Text guide for any%
Guide
/
Text guide for any%
Aggiornato 6 years ago di 6oliath

Room 1: Very simple, head down, try to cut the corners cleanly.

Room 2: Keep heading down, cutting corners. At the 90-degree turns, you can try bouncing off the angle in the floor to keep some momentum. Grab the first upgrade (Shield) and use it to open the gate downward. Exit to the right.

Room 3: :head right and get the key, destroying the crates on the way for health. open the locked door, and head right then down. Exit down.

Room 4: Keep heading downward, hugging the right wall to avoid a spawn (no worries if you trigger it). Through the tunnel you'll unlock the bomb ability. Keep proceeding right, ignoring all enemies, and bomb the cracked wall. Head down, kill the spider with a bomb, then keep going, go DOWN at the fork. We're heading for the right exit. Here's the first big skip of the game: there are several rocks blocking your way. They are stacked on a thin bombable floor. The intended way is to go around and bomb the floor underneath. However, you can force your way between the rocks on the right and you'll have just enough space to get through--even if it takes 10-15 seconds of pushing. Or you can try to create an opening on the left side to fit a bomb down through. The left side method is faster, I think. Exit right.

Room 5: Go up when you can avoiding colliding with walls and enemies as much as possible. Bomb the gear switch, then head back through the opening. There's a gear "puzzle" here where you need to push a gear to get by it, it's very simple, the quickest way is to just push from the broken edge of the big gear. Once you're through, head up into the thin snaking tunnels to find another gear switch, which you can activate with another bomb. Turn around and head down-right through the opened gear gate. There will be annoying lava spitters. Try to dodge them, go into the little cave on the right and hit the switch there with a bomb. This will drain the lava from the chamber next to you, and you can go down into the floor tunnel there. There is a collectible floating over a lava pool, grab it--it's not necessary but it's the optimal pathing. Proceed until you get the key, and immediately pause and restart after you get the key, to warp you to the beginning of the room. Exit left.

Room 4: back here again. Bomb the floor if you didn't do so on the way in, backtrack a bit and go up-left at the fork. That path will curve down and you can exit left after you use the key you got from room 5. Exit left.

Room 6. The lava room is dangerous. You can easily die. Proceed left, trying to avoid the lava geysers. The lava spitters are the worst. Keep zigzagging to avoid their projectiles, it might take some practice. Head up the shaft, left for a health checkpoint, down the shaft on the left, still avoiding the lava spitters if you can. Bombs will stop their projectiles, but it can be hard to aim them. Once you're near the bottom of the map, head right, then exit down.

Room 7. First boss! This guy is a plant, you have to feed him bugs from the bug spawner on the right. Wait out the phases where he spits lava (usually 2 to 3 spits between each part where you can feed him). Just hang out on the right side of the map until it's time to feed him, then draw out a bug and bring it to the plant while his mouth is open and glowing. Three bugs and he'll be satisfied and let you past. Navigate the tunnel and grab the key, do another quick reset to get back to the top of the room. Exit up.

Room 6: Backtrack to the top left of the room. This lava room is still dangerous, be careful on your way up the shaft. At the top, refill your health at the health checkpoint, then use your new key on the locked door at the top of the room. Exit up.

Room 8. Activate the portal by approaching it, then go on in.

Room 9: This room is important if you're trying to collect everything. For any%, just go left and over the terrain. After about a minute of floating left you'll find a second portal; take it.

Room 10: Exit this portal room to the lower left.

Room 11: The jellyfish room here can be tricky. Jellies hurt, and will 3-shot you. Take your time, and move past them between their charges. Past the first jelly is a bomb wall to the upper left. Bomb it and go that way, then keep heading down as low as you can go, passing all the jellies. If you're at 2/3 health or higher, you can afford to take one hit from the jellies. Exit down.

