Strug­gling to make head­way? You can at­tempt the fights on the Sim­ple dif­fi­culty. Though that name should prob­a­bly be brought up un­der the Trades De­scrip­tion Act, it’s true in a rel­a­tive sense – of­ten re­mov­ing the fi­nal phase of a fight en­tirely, or at the very least re­ar­rang­ing at­tack pat­terns to make them a lit­tle more man­age­able. But as a re­sult, you won’t earn the con­tracts you need; as such, the ex­tended fi­nale, which fea­tures a boss rush and a di­a­bolic fi­nal en­counter, re­mains out of bounds. There’s no op­tion to tackle the run-and-gun lev­els on an eas­ier set­ting, nor the three brief Mau­soleum stages which test your par­ry­ing abil­i­ties against waves of ghosts. De­feat them all and you’ll earn a new Su­per abil­ity: the se­cond, which con­veys tem­po­rary in­vin­ci­bil­ity, is prob­a­bly the most use­ful.

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