused damage to the player and friendly summons when using the “Last Rites” Skill under specific circumstances.
Fixed a bug that caused higher than expected poise damage when performing left-handed attacks with Thrusting Swords.
Fixed a bug with Spinning Slash Skill that generated poise when used with Twinblades.
Fixed a bug in The Queen’s Black Flame Skill that did not apply poise when using this skill.
Fixed a bug where the characteristics of some weapons were not working properly against mounted enemies.
Fixed a bug that caused a Bleed buildup when using the Spinning Strikes Skill while under the effect of the Bloodflame Blade Skill, even if the attack did not hit the enemy.
Fixed a bug that caused some Skill to perform incorrectly when specific actions were performed.
Fixed a bug that caused unexpected behaviors when some incantations were used in quick succession.
Fixed a bug where the spectral steed did not trigger a death fall under certain circumstances.
Fixed a bug that prevented players from getting hit by other players under certain circumstances in Multiplayer.
Fixed a bug in the Colosseum that allowed Critical hits against players in specific death animations.
Fixed a bug where the Mimic’s Veil effect was not properly reflected to other players under certain circumstances.
Fixed a bug that caused other players summoned as hunters to immediately return after being summoned under certain circumstances.
Fixed a bug in Multiplayer where some spirits could be locked on even after they disappeared.
Improved Multiplayer stability under certain circumstances
Fixed a bug that caused specific maps to render differently than expected under certain circumstances.
Fixed a bug where the damage of some equipped weapons were incorrectly displayed in various menus.
Fixes a bug that prevented marking sites of Grace in the map menu under certain circumstances.
Fixed a bug where item names and the cursor were not displayed correctly in the inventory menu under certain circumstances.
Fixed a bug where event actions were available while being in the map menu.
Fixed a bug in the map menu that caused specific terrains to be displayed differently from the actual terrain.
Are you hopping into Shadow of the Erdtree tomorrow? Let us know in the comments below!
#animation#animations#barrier#bleeding#blood#bug#change#command#Developer#display#effects#Features#Fight#form#game#how#it#keyboard#language#Light#list#magma#map#menu#movement#One#Other#PC#Play#PlayStation
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I’m doing an honour mode run of Baldur’s Gate 3 (just barely into the underdark) and it’s been going great
I mean there have been some. Uh. Extremely dicey fights. Including one where I was three hp away from a tpk. but generally okay
One big exception though. So I’m playing a chaotic good tiefling, Sephira, so ofc she sympathizes with the refugees and goes off to the goblin camp to take em out. No problems. Gut gets korilla’d, Minthara I did try to keep alive but she was on 6 hp and the game showed me a button that said ‘hellish rebuke’ and uh. One thing led to another you know how it is. and. I don’t remember the third guy. Zirg? Zorg? Dror Raglzin? Something like that. He got barreled. No problem, easy peasy, let’s go to the grove and get our party :)
I walk in using Karlach, bc usually every time I go to the grove for the party Zevlor will NOT let me talk to any of the npc’s behind him and I wanna do that. So Karlach triggers dialogue and I break Sephira off from the group to chat with some npcs.
At this point, four things worth noting.
One: I (erroneously, it seems) recall there is a way to revive Minthara,,, but I left her body in the goblin camp.
Two: I intended, initially, to ignore the creche entirely and just go through the underdark… but the entrance to the underdark is in the goblin camp.
Three: after you kill the leaders, the entire goblin camp aggros on sight.
Four: I am on a voice call with a friend, meaning, instead of this being something I am thinking inside of my brain I am saying it out loud and as a visual aid to the story I have my map open and my cursor hovering over the fast travel point to the goblin camp.
I’m sure you can guess what I clicked by accident.
Thankfully, (ohmygod), because Sephira was separate from the group when I did that, only she went. Switching back to Karlach and triggering the party got Sephira out. Phew.
Do the party. Nearly accidentally romance Gale for the second playthrough in a row. Drinking, merry times, wheeeee!
Parties over. Next day. I have a bunch of loot to sell so I grab it and exit the camp.
Loading screen. Loading screen. Sounds of initiative being rolled. Loading screen paired with the worst sinking dread I have ever experienced.
It put me back in the fucking goblin camp.
By some sheer stroke of fate, despite the party being together, everyone else went to the emerald grove, but that thirty seconds I spent unable to see… holy shit. So fucking scary. Sephira gets the absolute shit murdered out of her.
How do I make sure this never ever happens again.
Be more careful? Make sure I don’t click things by accident?
I get to level five and proceed to slaughter the entire camp. I used the bridge as a funnel for em, set up a grease puddle to keep them back, had Sephira plant a cloud of daggers right in the middle for them to run into, Gale on standby with a fireball once enough of them clumped up, and Karlach hucking this cool spear I (found? Bought??? I don’t remember) to pick off the little guys.
Astarion is back in camp hanging out with Withers in case things go wrong, but they don’t. In fact, things go so right that the only character to leave the fight worse than they entered is…. Astarion. somehow. Yeah I don’t know what he got up to when I wasn’t looking but he lost like 8 hp.
Anyway long story short: got a problem? Could being careful fix it? No. Wrong. Blender.
