Red Rope: Don’t Fall Behind+ Walkthrough 8 – House of Wind

Solomon takes a look at the mini-bosses in Red Rope, putting them in order of difficulty when he really wants to rank them by quality and complain.

The Intermediate Bosses

Now that we’ve finished the intermediate houses, let’s take a look at the mini-bosses we fought along the way.  Each of them dies just like every other monster:  you only need to wrap around them.  However, they each have defensive and offensive traits which makes eliminating them difficult.  We’ll review them in order of difficulty, and I’ll estimate how many lives you may lose.  If you’re still learning how to move with your partner, you may die more often.

4.  The Aeromancer – Wind:

With bottomless pits on all sides, the Aeromancer’s room can appear daunting, but you’re going to focus on staying in the middle area.  The boss will fly about the stage and land on a random pillar of solid ground. It will then blow in one of the cardinal directions, creating a wind which can push you into the bottomless pits.  You only need to run against the wind in order to stay in place, and if you’re in the middle of the room, you’ll have ample space to maneuver.  Wait until the Aeromancer lands to the direct left or right of you before you pursue it.  This makes it so you need to move across only one set of moving platforms in order to kill it.

Expect to die five or fewer times.

3.  The Dowser – Earth:

The Dowser is the only boss who won’t attack you directly.  Instead, it summons a massive sand worm to pursue you.  Given that the room is mostly made up of sand, you’ll have to evade the sand worm as you chase after the Dowser.  The Dowser will teleport around the room at regular intervals or after a few seconds of you chasing it.  It is smarter than the average enemy in how it runs away from you, and it will be easier to pincer him if you and your partner are spread apart from each other.  When able, move across solid ground to ensure you aren’t too slowed down by the sand.  The sand worm may be intimidating, but as long as you keep moving, it won’t be able to kill you.  Once you kill the Dowser, the sandworm will die with it.  I have not attempted to kill the sand worm, considering it requires a long rope to wrap around it.

Expect to die around five times. 

2.  The Nereids – Water:

You have two Nereids to kill, and they remain invisible unless they’re using their special ability or are running from you.  Their special ability allows them to rain ice chunks from above which will kill on contact.  Watch for shadows on the ground to avoid these attacks.  The battle, itself, will be more about dealing with the four frogs in the room while dodging the ice attacks.  Hit the button in the middle to lower the water levels, kill the frogs, and then go after the Nereids.  The Nereids can’t use their abilities if you’re chasing after them, and passing your rope over them will freeze them.  Once they’re frozen, you only need to wrap around them to kill them.

Expect to die anywhere between 5 to 10 times. 

1.  The Pyromancer – Fire:

The Pyromancer will kill you the most easily due to its unpredictability and the instability of the crumbling platforms in the room.  This boss will chase after you, pausing every few seconds to chuck two homing fireballs at you.  Generally, it will throw two sets of fireballs before it extinguishes its fire armor (although it can also hurl a third set).  If you try to kill it beforehand, it will burn through your rope.  Once extinguished, you have about 8-10 seconds to rush in and kill it.  I recommend you stay on one side of the room, looping around the Pyromancer while dodging its attacks.  This way, you have less distance to cover when it does extinguish itself.  Just be mindful of the crumbling platforms because they can sink quickly, cutting off your routes or killing you. 

Expect to die upwards of 10 times.

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