Tower of Spirits (4) | Zelda: Spirit Tracks 100% Walkthrough "26/49" (No Commentary)

Описание к видео Tower of Spirits (4) | Zelda: Spirit Tracks 100% Walkthrough "26/49" (No Commentary)

In this part, we climb up through the 4th section of the Tower of Spirits to get the Fire Rail Map. We are introduced to Warp Phantoms and Sentries. If you are detected by a Sentry, they will alert the Warp Phantoms who will warp to your location and take you down, the sentries will also slow you down until you shake them off. Once Zelda possesses a Warp Phantom, you can draw a line from her to a Sentry to have her warp directly to it regardless of walls or doors.

1F:

We start out by lighting the nearby unlit torch with our Boomerang to spawn a chest containing a Small Key. Using our Boomerang, we stun the nearby Sentry and defeat it to get the first Tear of Light (Note: Sentries will respawn over time!). Next we hit a switch to create a bridge that we will use later for another Small Key. Afterwards, we use our Whip to grab the sword and toss it into the right side statues mouth to spawn the chest containing the Small Key I just mentioned us getting later. With that done, we get the first Small Key from the torch chest, and whip across the room (taking our time to avoid being seen by the Sentry) to get to the 2nd Tear of Light (there is a high chance of being seem by the Sentry in front of the Tear, but the safe zone is there so don't worry). Lastly, we cross the room again and open the door to the 2F.

2F:

We start this floor by using our Boomerang to defeat the Sentries and get to the 3rd Tear of Light's position. We use the Boomerang to hit the far wall to distract the Warp Phantom long enough to get in and grab the final Tear of Light. With our sword powered up, we have Zelda possess the Warp Phantom and show her warp ability to get the Rare Treasure on this floor before heading back downstairs.

1F:

We start by collecting the 2nd Small Key from the fish statues earlier and then use Shield Jumping with Phantom Zelda to get two Rare Treasures (one of which requires the whip as well). Afterwards, we warp Zelda behind the closed door, and hit both switches simultaneously to open said door and progress.

2F:

We start again by having Zelda defeat the Blue Chuchu's for us, and arrive at two switches. Zelda cannot walk across sand and will sink, so have her stand on the first switch, and have Link cross the sand and hit the 2nd switch to create a bridge for Zelda. Once across we discover Warp Panels that can exchange Link and Zelda's positions by standing on them at the same time. After solving the puzzle we move up a floor.

3F:

We start this floor by solving a few Warp Panel puzzles to get to the 3rd Small Key. Once complete, we head to the left side of the room and warp Zelda over using the Sentry. Using the Warp Panels we bring Link over, and repeat the process with Zelda to get her back. We then use the boomerang to stun the Sentry and use the Whirlwind to move it across the sand before warping across with Zelda for the switches.

4F:

On this final floor, we must have Zelda warp into the next room and walk on specific tiles to solve the puzzle. The pattern to walk on is the exact path the Phantom in the other room is walking, so follow what he does, or walk the path I draw, to solve this and get the Fire Rail Map.

Train Schedule:

Not Running

Collectibles: 5

1. Tear of Light - 2:03
2. Small Key x3 - 2:47, 8:29, 15:06
3. Tear of Light - 3:28
4. Tear of Light - 5:29
5. Fire Rail Map - 23:55

Комментарии

Информация по комментариям в разработке