#mobbtalks#… also uh. I forgot about the owlbear cub. and I couldn’t just leave him there!#he’s safe now :)#also had an extremely dicey moment with that first batch of duegar#with uhhh. gehk somthn or other#mostly bc I failed to kill that guy on the first round and he raised like 10 undead which was extremely unchill#so Karlach is getting slowly punched to death#Gale is having a wonderful time actually he’s parked safely in a corner with witch bolt going#Sephira is scampering around throwing magic missiles and eldritch blasts (<- sorcerer/warlock)#sovereign glut is. uh. well he exploded.#& Astarion is helping out Karlach. no problemo. all good.#aw fuck I forgot about that invisible barbarian guy and everyone is kinda fucked up#he takes out Karlach. I get Astarion up to high ground next to Sephira to pepper him with spells but that fucker follows us so fast#Gale is the only one left alive. and he’s a fucking Wizard. okay. okay okay. maybe if he throws a health potion Just Right it will hit both#Astarion and Sephira. no problem. hell yeah throw that thing.#it lands perfectly between them. they are both in the splashzone. neither heals.#‘FUCK!’ I think#with feeling#and then#it’s the barbarians turn again#he hits Astarion once— insta fail a death save#maybe two#then he picks Astarion up#and#suplexes him directly into the healing potion. Astarion gets up with 8 hp.#Gale got shoved off a cliff like 3 seconds later and died but I was able to pull it back from there#if he hadn’t put Astarion in that healing soup though I may have been on a fast track to honour run 2.0
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Vocivore, Ltd. (30 of 40?)
Also on FFN and AO3 (ListerofTardis)
Tagging @ouatwinterwhump, @killian-whump, @sancocnutclub, @killianjonesownsmyheart1, and @courtorderedcake <3
***THE MOST WONDERFUL COVER ART BY @cocohook38 HERE!!!!!******
***Chapter 12 animation and art that will absolutely astound you!!!**********
***LETHAL Chapter 19 art in all of its BLOODSTAINED GLORY!!!!************
**POOR STABBED KILLIAN falling into the sheriff station! Ch. 7 & 23 art!!**
****KILLIAN AND HIS MASTER IN THE GORGEOUS CATHEDRAL!!!!!!!!!!!! CHAPTER 1 ART THAT KILLS ME EVERY TIME I SEE IT!!!!!!!!!!!!!!!*********
*****AMAZING AND ALSO HEARTBREAKING COVER ART!!!!! MY POOR BOY, HELPLESS AND SCREAMING WHILE HE SLOWLY LOSES HIS GRIP ON REALITY… D: COCOHOOK38 IS TRYING TO KILL US ALL!!!!*************
***AAAAHHHH!!! THANK YOU MY WONDERFUL COCONUT FRIEND!!!!!!***
Present (Friday, continued)...
Something tugged gently on a loose thread protruding from the hem of Killian’s sackcloth tunic. Too disoriented to react, he lay still, docile and apathetic. The tugging grew more insistent, accompanied by a scrabbling flutter that showered debris against the back of his thigh. Killian snarled and shifted his bottom leg, which he immediately regretted as a million sore places awoke into blistering screams. His eyes watered as he dragged them open.
The first thing he saw was the iron fence surrounding Torture Cathedral. He was on his side, lying not three steps from the front gate, the ornate building behind him but much too close for comfort. And he could not move his head for some reason. What time was it? What day, even? What was he doing collapsed on the pathway, alone?
Alone except for the blasted tugging, which resumed after pain had thwarted his attempts to move.
It couldn’t be his Master, despite the prickle of horror that raced up his spine when an eddying breeze tickled his upper legs. That creature was much too big to be hidden from view, even with the current limitations to his visual field.
Wasn’t it?
An instant of panic gave Killian enough adrenaline to roll onto his back, and he searched wildly for any sign of armored claw or slimy, suckered tentacle. Instead, a terrified pigeon launched itself into the air, leaving several feathers behind in its haste to escape.
Killian winced as he tried to catch his breath. Bolts of stabbing fire skewered his neck, drowning out all other complaints for an untraceable amount of time. That was definitely new, but he was hesitant to reach up and explore its source for fear of worsening the pain. Instead, he tried to focus elsewhere, to distract himself from one area of agony by rediscovering others. Not an ideal solution, by any means.
Half of his body now lay on loose, jagged gravel, including his practically severed foot, and it provided a less-than-comfortable surface for a rest. Dirt and rock particles ground against haphazardly tended wounds, further soiling the bandages and likely disturbing the fragile clots that had formed overnight. Still, were it not for the danger of being discovered and set upon by a nearby Vocivore at any moment, Killian probably would have borne the discomfort and allowed himself to remain on top of the rocks until he felt strong enough to move again.
But his Master would not remain satiated for long. Reluctantly, Killian braced for more anguish before heaving himself up, forced to put weight on both arms in spite of the customary, excruciating zing from the stake through his wrist. The simple act of holding his head upright brought tears to his eyes as scalding hot lances seemed to burrow deeper into throbbing neck muscles with every beat of his heart. He breathed through his teeth. In. Out. In. Out. In… Killian dared not reach up. Even the lone wisp of air stirring the sweat-drenched clumps of hair on his forehead was too much pressure against the collar of affliction.
His damaged neck. A new soreness in his jaw. Raw, stinging cracks in the corners of his mouth. Woven together, these individual elements painted a hazy picture of his previous Session with his Master. There had been a recording device, and more tortures, and the Vocivore had been too excited and preoccupied to even undress him like it normally did, and Killian had nearly lost himself forever…
He must have passed out on the path. He’d resolved not to; he had important things to do and very little time to get them accomplished. Less, now that some undetermined number of minutes or even hours had passed while he swooned the day away. Bloody hell.
