Skylanders: Spyro's Adventure - Pirate Seas Time Attack [4:52 ~ Gill Grunt]
Onwards to the third bonus chapter I played - Pirate Seas. A very lulzy chapter, with a similarly odd time limit. How did I get sub-5:35 in a sub-19-min vid? Simple when I timed it. It all came from the progress on the ground and on the boat. In other words, this level's main gimmick - the pirates' matching-pairs CARD GAMES - don't contribute to the overall time.
So overall we have a goofy level, though it did provide some good additions to the pack. The pack came with Terrafin, an Earth-type Skylander that could rival Bash in terms of speed thanks to his ability to burrow under the ground and keep more control as a result, though in comparison his primary attack and defense aren't quite as firm. There is the thought of keeping Bash as my Earth runner, defensive tank or boss brawler, though considering that I recently discovered how INCREDIBLE Double Trouble is as an arena fighter thanks to the power of his Eldrich Beam - and he's Magic of all elements - then that somehow puts Bash's future under question depending on how much more I can get out of Terrafin.
The level also has a cool hat too - if you have a Life Skylander, you can use them to obtain the Pirate Hat, the hat with the highest Critical Hit boost. If you're all on the offensive, that is definitely worth getting.
BONUS CHAPTER: PIRATE SEAS [4m52s]
Because of the water boost at the Coconut Islands, I felt that Gill Grunt would do well here. And he fought hard for most of the way, though at the cost of almost DYING at the end. I really underestimated those Captain K9s and their heavy anchors. Perhaps I should've used Bash here instead?
The Docks - Good start.
Shipwright's Square - Similarly a solid run here. A little hesitation on the Anchor Deck, but nothing too worrying. Shame that the Captain K9s started showing their edge.
Fountain Square - Wise thing to skip most of those enemies. Was decent if you count out the one that liked blocking me on the way to the next area.
Mayor's Office- Not sure if it's necessary to beat all the enemies before going onto Bandit's Cannon Deck. Whichever, now you can see why picking Gill Grunt was an awkward idea.
Fountain Square 2 - Did the wise thing and went straight to Chance's Pirate Curse Deck. Glad it went okay.
Coconut Islands - Mermaid Deck went through okay, as did the enemy hoard before it. Doggerts's Lookout Deck had the added bonus of getting the Peeky Boo pair last, saving a bit of time on the card board. But the last enemy hoard before Dreadbeard almost killed this run. See - I was on only 17 points of health by the time I got to him! Definitely wiser to go for Bash. As a result, there ended up being a lot of hesitation on the Skull Deck.
Plunder Island - Can't get any better than that. It gets harder when there's more cannons hence being more evasive for the last two phases, but I believe this run went solid. The poop deck... lol... had some hesitation but went through okay.
And that leaves Dragon's Peak. I shall have that up in the next 48 hours or so, so thank you :D
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