There are many Abilities for you to obtain in 168澳洲幸运5开奖网:Disney Illusion Island, all enabling you to explore more of its world, gather Collectibles, and even overcome challenging puzꦫzles and boss encounters. While there are no combat elements to the game, you must use your platforming skills to best each boss thrown your way.

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And, to get your hands on the Tome of Botany, you must take down Thief #2 by utilizing all the Abilities you've learned up to this point to overcome a series of mini-puzzles and challenges. While you won't be attacking them directly, completing these objectives will ultimately deal damage to them and eliminate them.

Thief #2: Phase One Guide

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The Thief #2 boss encounter relies heavily on the Swing Ability, along with support from the Wall Jump and Glide Abilities. The first phase is relatively straightforward but will prepare you for what's to come in the following two.

Phase One: Part One Guide

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For the first part of phase one, you will be introduced to a series of four hooks, enabling you to use your Swing Ability to swing back and forth over the rainbow pattern beneath them. There are no active threats during this step; it is merely here to teach you the encounter's mechanics.

At first, the hooks will be non-interactive, but the boss will cast ice on all four, and you will see a rainbow pattern beneath them, indicating you can now use your Swing Ability on them. Your goal is to Swing back on forth on all hooks until you break the ice covering them.

Breaking the ice on all four hooks will cause a rock to fall onto Thief #2's head, taking you directly into the next part of the phase. Since there are no threats here, you can freely jump from one hook to another after breaking the ice to resolve and learn the mechanics!

Phase One: Part Two Guide

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Part two of the encounter kicks off with Thief #2 summoning two plants on the arena floor just to the right and left of the center. These plants will periodically launch spikes high into the air, having them reach the ceiling before descending back down to the plants.

The layout of the hooks and stage remain the same, as does your goal and strategy. You just now have to worry about evading the spikes launched from the plants on their ascent and descent. Fortunately, their trajectory is easy to telegraph and avoid and doesn't pass through any hooks.

Swing from one hook to another, and delay your jump when necessary to avoid getting intercepted by a spike. Break the ice on all four hooks once more to progress to the next part of the first phase!

Phase One: Part Three Guide

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After dropping the second rock on Thief #2's head, the final part of the first phase will begin, which just has them summon a line of spikes in the middle of the arena, leaving the plants in play from the previous round.

Fortunately, your strategy doesn't change at all from the previous part, as the spikes in the middle of the arena have no impact on your ability to jump from one hook to another. Do exactly what you did in the previous 🃏round, and you will be in the second phase of the encounter!

Thief #2: Phase Two Guide

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With the first phase down, Thief #2 will now attempt to spice things up a little by changing up the arena's layout slightly, offering new threats you must keep an eye out for to dodge, and more. Luckily, two Hearts will also be in play, allowing you to restore some of your health if need be.

Phase Two: Part One Guide

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Phase two's layout now has an elevated floor in the center of the arena with a plant on either side that launches spikes high into the air, just as you saw in the previous phase.

However, the platforms on the left and right are now Venus Fly Traps, meaning you cannot stand on them for too long, as they will snap shut, damaging you if they catch you. There are also spiked enemies on the far left and right walls that will periodically roll up and down them.

The good news is that once you grab hold of one hook, your only threat is the spikes launched from the plants, as the Venus Fly Traps and rolling enemies are not in range to hit you. Jumping from hook to hook is very easy here, as they are all relatively close.

We suggest starting on the right side of the stage, as you can jump from the hook on the right to the one in the center, then from that one to either the bottom or top one on the left, and get from that one to the remaining one with ease!

Phase Two: Part Two Guide

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Part two of the second encounter has Thief #2 summon a line of spikes beneath both Venus Fly Traps, making your strategy remain the exact same as the previous round.

Follow the same path you took in the previous part, as the spikes placed beneath the Venus Fly traps have zero impact on your ability to leap from hook to hook or affect your ability to jump onto the Venus Fly Traps in the first place!

Phase Two: Part Three Guide

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The third and final part of phase three is a tad tricker than the two before it but is handled more or less the same way. Here, the only difference is the plants will fire another spike upward as their previous spike begins its descent, making the window to pass over it much tighter.

Your method and strategy of reaching the hooks and your pathing from hook to hook remain the same, but you must be a bit more patient when jumping from one hook to another that requires you to pass over a plant.

There will be a point where the descending spike meets with the ascending one near the middle of its trajectory. This is the best opportunity to leap from one hook to another and avoid taking damage. There will be other moments like this, but they are brief and much harder to time, so we suggest looking out for this opportunit♚y first.

Overall, besides the additional spike, you will follow the exact same strategy and blueprint from the previous steps, just with a slightly different twist that can be overcome w🦄ith 📖the steps outlined above!

Thief #2: Phase Three Guide

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Our third and final phase is the most challenging and different of the bunch, but your goal and strategy remain the same. No Hearts are available during this phase, so be patient and mindful of your surroundings. There is also only one round for this phase instead of three, making it much more manageable.

Phase Three: Final Part Guide

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The final phase still has four hooks you will need to Swing from. This time they are split into pairs on each end of the arena, stacked on top of one another. You will also notice the lack of platforms, a line of spikes on the left and right sides, and a pair of rolling enemies on the left and right walls.

Before the hooks become active, two air streams will appear to the left and right of the center of the stage, allowing you to use your Glide Ability to ascend them and reach the hooks. However, spiked rocks will also climb the air streams, so be wary of them.

Stand on top of one of the air streams and Glide up it the moment you see the hooks activate. This will allow you to bypass the first wave of rocks, enabling you to knock two of four hooks out without breaking a sweat. After this, return to the center of the arena.

From here, wait until you have an opening in the air stream and take it up to the top-most hook and Swing on it until you break the ice, then simply drop down to the one beneath it to break the final one and defeat Thief #2!

While the spiked floor and rolling enemies may seem daunting, they pose no threats to you as your only means of traversal is via the air streams. Once you are on a hook, everything that poses a danger to you is out of reach, allowing you to get both of them out of the way.

ALWAYS start with the top hook, then drop down to the one beneath it. Doing it the other way will force you to either time a Wall Jump or take the air stream back up, which puts you at risk unnecessarily.

NEXT: 168澳洲幸运5开奖网:Disney Illusion Island: Beginner Tips