Fire Emblem Warriors: Three Hopes - Azure Gleam (Maddening) - Part 40: A Trick of the Goddess (3/4)
In Chapter 12 of the Azure Gleam route, the Empire begins to feel the assault in the west from the Kingdom, so General Randolph enlists the help of a certain dreaded mercenary to defend Hevring Territory, the Empire's last western bastion. This is the major turning point of this story. Like Chapter 10 of Scarlet Blaze, this is where you decide whether to kill or recruit Byleth, with your decision greatly impacting the rest of the story.
After a few collection quests, two heroes of our choosing enter one of the longest challenge battles so far as they defend the Sacred Grove in Korok Forest from an enemy onslaught from all four corners!
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??? Track Schedule: https://railthunder.com/f-zero-99/secret-track-timer/
It's Saturday, which means it's Grand Prix day once again! This time the Mirror King League just dropped this week, so let's check out some of the hardest tracks F-Zero 99 has to offer. I get two runs at it in this video. In my first run I had my worst run on Mirror Port Town 2 that knocked me off the podium, but I got the podium badge in my second run.
The changes to the Mirror King League tracks from the standard versions are as follows:
Mute City 3 - The first stretch now imposes a decision on you. On the right side is the recharge strip, on the left is a narrow lane separated by a line of spinners with two boost arrows on it. At the end of the back stretch is a jump plate on the left guardrail that leads to a series of two more jumps over the chicane. Speaking of the chicane, the land mines have now been replaced with Spark Stacks.
Death Wind 2 - The dirt patches on the first stretch now have jump plates in front of them, the last of which can be used to cut across the first turn. The 90-degree turns now have Deflectors on them if you need to get back to full speed quickly. The boost arrows have now been replaced with jump plates, and just like in Mirror Death Wind 1, the boost arrow before the finish line is now two boost arrows, one on the left and one on the right.
Port Town 2 - The winding turns at the beginning now have deflectors on them. The magnets following those turns that were moved in Mirror Port Town 1 are now back in their normal spot. But then come the hairpins. On regular Port Town 2 they're not that hard to navigate. But the Mirror version makes it much harder with the addition of spinners down the middle of the road in between each hairpin. Thankfully there's another pair of deflectors right afterwards to get your speed back up.
Red Canyon 2 - There is a jump right before the first turn that you can use to make a small cut. After the first two tight turns, you're greeted with a jump plate over some land mines sandwiched by magnets. It's surprisingly easy to get knocked off course by a bumper and crash out here, so be careful. Like in Mirror Red Canyon 1, the jump plates in the zigzag section have been removed, but now they've been replaced by walls of land mines. The iconic arrow jump has now been cut in half, giving you less room for error, and the land mines on the main track next to it have now been replaced with spark stacks. The chicane of death at the end has been made easier by a tiny jump plate sandwiched between two land mines.
Fire Field - You thought the standard version was hard? Then the Mirror version will test your sanity! The land mines on the opening stretch have been replaced with spinners. The stretch after the first hairpin now has a boost arrow to get you up to speed faster. After the first double hairpin, the dirt patches have been replaced with walls of mines, two spinners on the outside, two land mines on the inside. Then, after the second double hairpin, where you would normally boost, you have to be extra careful here, because the long turns before and after the winding S turns now have walls of spinners in the middle of the road. And the last stretch before the recharge strip where the magnetic median was in the standard version? Now it's a massive minefield full of spinners! Good luck navigating this!
My schedule for this game is as follows:
Monday - Normal Races
Tuesday - Pro Tracks
Wednesday - Mini Prix
Thursday - Team Battle
Friday - Classic Mode
Saturday - Grand Prix
Sunday - Variety Marathon (A little of everything)
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Battle Type: Challenge Battle
Objective: Scour the battlefield in pursuit of victory! (Level 5)
Rewards: Heart Container (Cia, A Rank)
Treasure: None
Recommended: Lightning, Light
Stage: Palace of Twilight
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Back to the normal path we go to one of the most treacherous levels in Quake: Scourge of Armagon! This level contains a massive underground cave section with many traps like falling debris, earthquakes, and collapsing terrain over a lava pit that will take you out instantly unless you tread carefully. Combine all that with all the Grunts and Enforcers picking you off every step of the way, and you're going to have a bad time. I know I missed a couple enemies, but I don't even care with this level.
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It's Wednesday, so today we're tackling some more Mini Prix tournaments. Despite a decent recovery in the second and third races in the first tournament, the first race was a perfect example of how one single red bumper can ruin everything. I also managed a new personal best on White Land 1 in the second tournament!
My schedule for this game is as follows:
Monday - Grand Prix
Tuesday - Pro Tracks
Wednesday - Mini Prix
Thursday - Team Battle
Friday - Normal Races
Saturday & Sunday - A little of everything
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Battle Type: Challenge Battle
Objective: Defeat the shuffling forces! (Level 12)
Rewards: Heart Container (Toon Link, A Rank)
Treasure: None
Recommended: Water
Stage: Temple of the Sacred Sword
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#HyruleWarriors #AdventureMode #KoholintIslandMap #HyruleWarriorsDefinitiveEdition #NintendoSwitch #NoCommentary #Walkthrough #gaming
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