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Dustforce DX
Dustforce DX (2014)
PC
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Any% all levels nexus routing tricks

By CalistusCalistus Last updated 28 Aug 2015

If you are using the route in my splits found in the Resources section of this site, this guide should help you get the most out of the route. If you are not using the character depicted in the recordings below, these tricks may not be possible for you unless otherwise noted.

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Shaded Grove to Firefly Forest: http://www.gfycat.com/SomeDistantFallowdeer

Notes: N/A.

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Tunnels to Ancient Garden: http://www.gfycat.com/PettyVeneratedChicken

Notes: The goal here is to avoid using the platform on the left when coming out of Tunnels. The spike jump before Ancient Garden saves time over the intended method from Overgrown Temple.

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Ancient Garden to Night Temple: http://www.gfycat.com/EquatorialGoodAnole

Notes: Making it up to Night Temple without having to go around the right side of the platform is faster. Dustkid is a viable (arguably optimal) character choice for Ancient Garden any%, making it extremely efficient.

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Wild Den to Ruins (Dustman): http://www.gfycat.com/GoldenJauntyBull

Wild Den to Ruins (Dustkid): http://www.gfycat.com/LankyPleasantHydatidtapeworm

Notes: Dustman and Dustkid both require a short hop for their first jump using this method. Dustworth can jump straight up to the right side of the platform Ruins is on. Doing Wild Den first and using any of these methods is faster and safer than doing Ruins first using the far left wall.

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Ruins to Overgrown Temple: http://www.gfycat.com/IndelibleIllIndigowingedparrot

Notes: You can get two boosts upon leaving the Ruins platform. You only need to use one ledge when climbing up to Overgrown Temple. Not featured in webm: you can "spikejump" off of the sloped tile just before the Overgrown Temple door when climbing up, and land directly in front of the door.

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Secret Passage to Alcoves: http://www.gfycat.com/MassiveSlipperyAfricanparadiseflycatcher

Notes: You do not need to land until reaching Alcoves once you begin climbing upwards. Sloppy execution in the recording.

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Cliffside Caves to Observatory: http://www.gfycat.com/WhiteBasicCoot

Notes: Dustworth's ability to reach the unspiked tile opens up this routing option, which is faster than heading left and down after Cliffside Caves.

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Basement to Scaffolding: http://www.gfycat.com/DimwittedJoyousEuropeanfiresalamander

Notes: The zip is what makes this route work. Upon exiting the zip, down dash immediately and enter dash rhythm to get the slope boost.

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Alleyway to Hideout (method 1): www.gfycat.com/SkeletalClassicEel

Alleyway to Hideout (method 2): http://www.gfycat.com/CoordinatedPeacefulBighorn

Notes: You want to spend as little time as possible grabbing walls, and as much time as possible moving up and to the right in the climb to Hideout. Dustworth has some options here to make this possible. These time saves are very minor, but not hard to do.

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Power Room to Core Temple: http://www.gfycat.com/SingleOblongCygnet

Notes: This is possibly the easiest and most forgiving method of getting up to Core Temple.

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Access to Abyss: http://www.gfycat.com/FabulousFixedBlackbird

Notes: N/A.

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(Bonus) Yotta blind drop setup: http://imgur.com/cCrsHdu

Notes: I used the level editor to make this image. Disregard the mysterious floating mansion tile block on the left.

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