Room 12: The crystal room is a bit of a maze and it's filled with enemies. Ignore all of them except the ones in narrow pathways, which you should kill. If you need health, destroy some of the crystals. Go down left, past the big pink bug. Down-left of the bug there's a small gap, go in there, then go down. When you see water, go right, stay above the surface of the pool here and enter the narrow tunnel to the right. After that, go down the wide shaft, taking the exit at the left. This will dip you into an S-bend of water, just keep going left, grabbing the health checkpoint. Continue left through the narrow passage until it widens into a larger cavern. Now's when you want to go up left, past the big pink bug. Bomb the little bugs as they chase you through the path here. Keep going up until you hit the ceiling, where you'll want to go left. Exit left.

Room 13: Follow the path and go up at the fork. Here you'll find your first Pong enemy. Wait for it to attack, then reflect its projectile with your shield. Two hits will kill it, and grab the key behind it. Go back down to the main path and head right, then up at the next fork. There's a walking robot enemy here but you can ignore it if you keep moving. Once you've taken the passage above it, use the key you just got and keep going up. There will be two laser traps here; the first one you should avoid getting hit, but the second one deals very little damage so you can go right through. Head up the shaft at the top of the room. Exit up.

Room 14: There are a bunch of launchers in this room. Take them in this order (hyphens indicate that you should go quick to make a cycle) Up, Right-Up [hit the switch] Down Left Up Left-up-right Left [hit the switch] Right-Up [hit the switch, take the left launcher]. Grab the key, open the gate to the right, then go back the way you came. Exit down.

Room 13: Down the shaft again, use your new key on the locked door to the left. Avoiding the laser to stay at high health, head left and down to face the second boss. This boss takes some practice to get it done quickly. Activate it with the blue switch, then go to the lower left pink switch. These pink switches can only be activated by your bomb after the boss bounces it at you. When you're near the pink switch, fire a bomb at the boss then immediately retreat behind the switch. If you're quick enough, the reflected bomb will hit the switch. If you're unlucky or slow, it will hit you--this is okay as long as the explosion also activated the switch. Grab health between each boss phase, and repeat for the other two pink switches. The quick kill for this boss is to leave a bomb near it while you head to the next pink switch. He'll charge the bomb and knock it toward you, but since you're already moving you can dodge it and let it hit the switch right as you're moving toward the next one. Practice this guy. Once you kill the boss, grab the upgrade (turbo!!!!) and instantly restart with the menu to bring you back up to the top of the map. Exit up.

Room 14. Use the turbo as you exit back down into 13 where you just were. If you use the turbo as you transition between rooms, you will get the double turbo bug. This is very useful. Always use it! Anyway, Turbo-exit down.

Room 13. With your double turbo, backtrack down and right, back through the laser traps. If you stop using the double turbo, you''ll lose it, so keep mashing! It can be tough to aim but you can get used to it. If you're still learning, don't worry about losing the double turbo, you can reactivate it when you exit this room, near the robot. Turbo-exit right.

Room 11: It will be hard to keep the double turbo here, but you can try. Open the gate, follow the narrow path, and avoid the enemies. Once the path opens up, go up. There's a gate switch behind a sticky wall. Use your turbo to get through it and activate the switch. Then head left past the gate and a few more enemies, then up a shaft on the far left side of the room. Turbo-exit up.

Room 15: This room is a bit long but fairly linear. Follow the path, destroy the first pong enemy with reflected shots. However, the second pong enemy can be destroyed much more quickly if you just turbo into him from above or below. Use this to skip the pong fight, and hit both nearby gate switches. When you see the health checkpoint, grab it and head down. You'll be near the bottom of this map and it will go from halways to caves. Stay as high as you can here, instakill one more pong enemy, keep going up and up until you can't, then go left. Turbo-exit left.

Room 16: This room is huge, but you're mostly using launchers. You need to find two switches, then go to the far left. Heres the sequence: Left Left Down Right [shield to hit the first switch] then keep going right til you're back at the start. Then go: Left Left Down-Left Up Left [bomb to hit the second switch] then back to the start again. Then go: Left Left Left Left Left. This gives you a health checkpoint, then you're ready to fight the next "boss". It's a simple chase sequence. Start the fight with a bomb, then go down the linear path as quick as you can. You'll have enough time unless you bonk too much. Once you get to the end with the sequence of right-facing launchers, mash A to avoid getting caught by the boss and you'll be fine. Here's the important part: As soon as you grab the key, do not exit right. Instead, restart. This will bring you back to the health checkpoint, where you can then backtrack to the right across the big launcher room. Turbo-Exit right.

