Patch Notes Fixed Fangmistress Fatality final ending and end credits Patch Notes Fixed Fangmistress spanking rounds so you can see the button. Fixed white flash during fights to make it darker and easier on the eyes.
Newgrounds accounts are free and registered users see fewer ads! BarbarianBabes responds: Many we make ourselves and license the others. The BGs gotta be perfect! Glad you like them. Why isn't Nightmare a boss? She heals every other attack! BarbarianBabes responds: Only if your combat roll is too low.
Get more fatalities! And I was on the final boss, too. Savage Blow 3 Alternate: Time's Pulse 3. Wrath 3 Alternate: Desperation 3. Darting Blow 3 Alternate: Flashing Blade 3. Distant Counter Alternate: Fury 3 or 4. Moonbow Alternate: Ruptured Sky. Distant Counter Alternate: Fury 4. Wrath 3 Alternate: Null Follow-Up 3. Bonfire Alternate: Luna. Blue Flame Alternate: Dragon Fang.
Wrath 3 Alternate: Vantage 3. Luna Alternate: Blue Flame. Res Smoke 3 Alternate: Atk Smoke 3. Wrath 3 Alternate: Renewal 3. Life and Death 3 Alternate: Fury 3. Infantry Pulse 3 Alternate: Threaten Spd 3. Distant Counter Alternate: Steady Breath. Glimmer Alternate: Bonfire. Moonbow Alternate: Dragon Fang. Def Smoke 3 Alternate: Threaten Def 3. Steady Breath Alternate: Fury 3. Finishing the first escalation level will also complete the first stage of the Wrath Termination challenge and unlock the Roar Flash Grenade , the Shashka Beast , and the Temper Suit.
You spawn in the same room as Agent 47's Physical Body again, so grab the Rusty Nail and Roar Flash Grenade from the bench, then start collecting weapons nearby. A lot of the items will be in the same place as the first escalation level. Enter the stash room and grab the cleaver and car battery, then use your rusty nail to open the locked case on the left to get the screwdriver and Fuse cell.
There is also another fuse cell in the room, so you can grab that too if you want. There are two of these in one of the crates in the second stash room, which is only accessible after completing wave 1. Inhibitor groups will be approaching the mansion in the same order as escalation level one. Be careful, as some of them have increased to more than three enemies at once. Don't forget to pick up anything that the Inhibitors drop to help make your life easier. The first group will approach the mansion from the hallway between the Dining Room and the Kitchen.
If you're quick about getting your weapons at the beginning of the wave, you can intercept them outside. This group enters the mansion from the courtyard on the south side of the building by the Trophy Room. On your way through the hall, set up the water barrel trap with the car battery in the entrance to the sitting room. This group approaches from the main entrance.
If you take too long getting to the second group, this one may already be on the second floor. Before you head toward this group approaching from the north hallway, grab the Proximity Mines from the second stash room above the Library.
Place one on the gas canister at the base of the Library stairs, and another in the main entryway. This group enters through the sitting room, so try and catch them before they head upstairs.
The barrel trap that you set up in wave 1 will help here. This inhibitor group attempts to head upstairs through the library. The Proximity Mine you placed on the gas canister should slow them down enough for you to dispatch them. The last group for this wave approaches through the main entry and has two inhibitors in it. The water barrel trap in this room is helpful for slowing them down.
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