
The Trial of Air
by Peonofthepen
Full Walkthrough

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Contents:

	1. Checklist
	2. Prologue
	3. Dropper
	4. Frogger
	5. Big Blows
	6. Pillar Party
	7. Matter Bridges
	8. Tetris Stairs
	9. Sky Walk
	10. Counting Sheep
	11. Boss Fight
	12. The Final Blow
	13. Epilogue

1. Checklist:

	- Make sure the game is running in 1.12.2
	- Set Graphics: fast
	- Set Brightness: bright
	- Set Particles: all
	- Set Clouds: off
	- Set Render Distance: 16
	- Set Music Volume: 0

2. Prologue

	Once you press the button on the red concrete block, you wake up in a bed on a ship.
	There are two chests:
		- One next to your bed with food and eggs in it
		- One next to the captains bed with a diary and eggs in it
	Leave the captain's quarters through the door.
	Once on deck, go up the stairs to the captain at the wheel.
	The captain starts talking to you when you get close to him.
	When he is done talking, climb the mast with the ladder.
	Search the horizon for seagulls to see if there's any wind nearby (there won't be).

	The story should take you into the night automatically.
	Stay in the crows nest and look around, the spirit of air should appear and talk to you.
	When he stops flying around and talking, look for a floating portal next to the mast.
	You will have to walk the horizontal pole to jump into it.

3. Dropper

	Get the food from the chest on the platform you were teleported to.
	Take the stairs off the platform and walk 180 degrees around it in either direction.
	Go down the corridor, the next room has the opening for the dropper.
	It is a relatively easy dropper with multiple landing points.
	Avoid the trees, the bushes and the gate.
	Aim for any one of the church windows (they are made of water).
	There is a way to climb up to the front door, no matter what window you fell in.
	If you wind up onm the right of the tower; go down the roof, under the tower and up the roof.
	There will be some ledges to jump up on the left side of the tower.

4. Frogger

	The objective is, obviously, to cross over safely.
	It is mostly a matter of timing and observing where the gaps line up.
	When it comes to the clouds: they will not move you when they move, you will have to move
	when they do or fall to your death.

5. Big Blows

	After you cross the clouds, you will enter the central atrium.
	Cross straight across the circular floor and take the stairway up.
	You will find a big fan in the wall with a red button next to it.
	This fan will help you fly to the platform opposite the fan.
	Press the red button and take a running jump, using it as a boost.
	Once you make the jump to the other side, follow the corridor around.
	There is another big fan here with a slightly weaker blow.
	Your timing has to be a bit more precise to make the jump.
	Take the stairs up.

6. Pillar Party

	You will be in front of a doorway, blocked by iron bars.
	To the left and right of it are four colored lights.
	The bars will open if all four lights are on.
	Go right, note a big red arrow on the side of a pillar.
	Climb the pillar through ledges in the direction of the arrow.
	From here, we will visit four colored parcours with a twist.

	Orange:
		- Stand on the pressure plate to get jump boost and jump onto the next pillar from there.
		- Go up, stand on the pressure plate and use the jump boost to jump into the middle of the lava.
		- Land on the slime blocks and get under the stair block so you don't bounce back up.
		- Cross the little bridge into the next pillar.
		- Stand exactly in the middle of the pressure plate and jump up.
		- If you make it through the little hole, move to the side a little to land safely.
		- Stand on the pressure plate and keep pressing forward to float across to the next pillar.
		- Use the pressure plate to get a jump boost and jump all the way up to the lantern.

	You will get teleported back to the pillar with the orange circle on top.
	Now it's time to use the teleporter for the first time:
	Jump in the hole with the slime blocks in it and wait for it to launch you into the ring above.
	The ring will teleport you to the pillar with the purple circle on top.
	Get out of the slimeblock hole quickly, or you'll get teleported again.
	You'll repeat this proces to get to the Cyan and Pink pillars as well.

	Purple:
		- Step on the pressure plate and use the jump boost to get to the next platform.
		- Wait for the effect to go off.
		- Step on the next pressure plate and use the jump boost for several jumps.
		- Jump on the stair blocks on the side of the next pillar to get up.
		- Jump to the next pillar.
		- Make sure you have full hearts and hunger.
		- Step on the pressure plate and drop down the hole.
		- Navigate the inside of the pillar while slowfalling.
		- Jump across the floating slabs.
		- Step on the pressure plate to start floating and carefully navigate the spiderwebs.
		- Float up through the one block hole in the top of the pillar.
		- Use the pressure plate to jump boost onto the next lantern.

	Cyan:
		- Step on the pressure plate to temporarily reveal an invisible platform.
		- Use the invisible platform to get to the next pillar.
		- Step on the pressure plate and float above the top of the ring above the next pillar.
		- Land in the temporary water.
		- Jump onto the lower ledge on the side of the next pillar and follow the ledge up.
		- Step on the pressure plate to skywalk to the next pillar.
		- Use the pressure plate given boost to jump onto the next lantern.

	Pink:
		- Use the pressure plate to get a jump boost.
		- Land in the water on the next pillar.
		- Step on the pressure plate to get teleported above the next pillar.
		- Aim your fall for the plus shaped gap with the water under it.
		- Go down the tunnel to find a glass maze.
		- Navigate the glass maze up, be weary of pitfalls!
		- Jump up on the side of the pillar to spot a series of iron bars going to the next pillar.
		- Walk over the iron bars to reach the next pillar.
		- Use the pressure plate to jump up to the next lantern.

