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Thomas is the hero of the game. He must advance through the five floors of the Devil's Temple and rescue his girlfriend Sylvia from the clutches of Mr. X, who resides on the top floor. Thomas is an accomplished martial artist, and is capable of taking on the massive army of grunts that Mr. X throws Thomas's way. In addition to the regular enemies, there are four bosses that must be defeated before Thomas can face Mr. X. Thomas must punch and kick his way to the top of the Temple.
Sylvia is Thomas's girlfriend. She is captured while Thomas is distracted, and used as bait to lure Thomas in the to Devil's Temple. She waits helplessly at the top of the temple, bound to a chair behind Mr. X. She can only be freed once Thomas defeats Mr. X in battle.
Kick: 100 points. Punch: 200 points. Jump Kick: 300 points.
Grippers are the most common enemy throughout all of Devil's Temple. They approach Thomas from either direction. If they get close enough to grab Thomas, they begin to strangle him and drain his energy. The more Grippers that surround Thomas, the faster his energy drains. Once Grippers grab Thomas, the only way to shake them off is to shake the joystick. Once shaken off, they fall harmlessly to the ground. Four Grippers are the most that will appear at one time.
Kick: 500 points. Punch: 800 points. Jump Kick: 1,000 points.
Knife Throwers live up to their name. They have an never ending supply of knives that they throw at Thomas. They can throw the knives at Thomas's face or at his waist. High knives must be ducked while low knives must be jumped. Knife Throwers like to stay a certain distance from Thomas and will run away if Thomas approaches them. They will only stay in place if Thomas gets closer to them while they were throwing a knife. One Knife Thrower isn't so bad, but getting surrounded by two knife throwers can be a difficult situation. Focus on the one that threw a knife most recently and keep your eye on the other thrower to avoid getting hit with his knives.
Kick: 200 points. Punch: 300 points.
Tom Toms are short fighters that are capable of walking beneath Thomas's standing attacks. Like Grippers, Tom Toms attempt to grab Thomas and drain his energy. Because of their height, you must crouch in order to attack them. However, if you crouch for a long time while the Tom Toms approach, there is a chance that a Tom Tom will leap in the air and try to jump on your back. If it succeeds, you will lose some energy. But if you stand up at the last minute, you will get credit for knocking the Tom Tom out.
Crouch Kick: 100 points.
Snakes, and the pots that they come from, are only found on the first half of Floor 2 of the Devil's Temple. Green pots fall from the ceiling. They can be punched or kicked before they land. If they reach the floor, they crash open and a snake pops out of the pot. The snake will immediately advance in your direction, and must be jumped over in order to avoid taking damage from it.
Kick: 2,000 points. Punch: 2,000 points.
Like snakes, dragons only appear in the first half of Floor 2, and they begin their lives in balls that drop from the ceiling. The balls can also be destroyed, but if they land, a dragon appears. The dragon remains motionless, but a second after it appears, it blows a stream of fire, at the height of your face. If you can not reach the dragon in time to destroy it, you can still crouch in order to dodge the flame.
Jump Kick: 1,000 points.
Confetti Balls are the only other objects that appear during the first half of Floor 2. They drop from the ceiling, but unlike Snake Pots and Dragon Balls, they hover in the air for a few seconds before exploding. Once they explode, confetti shoots out which can harm Thomas if he gets hit by any of it. You must jump and attack in order to destroy them before they explode. However, most of the time, you can safely continue to walk away from them before they explode.
Kick: 500 points. Punch: 600 points.
Poisonous Moths only appear through the first half of Floor 4. They appear from holes cut out from the wall. They hover in the air and fly through the hallway getting in the way. They can be punched or kicked, but their constant height change can make the challenging to hit. Generally speaking, moths that are behind you are safe to ignore unless you have to stop for some reason. Moths that appear in front of you should be attacked or avoided until they are behind you.
2,000 points. The first boss of the Devil's Temple is the Stick Fighter. He wields a large staff that has a long reach. However that reach is also his weakness, as he is unable to strike Thomas when Thomas is standing very close to him. Therefore, get inside his staff's range as quickly as possible, and strike the Stick Fighter with crouching attacks until he is pushed far enough away from you to hit you with his staff. Once this happens, stand up and move closer to him and repeat until he is defeated.
3,000 points. The boss of the second floor is the Boomerang Fighter. Much like the Knife Thrower, the Boomerang Fighter stands in one place and tosses boomerangs at Thomas. Boomerangs must be dodged just like knives, but the Boomerang will return, possibly at the same level, possibly on a different level. The Boomerang Fighter can throw up to two boomerangs at a time, and not necessarily at the same height. Once one boomerang is thrown, start moving in to attack. The fighter will generally stand in one place until all of his boomerangs have returned, giving you ample opportunity to defeat him. Just keep an eye on your health.
3,000 points. The boss that you face on the third floor is gigantic. He makes an easy target, but he packs an unbelievably powerful punch. Even at full health, two attacks from this giant is enough to knock you out. Your best offense if a high jump kick. If you can land two of them before he hits you twice, you will be in good shape. Against this foe, there are very few other options.
5,000 points. The Magician is a deceptively difficult boss on floor four. His main attack comes in the form of a fireball. It can be ducked, but he sometimes likes to throw them at your feet. Sometimes, the fireballs will transform into moths or snakes when they reach the extent of their travel. Attacking the magician requires a bit of guess work. Between his face and his chest, only one target is undefended. Hitting the wrong one causes the magician to teleport back a short distance, freezing you in the process. Occasionally, the Magician will create a body double. Each image will appear on either side of Thomas, but only one is the real one, and it's not always the image on the right. Quick attacks and good judgment are your best weapons against the Magician.
10,000 points. Mr. X is your ultimate opponent. He has a near impenetrable defense, a long range, and lightning fast attacks. The trick to fighting Mr. X is to keep him on the defense. Attack him quickly with a rapid succession of kicks, either high or low, and switch it up at the last moment so your attacks slips through his defense. Even if you can't land a hit on him, keep attacking rapidly in order to keep him a safe distance away from you so that he can't attack. Wait for the right moment to change your attack, and stay vigilant against his powerful attacks. Once you knock him out, Sylvia can be safely rescued.