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There are many Abilities for you to obtain inDisney Illusion Island, all enabling you to explore more of its world, gather Collectibles, and even overcome challenging puzzles 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.
RELATED:Disney Illusion Island: Thief #1 Boss Fight Guide
And, to get your hands on theTome of Botany,you must take downThief #2by utilizing all the Abilities you’ve learned up to this point toovercome 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
TheThief #2boss encounter relies heavily on theSwing Ability,along with support from theWall Jump and Glide Abilities.Thefirst phase is relatively straightforwardbut will prepare you for what’s to come in the following two.
Phase One: Part One Guide
For thefirst part of phase one,you will be introduced to aseries of four hooks,enabling you to use yourSwing Abilitytoswing back and forth over the rainbow patternbeneath them. There areno 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 theboss will cast ice on all four, and you will see a rainbow pattern beneath them,indicating you can nowuse your Swing Abilityon them. Your goal is toSwing back on forth on all hooks until you break the icecovering 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 canfreely jump from one hook to another after breaking the iceto resolve and learn the mechanics!
Phase One: Part Two Guide
Part twoof the encounter kicks off withThief #2 summoning two plants on the arena floorjustto the right and left of the center.Theseplants will periodically launch spikes high into the air,having themreach the ceiling before descending back downto the plants.
Thelayout of the hooks and stage remain the same, as does your goal and strategy.You just now have to worry aboutevading 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,anddelay your jump when necessaryto avoid getting intercepted by a spike.Break the ice on all four hooks once more to progress to the next partof the first phase!
Phase One: Part Three Guide
After dropping the second rock on Thief #2’s head, thefinal part of the first phasewill begin, whichjust has them summon a line of spikes in the middleof the arena,leaving the plants in play from the previous round.
Fortunately,your strategy doesn’t change at all from the previous part,asthe 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
With the first phase down,Thief #2will nowattempt to spice things upa little bychanging up the arena’s layout slightly, offering new threatsyou 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 healthif need be.
Phase Two: Part One Guide
Phase two’s layoutnow has anelevated floor in the centerof the arena witha plant on either sidethatlaunches spikes high into the air, just as you sawin the previous phase.
However,the platforms on the left and right are now Venus Fly Traps,meaningyou cannot stand on them for too long, as they will snap shut,damaging you if they catch you. There are alsospiked enemies on the far left and right walls that will periodically roll up and downthem.
The good news is thatonce you grab hold of one hook, your only threat is the spikes launched from the plants,asthe Venus Fly Traps and rolling enemies are not in rangeto hit you.Jumping from hook to hook is very easy here,as they are all relatively close.
Wesuggest starting on the right side of the stage,as youcan jump from the hook on the right to the one in the center,thenfrom that one to either the bottom or top one on the left,andget from that one to the remaining onewith ease!
Phase Two: Part Two Guide
Part two of the second encounterhasThief #2 summon a line of spikes beneath both Venus Fly Traps,makingyour strategy remain the exact sameas the previous round.
Follow the same path you took in the previous part,asthe spikes placed beneath the Venus Fly traps have zero impact on your ability to leap from hook to hookor affect your ability to jump onto the Venus Fly Trapsin the first place!
Phase Two: Part Three Guide
Thethird and final part of phase threeis a tad tricker than the two before it but ishandled more or less the same way.Here, theonly 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.
Yourmethod and strategy of reaching the hooks and your pathing from hook to hook remain the same,but youmust 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 middleof its trajectory.This is the best opportunity to leap from one hook to anotherand avoid taking damage. Therewill be other moments like this, but they are brief and much harder to time,so we suggest looking out for this opportunity first.
Overall, besides the additional spike, you will follow the exact same strategy and blueprint from the previous steps, just with a slightly different twistthat can be overcome with the steps outlined above!
Thief #2: Phase Three Guide
Ourthird and final phaseis themost challenging and different of the bunch,butyour goal and strategy remain the same. No Hearts are availableduring this phase, so be patient and mindful of your surroundings. There is alsoonly one round for this phase instead of three,making it much more manageable.
Phase Three: Final Part Guide
Thefinal phasestillhas four hooks you will need to Swing from.This timethey are split into pairs on each end of the arena, stacked on top of one another.You will alsonotice 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 centerof the stage, allowing you touse your Glide Ability to ascend themand 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 tobypass the first wave of rocks,enabling you toknock two of four hooks out without breaking a sweat.After this,return to the centerof the arena.
From here,wait until you have an opening in the air stream and take it up to the top-most hookand Swing on it until you break the ice, thensimply drop down to the one beneath it to break the final oneanddefeat Thief #2!
While the spiked floor and rolling enemies may seem daunting, they pose no threats to youas 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 itthe other way will force you to either time a Wall Jump or take the air stream back up,which puts you at risk unnecessarily.