Sentences with phrase «end of the dungeon»

By defeating the «Gate Keeper» awaiting at the end of the dungeon, you will obtain an «Adventure Log Password.»
Doing so means that he has to fight his way to the end of each dungeon and battle an extremely easy boss at the end.
Boss battles also appear and are a great showpiece to mark the end of a dungeon.
Unfortunately the demo I played had a time limit, so I didn't get to see the boss at the end of the dungeon, but what I did play was enough to get me excited for the game.
They reveal that at the end of the dungeon they played, they took on a boss named Wind Blight Ganon.
One can be found at the end of each dungeon, found where the Boss was killed.
Loot is earned at the end of each dungeon.
At the end of each dungeon, whether its a story related one or one created by the player, performance will be graded, giving players an additional reward depending on the obtained grade.
This has rarely been replicated since, although it naturally makes a return in A Link to the Past's eventual successor, A Link Between Worlds, where you're actively trying to save characters instead of simply taking out a malevolent force at the end of a dungeon.
The idea of saving people instead of simply collecting an item or piece of the Triforce at the end of each dungeon was implemented perfectly, giving players a sense of dread that the maiden they were after was in direct danger and that you needed to get to her as quickly as you could.
After finishing my read I will agree with the review, it is a really good game, but the ability to do any dungeon at will is just pointless, like you, I want to get a new item at the end of a dungeon, a piece of heart is all well and good, but it doesn't beat the sense of achievement on actually getting the next item on your list so you can start blowing up all the cracks in walls you have seen etc..
This serves as a good on the fly tutorial for the practicality of the new items while preparing you for their most important use and that is in the boss battle at the end of every dungeon.
Once players reach the end of the dungeon floor, they'll face off against the floor boss, a larger foe with the power to shoot even more bullets than regular foes and in higher quantities, making for the real bullet hell portion of the game.
Making it to the end of a dungeon lets you interact with a shopkeeper of sorts, spending any collected cells on permanent upgrades that persist between playthroughs or depositing blueprints for new gear that then becomes unlocked and upgradable.
By defeating the «Gate Keeper» awaiting at the end of the dungeon, you will obtain an «Adventure Log Password.»
At the end of every dungeon you will of course encounter a boss battle.
At the end of each dungeon is usually a boss fight, followed by the next town and a few story beats.
Maybe you could even set it in the mines of Moria, for example, so as you dig you discover a Balrog at the end of your dungeon.
Throughout the game you're given a choice every time you come across a Fury at the end of a dungeon, and the characters in your party tempt you to go one way over the other, and whatever choices you make at these parts add up and lead to the path you get onto.
Playing through again will let you compete against yourself to have more hearts at the end of the dungeon.
You have a great fight to look forward to at the end of every dungeon.
There are 16 in total, but the best ones are at the end of the dungeons.
Even after dying without killing the dealer's champion at the end of the dungeon, effectively failing your quest, you can still collect the booster packs for encounters you have completed.
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