	Now, teleport to the orange pillar and go down to the previously blocked doorway.

7. Matter Bridges

	Go down the corridor to reach a perilous, futuristic looking room.
	Step on the pressure plate to receive a snowball called "matter projector".
	Throw the snowball to the platform on the right to form a stone bridge.
	Cross the bridge quickly, because it will desintegrate with time.
	Step on the next pressure plate to receive another snowball.
	Throw the snowball to the slightly higher platform on the left to form another bridge.
	Another pressure plate, another snowball, another (longer) bridge.
	Now, it gets tricky: step on the pressure plate several times to get a couple stacks of snowballs.
	Use the snowballs to nerdpole up to the platform above the one you are on.
	If you need to, make a pitstop on the roof of the first platform.
	Throw a snowball (or several) to the next platform to make a slimebridge.
	Cross the slimebridge quickly and carefully because it will start lowering.
	The next and last matter bridge will move towards your platform.
	The best way to cross is to throw two snowballs straight across in succesion.
	Now, while crossing, throw another couple snowballs to make it across.

8. Tetris Stairs

	This is a hard challenge to master.
	The objective is to form a stairway with tetris pieces to reach the corridor above.
	The tetris piece available is displayed in a little cabinet behind glass.
	When you throw a snowball at the ceiling, the current tetris piece will spawn there.
	You can lower all formed tetris piece by one block, by stepping on the middle pressure plate.
	The pressure plates close to the walls move all pieces to their respective sides.

	Here's the best way to do this:
		- Throw the first snowball up in the northwest corner.
		- Step on the middle pressure plate.
		- Keep throwing one up next to the last piece, the lowering, go clockwise around the outer wall.
		- When the first piece is two blocks away from the floor, use it to go up.
	It may have created an impossible jump somewhere, so you may have to try again.

9. Sky Walk

	Follow the corridor to a balcony over the main atrium
	When you press the button there, a serpentine path of glass blocks will start forming over the abyss.
	It will disappear as quick as it came so follow it along quickly.
	If you find you're having trouble, simply push the button again after the snake takes off so you can
	see ahead further.
	You will reach another balcony leading to another corridor.

10. Counting Sheep

	When you enter the room with the clouds, turn right to find a chest in an alcove.
	Take the bow and arrows from the chest.
	Shoot the sheep on the clouds in order of color as indicated on the wall left of the entrance.
	The yellow sheep is on a cloud almost directly beneath the wall you are on.
	Once all the sheep are dead, the gate on the right will open up.

11. Boss Fight

	Follow the long and curvy corridor to a stairway.
	Go up and down a corridor leading to a series of ledges above the atrium.
	Follow the ledges along clockwise until you find a doorway.
	This corridor leads to the Boss Fight.
	Once you step in, the doorway will seal up behind you and the boss will make a grand entrance.
	Watch out for the lightning during his theatrical aproach.

	Phase 1
	When the fight starts, you will see a display of the boss's health and the phase he's in.
	You will have to punch him (or his horse) until hiss health is lower than 480.
	If you have trouble reaching him, a jump boost periodically spawns in the center of the room.
	During this phase, there will be a light cyclone blowing you around the room.

	Phase 2
	When the boss's health drops below 480, he will start summoning shulker bullets.
	The shulker bullets will rain down in random directions from the center of the ceiling.
	Also, the cyclone will get slightly stronger.
	
	Phase 3
	When the boss's health drops below 320, he will summon four vexes, shrouded in cloud trails.
	Also, the cyclone will get quite strong.

	Phase 4
	When the boss's health drops below 160, he will kill his horse out of frustration.
	Also, the cyclone will become ruthless.

	Whatever happens, keep eating your food to heal up and keep punching the boss.
	You may find it easier to run around clockwise (with the cyclone).
	Once the boss is dead, jump through the hole in the center.

12. The Final Blow

	Go down the corridor to a red block with a button on it, press the button.
	The floor of the atrium will open up to reveal a giant fan.
	Jump down from the balcony (land on slime blocks to stay healthy).
	Jump on the ledge below the fan (use slimeblocks to land well).
	Now follow the ledges under the fan to a doorway.
	Go through the doorway and all the way up the stairs.
	There, push another button on a red block.
	The giant fan will slowly start turning.
	When it hits top speed, jump on top of it to get blown up.
	Float all the way to the top of the atrium.
	Land on the carpetted edge of the platform there, to negate fall damage.
	Jump into the middle of the platform to complete the dungeon!

13. Epilogue

	You will spawn back in the crows nest.
	The "seagulls" are now soaring on the wind and the flag above you will be waving.
	The captain will adress you and tell you to go take a look at the cargo.
	Take the door on the right and go down the stairs.

	Now, you finally find out what the captain is transporting: slaves.
	The captain is evil, so you decide to kill him.
	Before you head up to do that, you may be able to find some useful weapons in the cargo hold.

	Kill the Captain and the slaves will be free.

14. Trouble Shooting

	Problem: I got called a cheater and killed by zombies with wooden swords
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	You went into creative mode or cheated your way up to the end of the dungeon without beating the boss.
	You should play fair, and those zombies will too.

	Problem: I was quite far, but survived a fall from way up high. How do I get back quickly?
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	Kill yourself. 
	Seriously.
	Spawn points are updated all the time and stay with challenges you haven't finished.
	Death is the quickest way back.
	Please kill yourself in game and not in real life.
	That would be bad.

	Problem: 