7/26/2023 0 Comments Beat a wizards lizard in one runIts layout is a set one, with Raga sleeping in the wizard's study until the player moves him to the laboratory, where a cutscene showing Death kidnapping the Wizard happens. As the Wizard's and Raga's home, it is a peaceful house-like area with no enemies. The Wizard's Tower is the starting point upon starting a new game. Death himself waits for the player in his throne room in the depths of this area, guarding the Wizard personally. Death's most powerful creations as well as demons from an abyssal cult that worship Death guard the Crypt. Its halls are filled with a large variety of clever and deadly traps designed to pierce, crush, stab, and otherwise injure unwanted guests. A huge fortress built on top of the ruins of the world's former capital's citadel, it is a symbol of Death's power and hold over the world. The Crypt is Raga's intended destination and the final level of A Wizard's Lizard. The secret passage to the Crypt is guarded by the Sewer Hag. The Sewer is a breeding ground for slime-themed demons and monsters that Death tolerate in his domain. Poisoned by demonic influence and having not seen a hint of maintenance in ages, its rooms are filled with toxic water, slime, defective sewer pipes, abandonned barrels filled with hazardous materials, and all other kinds of squishy and unsafe things. The capital's streets being impassable, the Sewer is thus the second step of the journey. The Sewer is a complicated maze underneath Death's capital. The Boss of The Cemetery is the Zombie Warlord. The Monsters you'll find follow a crypt-like theme and are largely basic. True to its theme, it is filled with tombstones and shallow graves. It is the first area in any run that doesn't use the shortcuts and is the first step of Raga's journey. The Cemetery act as an airlock in-between Amberfall, at the edge of the lands of the living, and Death's domain.
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