Sentences with phrase «said dungeon»

The phrase "said dungeon" is an idiomatic expression that means a place or situation characterized by confinement, restriction, hardship, suffering, or misfortune. Full definition
The look of the castle, the location of said dungeons in this grand adventure, caught me by surprise somewhat.
When you run a certain dungeon a lot, having weapons specifically for said dungeon is always useful.
Little is known about the story behind said dungeon, save that monster has been sealed within and has been waiting for someone strong enough to reach it.
This is always challenging you to come up with new ways of defending said dungeon.
Little is known about the story behind said dungeon, save that monster has been sealed within and has been waiting for someone strong enough to reach it.
Usually say a dungeon in Zelda would have implied history to it as a special location in Hyrule (or wherever) but the shrines and DBs... because they were all basically the same it felt a bit dry.
3D Dot Game Heroes has you playing as a silent protagonist, slaying monsters, venturing into dungeons, gaining treasures to beat said dungeon's big bad boss, and saving the kingdom from evil.
Thus, he elects to join a community of dungeon looters, where he falls in with other colorful characters that seek to end the monopolization of said dungeons by an sinister corporation.
Said dungeons feature various item pick - ups and branching paths, alongside the demons that of course make their homes there.
-- Spinner — TP Despite the sheer next - to - uselessness of the item outside of the dungeon in which it is found, the Spinner from Twilight Princess still stands out among Zelda items for its uniqueness and how much fun it is to use within said dungeon.
However, in truth, my interactions with other players has been limited to said dungeon crawls as — well, the PS4 pad just isn't suitable for efficient text communication.
But once you unlock said dungeons, they provide some of the game's toughest challenges, and add a dash of Zelda - style fun to the equation.
Blossom Tales has all the elements you'd expect from a game like Link's Awakening or A Link to the Past: dungeons, items to collect inside said dungeon, pieces of heart, a huge map divided in smaller screens, secrets, yaddayaddayadda.
So for say a dungeon, we'd create the maps for that dungeon, the enemies for that dungeon, the story triggers & dialogue for that dungeon, and so on until the dungeon is playable just like it would presumably be in the finished game.
You still chat with locals, you still participate in side quests for pieces of heart or other treasures, if you so wish, you still obtain new items for your arsenal and keys to progress onward through going into puzzle and enemy - filled dungeons, and you still take out the boss lingering in the furthest depths of said dungeons.
Solving the dungeons - I say dungeons but I actually mean secret libraries, abandoned mines, forests, caves, temples, and occasionally an actual dungeon - usually involved spacial puzzles, managing to collect a new item that allowed you to interact with the environment in a new way, and MORE spacial puzzles based around your new ability.
Darksiders II's dungeons and the overworld are integrated so seamlessly that you'll oftentimes not realize you've entered a new area until you check the map screen, and said dungeons are everywhere.
Link's Awakening was the first instance in the Zelda series of unique backing tracks for each individual dungeon, minibosses in said dungeons to break up their rhythm nicely, the fabled «trade sequence» style of sidequest (in my opinion it still has the best one) and multiple learnable songs on an instrument, each with different effects.
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