![]() ![]() Battles are at near 100% speed (but sometimes drops to 45FPS). Some bugs with disconnected Wii Remote and sometimes some layers of gfx become black, also Save States don't work - used in game save function. If use speedup button (TAB) - get up to 133-166% of speed, but sadly in most place you'll get only 105% of speed (no speed up). This title has been tested on the environments listed below:įinal Fantasy IV (4) the After Years on PC (Dolphin 3972) However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. These big guys aren't going to come running after you, so you can freeze them with Blizzara, then run up and beat the tar out of them.Compatibility can be assumed to align with the indicated revisions. When you're ready, charge in, and use magic to attack your yellow opponents from afar. Before taking it, you should ensure that all of your party members have full Hit Points, as three fearsome monsters are waiting on the other side. You'll revisit yet another familiar room, but this time, a new door will open. Ride it to another door, and head through. Since all you have to do is shove them into the canals and push them around, this isn't a brain-bending puzzle, but it will take a short while to cover all the distance. There, three crimson buttons are waiting to be pressed. Your ultimate goal is to bring all three stone blocks to the northeast-most point of this map. This will bring the three gray cubes to a functional elevation. When you're through with the clean-up, go back to the beginning, and flip the black ground switch. Some of them aren't magic users, so remember the timeless technique of using the terrain to your advantage. Like those rooms before it, this one is easier to get through if you kill off all the enemies first. They're your means of getting through this place, since its wrought-iron gates are sealed shut. Upon entering, you'll likely remember this room, but one important thing has changed: its canals are bone dry. Quickly push the stone block onto it-smacking the three pillars yet another time, if necessary-and a door will open. Once you've accomplished this, the platform above the button will move away. To beat it, you'll need to activate all three pillars near-simultaneously by whacking them into place. Three vertical pillars and a conspicuous red button-tucked beneath a small stone square-present the puzzle you'll be playing with. Clear out the enemies, then check the place out. Run through it, and drop down to the new room's lower area. Upon defeating all of them, you'll open the next hallway. ![]() It should fall into the gap, and create a bridge. When they fall, several shadowy baddies will materialize. When you reach the chasm, make sure you're centered, then get on the coffin's other (east) side, and push it over the edge. For starters, you'll go toe-to-toe with several magic-casting foes, and a thug. Head on, and prepare for a close-quarters brawl. Ultimately, you'll want to push it onto the nearby crimson button, and open a passage leading north. What you'll have to do is hit the pillar until it activates that platform, then leap onto it-thus, a Selkie may be a good choice for this-and push the stone block westward. There's a vertical pillar you'll need to smack around a bit, and just west of it, a submerged platform waits with a gray cube you'll need. Following that, return to where you'd first entered. This also helps you get the lay of the land. To avoid headaches, you should run around and defeat them first. Slightly smaller than the room before it, this interestingly shaped area doesn't house many enemies, but they're magic-oriented. Afterward, push the second pillar into the wall, and a door on the higher floor will open. To prevent it from ejecting, shove it all the way in, then use the gray box to block it off. ![]() To open the next door you'll need, you'll have to push both pillars into the wall, but one of them-specifically, the one with the square indentation in front of it-won't stay put. While you're clearing the place out, take note of the two glowing, rectangular pillars, and the gray box. You'll walk into a very large room with several treasure chests, and enemies waiting to be beaten. ![]() The crimson switch that opens the next door is in the bottom corner. To get rid of that, locate the very tall pillar in the water, and strike it until you've activated the drain system. In the first room, a tremendous collection of water prevents you from proceeding. ![]()
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