Kung-Fu Master/Walkthrough: Difference between revisions

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==Floor 4==
==Floor 4==
[[Image:Kung-Fu Master Floor4.png|thumb|right|Floor 4]]
[[Image:Kung-Fu Master Floor4.png|thumb|right|Floor 4]]
Much like Floor 2, Sections 1-4 of the 4th have a unique characteristic.  The first three sections feature holes in the walls from which poisonous moths are released. The moths fly in a predictable pattern, but are still difficult to avoid since they move about as fast as you, and their height off of the ground is often changingBest to avoid them by ducking under or jumping over moths when possible, forward jump kicking when opportunities arise (never backward), stopping for standing punches or kicks only when necessary, and proceeding past the pillar that marks section 4 (which the moths will never pass) as quickly as possible. Grippers and Tom Toms, and even a Knife Thrower will attack until you reach the Black Magician.
The first three sections of the fourth floor feature holes in the walls from which poisonous moths escape and fly toward Thomas. The ones that move about as fast as you are tougher to avoid, and all of them can vary their height at willDuck under or jump over moths when possible, forward jump kick them when opportunities arise (never backward), stop for standing punches or kicks only if needed. Pass the pillar that marks section 4 (which moths cannot pass) as soon as you can. Grippers, Tom Toms, and even a Knife Thrower or two stand between you and the Black Magician.<br>


Although you can punch or kick the fireballs the Black magician casts, it is impossible to predict if he will cast a viper or a firebreathing dragon on the ground, a naked fireball high or low, a high fireball that turns into a poisonous moth and swerves back at your head, or two or three or four of any random fireballs in rapid succession. It is safer to assume he will throw high and duck so that when his next fireball (hopefully) flies overhead, you can close with him, or at least back him up. With enough space to discern a high or low fireball, try to kick high fireballs or jump over low ones, then close for crouching punches. The main goal is to pin the Black Magician against the staircase, then let loose a flurry of crouching punches that will keep the Black Magician from casting any more shots.
Although you can punch or kick the Black Magician's fireballs, it is impossible to predict if he will cast a naked fireball high or low, a viper or a firebreathing dragon on the floor, a high fireball that turns into a poisonous moth and swerves back at your head, or two or three or four or even five of any random fireballs in rapid succession. It is safer to assume he will throw high and duck so that if his next fireball flies overhead, you can close with him, or at least back him up. With enough space to discern a high or low fireball, try to kick high fireballs or jump over low ones.<br>


Foot sweeps always miss entirely.
Foot sweeps always miss entirely.<br>
High or jumping attacks will seem to decapitate him, until he disappears and freezes you in place, while he reappears a few steps behind you, regrows his head unharmed, and attacks again.
High or jumping attacks will seem to decapitate him, but he will freeze you in place, disappear, reappear a few steps back, regrow his head unharmed, and attack again.<br>
Stick to crouching punches.
Stick to crouching punches, pin him to the stairs, and loose a crouching punch flurry to keep the Black Magician from casting any more shots.<br>
If you do not defeat him quickly enough, he will eventually project a fully capable copy of himself behind you …
If you take too long, he will eventually project a fully capable copy of himself behind you …
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