His pain didn’t matter. Weakness didn’t matter. He had to go.
The climb to an upright position was like a week-long expedition up a mountain peak and took just as much of his strength. Killian surprised himself by managing to suppress most noises loud enough to attract his Master’s attention, though by the time he swayed on unsteady feet, hunched over and clutching at the nearest fence post, tears were running freely down his cheeks and his chest was tight with imprisoned sobs.
Very slowly, Killian straightened, screwed his eyes shut for a brief moment more, and pulled a controlled, rallying breath. He took one step forward, refusing to acknowledge the splitting hurt from his impaired ankle, and skirted the rusted gate that guarded the limits of the church property.
He could follow the fence for a fair distance, using it as support and guide while he prayed for enough strength to reach his ultimate destination. He limped the first three steps. No sound or movement came from the direction of the church; Killian decided to take that as an encouraging sign. As long as his Master was busy with its project, he would have time.
Swan would need time, too. A warning.
He lifted his bandaged arm, quietly groaning as he brought the hated wrist ring up toward his face. Though no living soul was in plain sight, there was always the possibility of someone monitoring him through the collar camera, so he had to keep the message brief and cryptic, meaningful only to the one person guaranteed to be listening.
“Weigh anchor.”
*****
Killian’s first stop: the armory.
He’d been there once before, in preparation for his mission to Storybrooke just days earlier. The blessedly short distance between the church and the shop-turned-weapons-storage-facility was still a struggle in his weakened state and on an ankle that would only barely take his weight. He was puffing and dizzy by the time he reached the doorway.
One guard huddled on the stoop, resting against the wall, apparently asleep. With the total obedience of each of the Master’s minions, the position was mostly formality and likely did not see much action. The man hardly stirred at Killian’s approach, and he lapsed into soundless unconsciousness at the first blow. Killian took a moment to recover his balance, focusing on the pain and nothing else. If his Master sensed relief, triumph, or excitement, it may send others to investigate. And Killian had to get to the video room first.
A spear would be ideal. No need to get within range of the monster’s tentacles. But it would be too cumbersome to carry with him and more likely to attract attention. So Killian selected a fairly well-maintained sword and two daggers. The latter he tucked into a bandage around his thigh; the sword he secured against his body, holding it carefully under his left arm. Then he hobbled back out to the street, heading for the church’s side entrance.
*****
“Okay,” said Emma at last. “Be ready to hit play on all those videos. Just not yet. We don’t want to give the game away before Killian is in position. And… it’s probably best to do it as simultaneously as possible.”
Jones nodded, still unclear on the actual plan, but he stayed quiet and checked again that the cursor on each computer hovered over the play button. Emma had assigned him four screens; she would cover the other five. After some hesitation, Emma removed her hidden earpiece, laying that and her phone on the desk between two laptops. She fiddled with some settings on the phone, raised the volume to maximum, and over the faint rustling sounds now emanating from its speaker, she said,
“The transmitter is actually picked up by my phone. We had the feed routed to the earpiece to keep it secret and more convenient for me.” She paused, listening, and Jones could discern quiet, ragged breaths and the rhythmic thud of footsteps. “Now you can hear what’s going on, and when he gives the signal.”
Signal for what?
“And… it was Rumplestiltskin who helped set up the transmitter? The same one who saved my life, but earlier in his timeline?”
“Uh huh.” She displayed a brief flash of resentment. “He still has a ways to go before he gets to where he eventually ends up.”
Jones knew she was referring to the gleeful and excessive stabbing of her husband for the staged abduction. “As long as he still gets there, I think I can forgive a few missteps along the way.”
Emma rolled her eyes but agreed. “He must. Otherwise, how are you still here?”
The rustling noises emanating from her phone increased in intensity, and her eyes dropped automatically to the device, as if it would provide interpretation of the sounds on its dark, impassive screen. Jones could not imagine the stress of the past month, hearing such awful things with only her imagination to fill in the grisly details.
“It sounds different,” she murmured.
“How so?”
“Before, things were kind of muted, and I could hear his heartbeat. Now, sounds are sharper, and that rustling is new… I think he must have dug it out of his shoulder.”
Jones watched her face, deep in contemplation. “And that’s why you think he may not be planning on getting out?”
She swallowed hard. “If he… thinks he’s not gonna survive this… he would want us to still have whatever advantage we could get. He probably plans to leave the transmitter in the... the torture chamber.”
“Where the Master spends most of its time,” Jones concluded. He could follow the thought process, and it made sense. “That doesn’t necessarily mean he’s given up, just that he wants to be prepared for all eventualities.”
Any reply she may have had was cut off by action from the transmitter: the creak of a door, a startled exclamation, and definite sounds of a struggle.
And it was impossible to tell who was winning.
#ouat fanfiction#killian jones#emma swan#wish realm killian#pain#confusion#exertion#the plan is set in motion#Vocivore ltd
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Waxworks – Walk Like an Egyptian
By Deimar
Prince Cassim’s Journal: For Hathor I will have my revenge against my brother. He pledged allegiance to the God of Death, Anubis, bringing shame to our family. He even had the audacity of becoming the High Priest and constructed a pyramid in my territories. But worst of all, he has just kidnapped my beloved princess. What’s her name? At the verge of our wedding! We have to find him and kill him. It can only be us, so said uncle Boris. Wait a second, who is Boris?
