We're halfway done with the Master Thief Sprints! This entry covers all of the Sprints for the third chapter of the game.
The Dread Swamp Path
Believe it or not, you can use the spire jump technique to completely bypass the first spider in the stage entirely. As for the big creatures that you have to kill both halves of, you'll still have to smack them out of your way. Just remember that you still have to take a leap of faith in order to make it to the end. Watch out for those searchlights!
The Lair of the Beast
You'll barely have enough time to get through this one. Best advice I can give for this stage is to do the spire point jump from branch to branch and vine to vine, and make those swings on the hooks quick. As you'll see here, I don't even have the time to pick a fight with the enemies; I just go straight through. I also take a bit of a shortcut from running into the water while in a hurry; as a result, I'm bounced further ahead and I got a good boost through a bit of the end as a result.
Descent Into Danger
The two minutes and change that you get for this is just enough for you to make it to the exit with a few seconds to spare. Knowing the layout for this stage is definitely well-advised, as you'll need to know where to turn in order to get to the next area. As for those lasers spinning around the column, the more space you have from where you need to get on and where you need to get off, the better.
A Grave Undertaking
This one ended up being the hardest one to do, and it's all due to the ghosts at the end. The ghosts at the end will make it very difficult to get to the green light and stop the timer for a job well done, and the best bet for this one is to get a charm during the run and hold on to it until you get to the very end. At this point, you should have all the vaults opened, and if you have the water safety ability, you'll get back on the narrow path and you can get to the exit before the ghosts come back.
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