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  • Breather Level: The main garden, where all of Hans's companions relax. Eventually subverted, as the Red Camerlengo can enter the room in search of you.
  • That One Boss: What's left of Lucrezia will attack Hans in the dungeon if he falls for her trap. Like all the enemies in the game, she cannot be harmed (implicitly because she is a ghost); she magically drags Hans towards her with even more force than the servants were capable of every time she attacks; and her attack is to spawn masses of worms which can very quickly overrun the area and leave Hans unable to avoid a Death of a Thousand Cuts from the resulting Zerg Rush. Technically all you need to do is get past her and escape up the beanstalk, but she attacks in the room with the butterfly that needs to be chased down and caught in order to secure the Golden Ending, and if the player missed the sidequest to get hold of the butterfly net, then the butterfly can only be caught on the rare (and randomised) occasions that it chooses to land - something it's hard to keep track of while avoiding about a million worms and keeping your distance from Lucrezia herself. Oh, and she kills the ambient light when the fight begins, so unless you were well-prepared with your candles the whole ordeal might have to take place in the dark. Fortunately, she's also a Skippable Boss.
  • That One Level:
    • One of the castle's rooms inexplicably has everything in it invisible. To get the letter from that room, you have to light all the invisible torches while avoiding all the invisible spikes and outrunning the invisible servant. It's actually a little easier than it sounds since the positions of the spikes is hinted at by conspicuous bloodstains and the servant's breathing gets louder the nearer it is, plus there are actually levers spread out on the far side of the room that will each deactivate one of the three invisibility spells, but you can probably expect to die a handful of times before you work all that out.
    • Another room is almost entirely coated in grates that spew fire at various intervals, plus one end of it has a (flame-proof) goat monster that will wake up if Hans gets too close. This room even contains a chest with a note from Joseph Frei which muses that no-one should try to cross this room without saving first.

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