The people have spoken and so I listen. And the people have decided a very weird order for my playthrough. But I am getting ahead of myself. Our first stop through history begins with the original twins, the Egyptian High Priest of Anubis and prince Cassim of… Egypt? My guess is as good as yours.
Where is Brendan Fraser when you need him?
This waxwork runs entirely inside a pyramid full of traps and cunning puzzles. Or at least that what my travel agent told me before kicking me inside. The pyramid is composed by six increasingly smaller levels that we must climb to reach the chamber at the top in order to rescue the princess and kill our brother. Not necessarily in that order.
The six levels have a moderate amount of traps and combat, enough to not be very boring and not too much to be bothersome. The only thing is that traps make backtracking somewhat annoying. If you recall the catacombs in Elvira 2, there was a wire-based trap that you could avoid by clicking on the wire and selecting avoid in the menu. You had to do it every time you want to traverse a passage with a wire and be very careful, as failing to do that means death. Well, it seems like no one realized how annoying is to travel a dungeon full of those traps and they are back. Yay!
Another very common type of trap are pressure plates that free boulders. You can’t avoid stepping on the plate, so you have to outrun the boulder and step out its path. Those two are the most common traps through the pyramid, but there are special rooms with their own unique traps that are a tad more interesting, but we will talk about them when we explore the pyramid.
Level 1
When we step into the waxwork, we are left helpless inside the pyramid as a stone wall rises behind us blocking the entrance. Sandy brown everywhere. Not the most interesting visuals to be honest. Advancing through the tunnel we can soon reach what seems the office of an architect. Someone was not very happy about his work, because the architect sits right at his desk with a dagger in his back. Our first weapon.
I love that when examining the body the description says that he has an ugly dagger wound in the back and he MAY be dead. Just may…
Inside the office I found a weight inside a pot, some blank papyrus, ink, an oil burning lamp, several jugs and pots, an amulet with a beetle drawing on it and the corner of a burned papyrus, showing a map with some stairs and columns. Closer examination of the architect also showed another papyrus under his body that contained a drawing of anubis with nine symbols.
Here I started to notice that the interface and the overall design are not very user friendly. For starters, you can’t drop anything. I took a basket and a carpet just to see if they might have been hiding something, but then I could not drop them. It is not very annoying, but I can see how you could end up with a lot of trash in the inventory and no way of organizing it, because you can take almost anything here. But that is a problem, as you have to look inside every single pot in the room, and there are quite a few. As they are containers, if you take them and accidentally drop something over them, the item will be stored. It is very easy to lose track of items this way. It actually happened to me with the brooch. There doesn’t seem to be an inventory limit at least.
Anyway, soon after leaving the architect’s office we meet our first encounter. A soldier carrying a sword. Combat in this game is very straight forward. We have to click on the two swords icon on the right and the cursor becomes a sword. Clicking on the left of the screen makes our character slash from left to right. Click on the right side does the opposite movement. And clicking on the middle allows us to thrust our weapon. I was not able to notice any major differences between the three attacks. My intuition tells me that thrusting does more damage, and it might be possible that hitting the weapon carrying arm of the enemy from the sides makes them hit for less damage. But none of that is a problem, as usually thrusting a few hits usually kills enemies very fast, especially after getting a lance from one of the soldiers in this level. So, combat is not very interesting, just a clicking fest as soon as you see the enemy. And no respawns, which is also welcomed.
I never thought I would miss Elvira 1 combat. At least this doesn’t get in the way I guess
There are also some statues decorating the pyramid that can contain pots with some items. Usual items are weights and tuning forks. Yep, tuning forks. If you are puzzled by this you didn’t play Elvira 2 or read through my playthrough, shame on you. There are some glass walls in the pyramid that can only be broken by using a specific tuning fork. For example the glass wall in this very level.
Another common element found in the pyramid are beams. These beams, or props as the game calls them, hold the ceiling of the pyramid. The idea is that you can knock them down and a stone wall from the upper level will fall. This frees the way in the upper level and it is usually safe to knock them down as soon as you see them as there is always a way around. The only problem is that we can’t do that right now, as it seem like we don’t have the necessary strength. More on that later.
If we continue exploring the pyramid, we can find some sand piles that we can take, another enemy in the form of a priest that is not very difficult to beat and a water-filled room. Looking into the water it seems like there is a large creature lurking below, but there is nothing we can do at the moment. Well, we can try to collect water from there, but as that ends up in our death, we can’t do anything productive. There is a treasure room nearby, but the only thing of interest are more pots, another weight and a tile with a hieroglyph.
Level 2
As soon as we reach the top of the stairs from level 1 we are greeted with a lethal puzzle. One that made me question if I was the one playing The Island of Dr. Brain. We are given two minutes to solve this:
I would have preferred some flamingos
To be honest, at first I was a bit puzzled about what to do so I decided to make use of the in game hint system in the form of old uncle Boris. Clicking on the crystal ball icon on the left puts you in contact with the realm beyond and we can ask uncle Boris some things. The interface for conversation is based on dialogue trees à la LucasArts but with some of the questions costing psychical energy (PSY in the status bar). So we can get answers to where is the princess and what this Anubis sect nonsense is all about for free, but asking about specific puzzles, like for example this one or how to kill the alligator in the pool, or asking for healing costs some points. A very small amount, so it was never an issue to contact Boris.
