Spectral Swing: Difference between revisions
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| objective = Defeat Swingin' Phantom | | objective = Defeat Swingin' Phantom | ||
| enemies = | | enemies = | ||
? | * [[Swingin' Phantom]] | ||
* ? [[Goomba]]s | |||
* ? [[Sea Stooge]]s (infinitely spawning) | |||
* Additional [[Ghostly Walker]]s (infinitely spawning) | |||
| rewards = None (immediately followed by [[Burnin' Rock]]) | | rewards = None (immediately followed by [[Burnin' Rock]]) | ||
| turn target = 5 | |||
}} | }} | ||
'''Spectral Swing''' is the first of the three final battles against the [[Phantom]] in ''[[Rayman in the Phantom Show]]'', the third DLC of ''[[Mario + Rabbids Sparks of Hope]]''. It is part of the main quest [[The Control Room]]. | '''Spectral Swing''' is the first of the three final battles against the [[Phantom]] in ''[[Rayman in the Phantom Show]]'', the third DLC of ''[[Mario + Rabbids Sparks of Hope]]''. It is part of the main quest [[The Control Room]], and is triggered as the heroes meet the [[Phantom]] by the elevator in the [[Space Opera Network#Main TV Studio|Main TV Studio]]. After they ascend to the [[Space Opera Network#Control Room|Control Room]], the [[Phantom]] reveals his duplicity, explaining that he had been plotting his revenge the entire time and only manipulated the heroes into ridding the [[Space Opera Network]] of [[Darkmess]]. | ||
This battle has no results screen, and is immediately followed by [[Burnin' Rock]]. | This battle has no results screen, and is immediately followed by [[Burnin' Rock]]. | ||
==Prelude== | ==Prelude== | ||
''Main article: [[Phantom Returns]] | ''Main article: [[Phantom Returns]] | ||
The battle is preceded with the [[Phantom]] roasting [[Rayman]] through a diss track, acknowledging how he | The battle is preceded with the [[Phantom]] roasting [[Rayman]] through a diss track, acknowledging how he has been overshadowed by the [[Rabbid]]s. | ||
==Battle== | ==Battle== | ||
After the song, the battle begins. In order to defeat the [[Phantom]], known in this phase as | The battlefield is large and square, with the [[Phantom]] positioned in the center, with elevated terrain behind him. Surrounding the battlefield are ten [[flying ring]]s arranged in a circle to facilitate [[Rayman]]'s movement. Additionally, there are several [[Sea Stooge]]s and groups of [[Goomba]]s present on the battlefield. | ||
After the song, the battle begins. In order to defeat the [[Phantom]], known in this phase as "Swingin' Phantom", the heroes must first dash the spotlights to break them. One light source is in front of the heroes' starting point, while another is situated behind the [[Phantom]]. | |||
Once all of the lights are destroyed, the [[Phantom]] becomes vulnerable to attacks. From there, the heroes must deal enough damage to him in order to clear the first phase. After a bit, [[Darkmess portal]]s appear, spawning new [[Sea Stooge]]s and [[Ghostly Walker]]s. | |||
{{Rayman in the Phantom Show}} | |||
[[Category:Battles from Rayman in the Phantom Show]] | [[Category:Battles from Rayman in the Phantom Show]] | ||
Revision as of 18:40, 7 September 2023
This article is a stub, please share your knowledge by expanding it!
| Spectral Swing | |
|---|---|
| Quest | |
| Party members | |
| Objective |
Defeat Swingin' Phantom |
| Enemies |
|
| Rewards |
None (immediately followed by Burnin' Rock) |
| Turn target |
5 |
Spectral Swing is the first of the three final battles against the Phantom in Rayman in the Phantom Show, the third DLC of Mario + Rabbids Sparks of Hope. It is part of the main quest The Control Room, and is triggered as the heroes meet the Phantom by the elevator in the Main TV Studio. After they ascend to the Control Room, the Phantom reveals his duplicity, explaining that he had been plotting his revenge the entire time and only manipulated the heroes into ridding the Space Opera Network of Darkmess.
This battle has no results screen, and is immediately followed by Burnin' Rock.
Prelude
Main article: Phantom Returns
The battle is preceded with the Phantom roasting Rayman through a diss track, acknowledging how he has been overshadowed by the Rabbids.
Battle
The battlefield is large and square, with the Phantom positioned in the center, with elevated terrain behind him. Surrounding the battlefield are ten flying rings arranged in a circle to facilitate Rayman's movement. Additionally, there are several Sea Stooges and groups of Goombas present on the battlefield.
After the song, the battle begins. In order to defeat the Phantom, known in this phase as "Swingin' Phantom", the heroes must first dash the spotlights to break them. One light source is in front of the heroes' starting point, while another is situated behind the Phantom.
Once all of the lights are destroyed, the Phantom becomes vulnerable to attacks. From there, the heroes must deal enough damage to him in order to clear the first phase. After a bit, Darkmess portals appear, spawning new Sea Stooges and Ghostly Walkers.