...and now it's time to go for the Master Thief Sprints again! Once again, I go from Chapter 1 to Chapter 4, and unlike the first time around, I almost completely blow through it.
A Stealthy Approach
This was the first Master Thief Sprint that I attempted and beaten when I played the game for the first time, and not surprisingly, it's the first one that I do for this Let's Play. Just touch the hourglass and the sprint will start. Just don't use the move you got after beating Clockwerk, because the game takes the hourglass away from you if you do.
You're going to be using the Roll move to get some speed in the straightaways of all the Master Thief Sprints. As a matter of fact, it's the one move you're going to be using more than anything else with the Sprints, as the clock for the Sprint speeds up and slows down with Fast and Slow respectively, giving you no real advantage at all. As a result, you have to use Roll to move a little bit faster and even go down hills faster. Unless you use Roll, you won't have a chance of beating the sprint for A Stealthy Approach.
Into The Machine
Into The Machine has you learning how to get past the narrow walkways you have to sidestep across in order to save time. You'll have to use the double jump, then press Circle and hold the analog stick or D-Pad towards the walls in order to move across faster, keep yourself on the narrow path and save some time. You'll also need to use the double jump and the Circle button to get across the pipe at the top of the fans faster while also avoiding the fan blades.
You'll also have to memorize the stage a little bit and figure out where those rings are so you don't get disoriented and cost yourself a few seconds.
High Class Heist
This is probably the hardest of the Master Thief Sprints in Tide of Terror. You barely have enough time to get through this one. You'll have to figure out how to get past the lasers quickly so that you can go from set to set without delay and without setting them off. You'll also need to know how to double jump over the laser fences. After that, you'll have to know when and where to cut corners after the jump across the lily pads, so you can avoid the spotlights. You'll have to do the double jump across the narrow pathway around the column close to the end, and you'll have to be very careful not to touch the spotlights immediately after it. That last stretch with the spotlights is perhaps the hardest part of the whole Sprint. If it weren't for my original playthrough, I would have forgotten all about this.
The Fire Down Below
For this one, you'll need to be as quick with the spinning wheels as you are with your footwork. This is especially true of the last wheel that you have to run on, due to that pesky spotlight. Once you're able to get on the conveyor belts, don't forget to roll.
A Cunning Disguise
For this one, you clearly can't use the barrel aside from at the very start. Otherwise, you're going to lose this one. You'll also want to roll towards the elevator and off the edge to get past the second set of globes. The hardest part is dealing with the squid guards; I was able to find a hiding place with the first one. As for the one near the end, I just had to roll towards him and hope for the best. When you head to the second elevator, hug the left wall so you don't get hit by darts. Also, getting a charm during the run or doing this run with a gold charm works best; you'll more than likely need the charm to get past the dart-shooting globes at the end. If you don't have one, you can leap on the wooden guardrail to the left near the last dart trap and jump your way to the exit.
The Gunboat Graveyard
The timer here may seem intimidating, but it really isn't, as long as you know the route to the exit. The spotlights at the floating platform bits may make things a little dicey, but if you stay on the move and figure out the movement patterns on the spotlights, you shouldn't have much of a problem making it to the exit before the time runs out.
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