As I was already there, apart from getting a clue for this puzzle and the next I decided to try the heal option, which transforms all papyrus in healing scrolls, each one healing for 10 HP. I only had four papyrus, meaning I could only recover 40 HP, not even enough to top me up at that moment, so I decided to apply save scumming to combat, as a well placed hit with the spear can in one or two hit an enemy, saving precious HP. You level up quite a few times before reaching this level. In fact, in level one you level up after every single enemy and after breaking the glass wall. The only thing I noticed changing was that my HP was getting higher but even then I didn’t want the risk of reaching a point I was unable to continue due to lack of HP.
So, what’s your plan after we defeat the witch? Should we put the crystal ball in family dinners?
In any case, going back to the puzzle at hand, this is a magic square type of puzzle, but with a pentagram instead of a square. I will let you get the answer yourselves. Because maybe I am the evil twin. MUHAHAHAHAHA!… HA!
Once that is solved, exploration of level 2 is not very different from the first level. In fact, there are very few distinguishing things in the whole pyramid. This level introduces us to the pressure plates with boulders and the knockdown of beams. The first one is quite straightforward, as there are visible floor plates that when stepped on produce a sound and a boulder will soon come crashing everything in its path. Avoiding these is easy, as you only need to search for a side passage to hide but being careful, as boulders tend to do curves. For example, the boulder coming south from K4 will not stop until reaching M11. And the boulder will stay there, so it may block some paths.
We already commented on beams in level 1, but it is here on level 2 where we find a hammer in the statue of a slave boy at N4 that allows us to knock them down. Otherways, the whole south section of the level stays blocked by a wall at X11. So once you get the hammer you have to run back to level one to knockdown the beam, which blocks X11 at level 1 but opens the square at level 2.
Speaking of backtracking, the red square in the map is a pool of burning coal that we can not jump over. Exploration of this level produced another weight, another tuning fork and a pot full of entrails. This one can be used to lure the alligator out of the pool and kill it by throwing a spear. Sounds easy, but the problem is that there is no apparent way of throwing the spear. You have to start a combat and by trying to attack, our character will throw the spear instead, killing the alligator instantaneously
.
It took me a couple of tries. Fighting the interface is not a feature the game should be proud of
With the alligator dead we can fill one of the numerous pots with water to extinguish the fire at level 2. Do you think it would be that easy? Of course not, because one is not enough. Nor two. Nor three. The number is five, if you were wondering, which made me lose a lot of time searching nearby statues and the treasure room for pots to fill with water and going back and forth to the fire until I managed to completely extinguish the fire. And my only question to that is why. Why make your players come and go from one level to another filling pots with water until the fire is extinguished? This is just adding more hours of gameplay by torturing the player. Did I mention that you have to click on the wires and select “Avoid” to not die every time you pass by one of those traps?
After getting pass by the burning coal, the only thing of interest is another tile found lying in the ground. Taking it is a bit difficult due to the interface. You can move by clicking on the arrows/compass on the left of the screen, by using the keyboard arrows or by clicking in the edge of the gameplay screen. But the tile sits right at the edge, so there are only a few pixels where you can get ahold of it.
Level 3
Once again we have a deadly problem as soon as we get to level 3. This time, the puzzle is quite simple. You have a set of pipes linked together with some switches that make the water go one way or another. At the end of the pipes there are six bottles, one with the symbol of Anubis and the other 5 a cobra. The goal is to set up the switches so that the bottle with the symbol of Anubis is filled before the other ones. Quite a nice and simple puzzle. Even the position of the good jar is randomized every time.
I really hope we don’t get a “Your princess is in another pyramid” after becoming a plumber
After solving the puzzle, we are given access to level 3. This level complicates matters with glass walls by having you need a specific tuning fork for each wall. So basically, every tuning fork is the equivalent of a key to a door. Of the three glass walls here, only the first one can be broken with the forks we are carrying, while the other two need a fork from level 4, which means knocking down the beam here could be a death end, as you need the sand from level one to continue.
And what do you need the sand for? Well, there is a passage going south with a hanging pot in the middle and a Carving at the end of it. The carving is not very interesting but the pot is. It is tied by rope to a hole in the ceiling. At first I didn’t have any idea on how to continue but after striking the pot and seeing the rope disappear once it didn’t hold any weight gave me the idea of using the sand on the pot. And voila, that makes the carving disappear to show access to another part of the level. The only problem? The pot is cracked, which seemed to suggest that there was a timer on how long would the passage be open. For your peace of mind, you should know that there is no such a limit, but thinking there was kept me in my toes in this section.
It is nice that you can destroy the pot and see the rope disappear. It is a clue that could lead to a dead end but it is nice that you can do other things with puzzle items
The only other thing worth mentioning here is that there is a room with a pressure plate. Instead of releasing a boulder, this one makes one of the statues of an archer in the room shoot at you, killing you instantly. The trick here is that there is a rock nearby that can be used to activate the trap and then we can go inside the room and take a bow and arrow from there.
Level 4
No more puzzles when arriving a level here, but this level is quite more interesting than the other ones. The first thing of notice is the large chasm, black squares, in the middle of the level. When we reach there, we can see a chasm and some kind of pillar at the other end described as a stone needle, but no apparent way of crossing the chasm. It is nice that the underlying levels have nothing on those squares, so you don’t feel cheated with the map design.
This level is so Last Crusade that this might have been a leap of faith
Going the only way available, for which it is mandatory to have knocked down the beam downstairs blocking you from the rest of the pyramid temporarily, you get access to a new tuning fork that can be used to break the two remaining glass walls below. Which produces another tuning fork. God dammit.
So the only option with the needle that made sense to me was shooting the arrow, which made the needle fall and serve as a bridge. OK. At this point one would start to think that these cultist have a very rough day-to-day operation, having to continuously replace glass walls, shoot arrows to get access to the main temple…
After the chasm, we get another glass wall that we can break with one of the forks, another beam and the puzzle of the “Word of God” from the Last Crusade. You know, the one where Indy has to step on the letters of the word Jehovah in order to cross a trap room. Here is the same deal, but the letters are replaced by hieroglyphics. The goal is not to step on those associated with Anubis. Why would the cultist test your knowledge of all things not Anubis is beyond me, but the trick here is to pick symbols that do not appear in the papyrus we took from the architect at level 1.
And if you have to come back this way you need to solve the puzzle every time. Isn’t it fun?
Level 5
Level 5 starts with a very deadly trap. Once you enter the square hall at U8, a wall blocks your way back to the stairs and the passage starts to fill with poisonous gas. After several tries and not knowing what to do, I contacted Boris who told me to watch out for things in the floor and walls. Thanks for nothing I guess. There is a mirror in one of the walls but you won’t see it while navigating the hall. You have to turn on every single square and look at each wall, making this one a very annoying puzzle, because the gas starts to block your vision very soon.
We don’t look that different from a common soldier to be honest
Anyway, we have some experience on how to treat glass in this game, so it is not a problem for our collection of tuning forks. Afterwards, we find a passage with a dead artist, our twin brother doesn’t seem too kind on his employees, under a mural dedicated to Hathor, with a depiction of the deity’s name. The artist has another brooch with a beetle that he obviously is not going to need anymore.
Forward ahead we reach the end of the passage, a room with several not very inspiring murals. But we can tap each of them and the one to the south produces a hollow sound, which suggest something behind. To open the way, we have to attack the wall, which again doesn’t seem to be very in line with how to use objects in this game. This leads to a room full of carvings of snakes in the wall and a lot of holes. Trying to look at the holes suggest that there must be a lot of mot******ing snakes in this mot*****ing pyramid.
There is a tile in the ground, but trying to take it ends up in… a crash. Yes, the game crashes. Every single time you try to take the tile. I felt a desperation at this point thinking I wouldn’t be able to complete the game that I was at the point of writing a “Lost” post, which I am sure is a record for a main game. Lucky for me, people at the GOG forum had also found the bug and why it happens. There is a pot full of oil at the beginning of the game, at the architect’s office. Either I didn’t notice it or didn’t think it was important. That pot is the solution to this chamber but the game doesn’t know what to do if you try to take the tile and don’t have the pot with you. I would fire that programmer to be honest, because that some shitty code.
I would like to think that cobra is the programmer responsible for this
So I went all the way down, took the oil and went back there, dying a few times in the wire traps along the way, and with the pot in my possession now I could take the tile. And die. You have to drop the pot first, which breaks it and extends oil all around the place, light it, hope to not die in the fire and take the tile. Aaaaaaaaaand find another bug. When you take these tiles, they can simply disappear in your inventory. Not hide in a container as I suggested at the beginning. No, they simply disappear. Great.
One reload later I was capable to taking the tile with me, but I was blocked with no way ahead. I went back to the artist and the mural of Hathor could also be tapped and broken, showing the way to level 6. Yes, the map there looks weird, but I am pretty sure that’s because the chasm and the Word of God puzzle are not exactly 3 and 2 squares.
Level 6
Reaching level 6 puts us in front of a mural dedicated to Hathor with a hole for four tiles. In the mural bellow there is a box with the name of the deity, and we have four tiles with the same drawings in them, so it is a matter of putting them in place in the correct order. Take into account that we destroyed the mural to get here, so I should thank that I was blogging the game because otherwise I might not have had an screenshot of the mural.
I sincerely hope you have a good memory if you didn’t take a picture of the mural
The final level is quite straightforward. There are two treasure rooms with more weights and a room with a scale and a sarcophagus. The sarcophagus can be opened by inserting one of the brooch in the conveniently beetle shaped hole, which reveals the princess inside. She is quite eager to join us to escape this nightmare.
Even the princess looks like Cassim. I am starting to think this guy became obsessed with himself and imagined the evil twin story while going on a murderous rampage
The scale puzzle is as basic as it gets. You have six weights, the last one can be found inside the sarcophagus after the princess joins us, and you have to balance the scale. I started to put weights in every plate and got it even as soon as I put all six of them on my first try just by trying to compensate the scale with every weight. It was just luck, as every weight has a different… well… weight and you have to take some attention to what you put in each plate. Getting a perfect balance opens up a passage next to the sarcophagus which leads to a very anticlimactic fight with our brother. He fell after two hits of my trusty spear. These twins maybe super evil but not very resilient.
Hello brother. Goodbye brother.
Behind him, a gigantic statue of Anubis with a woman shaped figure at its feet. We can climb the statue to find a brooch shaped hole that once filled with the other brooch allows us to push the woman figure and escape the pyramid. Happy ending?
Why didn’t we use this entrance?
Back to the waxwork
And so, Cassim lived happy ever after. In my introduction to the game I forgot to mention this fellow:
Basically, uncle Fester if played by 80’s Arnold Schwarzenegger
He is Boris’ butler and he is in charge of asking us for the pirate protection code, which the GOG version has limited to always being the same number, and showing us to the waxwork. I didn’t mention him because even in spite of his creepiness I thought it completely inconsequential. That is, until I got back from the pyramid. Then he starts to follow me around pushing me to other waxworks. I am sensing some evil here…
DEATH BONUS ROUND (TOTAL DEATHS: 11)
It just occurred to me that I haven’t explained what I mean by unique death: those that have a unique final death image. For example, it is the same final image with spikes dying by the second level pentagram puzzle, the third level bottles puzzle or the Word of God puzzle, so all of those only count as one.
Session Time: 4h 25 m Total Time: 4h 25 m
Note Regarding Spoilers and Companion Assist Points: There’s a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please…try not to spoil any part of the game for me…unless I really obviously need the help…or I specifically request assistance. In this instance, I’ve not made any requests for assistance. Thanks!
source http://reposts.ciathyza.com/waxworks-walk-like-an-egyptian/
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castlevania circle of the moon gba
http://allcheatscodes.com/castlevania-circle-of-the-moon-gba/
castlevania circle of the moon gba
Castlevania: Circle of the Moon cheats & more for Game Boy Advance (GBA)
Cheats
Unlockables
Hints
Easter Eggs
Glitches
Guides
Get the updated and latest Castlevania: Circle of the Moon cheats, unlockables, codes, hints, Easter eggs, glitches, tricks, tips, hacks, downloads, guides, hints, FAQs, walkthroughs, and more for Game Boy Advance (GBA). AllCheatsCodes.com has all the codes you need to win every game you play!
Use the links above or scroll down to see all the Game Boy Advance cheats we have available for Castlevania: Circle of the Moon.
Genre: Fighting, 3D Fighting Developer: Konami Publisher: Konami ESRB Rating: Teen Release Date: June 10, 2001
Hints
Use Cards You Don’t Have!
First, make sure you have at least one action and attribute card. Then, activate those cards. In the middle of activation ( while Nathan is still yellow) pause the game. Go to the DSS section and put the cursors on the cards you want to use. When you unpause, Nathan will have the magic of the cards you don’t have!Note: this code does not give you the cards. The slots remain empty.
Using Any Card Combination Even If You Dont Have The Cards
This will be probably the best code there is for Castlevania: Circle of the Moon. You have to have at Least 1 attack card and 1 attribute card, you switch to a regular combination of any cards that you have. Then you press L to activate it. While Nathan has his arms back, cape up, and a glow around him, you press strart and switch to any card combination. It doesnt show the cards that you didnt collect, but if you look in a strategy giude and it shows the order the cards are in you could use that. So anyway, after you switch to the card combination you want, unpause the game, and there you go!remember, if you run out of mind power or you press L again after you have your combination up, then you will have to do this process again.
Blue Nathan
This will take a while. But all you need to do is find an Ice Armor. Now, activate Jupiter+Black Dog. Stand very close to the Armor. When the spear hits, Nathan will get hurt, but he will not be frozen but still turn blue. Next time you get hit, you’ll go back to normal.
Sword Draw Power Sign Stays
This is actually quite simple. Activate “Sword Draw” attack using the Mars and Griffon cards. While on a crumbleing platform, hold B to power up the draw. When you fall, you won’t attack, but it will look like you are still chargeing up the move, even though you are not! Note: Combine Jupiter with any card. I’ll leave what happens a secret.
Turn Into A Skeleton
To do this you must have the last two Dss cards or do the Use any Dss Card cheat.So select the last two Dss cards on the right and while playing chant to turn in to a Skeleton, you can attack while in this mode by throwing Bones and you can even throw a relly BIG bone too. The only down side to the whole thing is that if you get hit once by a bad guy you will die, no matter if you have full health.
Turn Into A Bear
Equip the Bear Ring (from Skeleton Medalist in a secret room on the left side of the shaft you fall down in the beginning of the game) and activate the last two DSS cards (Pluto and Black Dog). You will turn into a bear. While in bear form you can shoot from of your head. Hold Up and press Attack to shoot from your rear. Hold Down and press Attack to drop a bomb.
Attack While Cursed
When using the whip, hold down Attack to make it spin around in a circle. It will act like a shield, so you cannot get hit by small enemies around you. Note: You cannot move while doing this attack.
Defeat First Dracula Easily
(N.B. first Dracula is the one in the Ceremonial Room with Morris). On the “Items” menu select the night suit and a strenght ring on each arm. on the DSS menu select a strenght combo(e.g. Pluto and Thunderbird). Be sure to have the crucifix as sub-weapon. When you enter the room and Dracula finishes talking press ‘L’ and then move close to the vertical light, when he appears attack with the crucifix only. Then move to the door and repeat until Level Up appears twice.After Hugh takes Morris away, exit the room and go to the lowest part of the Ceremonial Room break the ground and there will be an HP max increase, take and return to where Dracula escaped(enter the beam of light and you’ll be transported there.)
Beat Lalika Easily
To gain exp easily, locate Lalika and beat her or find the devil and beat him. (May take a litle while.)
Use All Dss Cards
To do this you have to tap the L button and half way through the power up push start. Go to dss and then select any of the cards you dont have but it wont tell what card it is you just have to select it. After you are done go ahead and tap L to stop. If you want to do it again you have to re-set the cards to re power up.
Hidden Items
Where ever there is a lighted torch jump up and whip the flame and one of the following will fall: a little heart, a big heart, Armor, Weapons, and other Items.
Defeat Camilla Easily
Fist make sure you have a sheild for yourself. Then stay and crouch on the highest platform. When Camilla comes tward you, you should hold down the whip button and inflict more damage – It will take a while but she will fall.
Get The Bear Ring
To get the bear ring, you must have the clock sub-weapon and be able to have the item crush attack. Then you go to the secret spot on the left side of the tunnel that you drop down in the beginning. In there is another secret spot in the ceiling of that room. Break open the entrance, then cast the item crush attack with the clock. Directly after casting, super-jump up into the room above where there is a skeleton medalist. You must hurry and kill him before he runs into the wall and kills himself. If you are fast enough, you should get either the a toy ring, nothing, or on very rare occasions, a bear ring.(It is a good idea to save before doing this so that you save time and hearts).
Enemies That Drop DSS Cards
The following is a list of enemies and locations that drop various DSS cards:Action CardsMercury: Bone Head in Catacomb. Venus: Slime in Catacomb, Abyss Corridor (hidden room), and Audience Room. Jupiter: Heat Shade in Machine Tower. Mars: Bloody Sword in Chapel Tower. Diana: Man Eater in Underground Gallery. Apollo: Arch Demon in Underground Storage. Neptune: Ice Armor in Underground Waterway. Saturn: Fallen Angel near the Battle Arena. Uranus: Scary Candle in Golem Boss Room (defeat Camilla first). Pluto: Trick Candle in Cerebus Boss Room (defeat Camilla first). Attribute CardsSalamander: Bomb skeleton in Catacomb. Serpent: Earth Demon in Catacomb. Mandragoras: Axe Armor in Abyss Corridor(in a hidden room), Audience Room. Golem: Electric Skeleton in Audience Room. Cockarice: Stone Armor in Machine Tower. Manticore: Thunder Demon in Machine Tower. Griffon: Skeleton Athletes in Audience Room (hidden room way to the right). Thunderbird: Were-Panther in Chapel Tower. Unicorn: White Armor in Battle Arena. Black Dog: Devil Armor in Battle Arena.
Defeating Death
To defeat Death very easily, just activate the Jupiter + Manticore DSS combo. His sickles cannot hit you, and by this point in the game you will probably never run out of MP because this combo will use it slower than you can restore it.
Spinning Attack
When using the whip, hold down Attack to make it spin around in a circle. It will act like a shield, so you cannot get hit by small enemies around you. Note: You cannot move while you are doing this attack.
Use DSS In Battle Arena
In the Battle Arena, equip a good DSS Summon Combo (for example, Uranus + Cockatrice). Press Start, select “Items”, then “Use”, and use a “Mind High” (not a “Mind Restore” — however they can work, but you will need to be extremely fast). Immediately after exiting the pause menu, press the DSS button. When your character is done casting, press Down, Forward, Up, Attack. If done fast enough, you should have pulled off a summon in the Battle Arena.
Defeating Dragon Zombies (Twin Dragons)
To defeat the Dragon Zombies easily, whenever you get hurt, jump up to the platform by the door where you entered the room and activate the Jupiter + Mandragora DSS combo to heal yourself. A fireball may hit you every once in a while, but it is very rare.
Cheats
Apollo, Uranus, And Pluto + Salamander
here is how to use those DSS. Press L and activate it. then press down, right, up, B very fast(not super fast but kinda fast). that activates those cards. you can also do down, left, up, B.
Thief Mode
Successfully complete “Shooter” mode, then start a new game and enter “DAGGER” as a name. If you entered the code correctly, “Thief” will appear on the option screen. Nathan stats will then be reduced in both the value they start and increase with each level, except with LCK (Luck). Nathan will start with the value of 1600 LCK, and will gain an additional 160 LCK with each level (so at level 11 he will have 3200, and 4800 at 21, etc.).
Shooter Mode
Successfully complete “Fighter” mode, then start a new game and enter “CROSSBOW” as a name. If you entered the code correctly, “Shooter” will appear on the option screen. Nathan will then have a substantial number of hearts, extra sub-weapon damage, and can use the Homing Dagger sub-weapon in this mode.
Fighter Mode
Successfully complete “Magician” mode, then start a new game and enter “GRADIUS” as a name. If you entered the code correctly, “Fighter” will appear on the option screen. Nathan will then be stronger and able to sustain more damage. There are no trading cards in this mode.
Magician Mode
Successfully complete the game, then start a new game and enter “FIREBALL” as a name. If you entered the code correctly, “Magician” will appear on the option screen. All trading cards will then be available under the DSS option.
Unlockables
Currently we have no unlockables for Castlevania: Circle of the Moon yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Easter eggs
Currently we have no easter eggs for Castlevania: Circle of the Moon yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Glitches
Currently we have no glitches for Castlevania: Circle of the Moon yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Guides
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
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