Room 15: Use double-turbo if you can to backtrack. If you try too hard you'll die though, so ease up when you get low on health. Keep backtracking. Use turbo to sneak past the first pong (the one you can't ram to kill). Turbo-exit down.

Room 11: Still backtracking, we're back in the jellyfish room. Go right, stay as high as possible as you aim for the upper right corner of the map. Exit right.

Room 10: Backtracking through the portal room, but now with turbo and a key. Avoid the portal. Turbo-exit right.

Room 17: Just like our trek through the jelly room just now, we're aiming for the top right of this map. Stay as high as possible, using your double turbo as much as you can. There's one bombable wall you'll need to go through on the way, and it's easy to lose your double turbo here. No worries, keep going. Turbo-exit right.

Room 18: Go right, above the pillars, into the building. Hopefully you're still good on health, the game is about to get a bit more difficult as we start a descent. Turbo-exit down.

Room 19: This room is a long vertical room. We want to get to the bottom. Go down as much as you can, avoiding enemies along the way. The dashers are particularly nasty. When you can't go further down due to a gear gate, go right. Avoid all enemies and make sure you hit the health checkpoint! You'll come out into the main shaft, below the blockage. Keep going down, but take a left before you cross the sticky wall. There's a small room here we'll use as a checkpoint. Exit left.

Room 20: Just using this room as a checkpoint and a refresh for double-turbo. Turbo-exit right.

Room 19: Go down and to the right, you'll come across a weight puzzle. Here's the solution: Phase 1: two small on leftmost bowl Phase 2: one medium on leftmost bowl; one small and one big on middle bowl. Phase 3: one small on leftmost bowl, one small and one big on middle bowl, two big and one medium on rightmost bowl. Phase 4: one small on leftmost bowl, one small and one big on middle bowl, two big and one medium on rightmost bowl. Once this is all done, the path should open and you can go to the right, down, and around, to a gear switch. Hit it and restart. You'll be near the side room where we got a checkpoint. Exit left.

Room 20: Again just refreshing the double turbo. Turbo-exit right.

Room 19: We're just about done in the long vertical room. Double-turbo your way down the shaft, past the gear gate we just opened. At the very bottom, there are two key gates. Take the right one. Exit down.

Room 21: This room is a series of smaller chambers that lock until you kill everything in each. Start by going down until the door closes behind you, and kill everything in that chamber. Go right, and repeat. After this second room, go down. There will be a huge wall spider, kill it with three bombs, then go left. You'll want to be healthy, since it's about to get hot. Turbo-exit down.

Room 22: Welcome to hell! You must have double boost for this to go fast and for you to avoid enemies. Go down the spiked shaft, then keep right. Follow the path, and go down at the first fork, then left past the flying lava spitter. Keep going down, and hug the right wall. Your double boost should help avoid the dashers. Keep holding to the right, and the map will open up a bit, but keep going as far right as you can, past the lava ape. Race to the right, following the path, and the next fork you see will be a shaft heading straight up. Take it all the way up, and go left at the top. There will be a health checkpoint, be sure to grab it. Keep going left and there you'll find an explosive rock thingy. Push this rock alllll the way to the top right of the map, along the top. If it goes into lava, wait for it to float. Don't be near the rock as it explodes every few seconds. This explosion is what you need to get past red glowing bombable walls. Your turbo will push the rock quickly, it's pretty useful. When you reach the top right of this map, turbo-exit up.

Room 23: Another gauntlet-type room. Go left, kill the enemies in that chamber, go up and hit the gear switch. Instantly restart. Exit down.

Room 22: Just refreshing the double turbo. Turbo-exit up.

Room 23: Back in the gauntlet room. Go right this time, exterminate the closed chamber, then up and hit the second gear switch. This will unlock the central upper room, where there's a third gear switch to allow you to get back in quicker. Fill up on health, then head up into the upper chamber of this map for a boss fight. This turret boss guy is pretty random. You need to bomb a node on his track, then turbo into him to push him onto the node while it's sparking. Each phase gets harder. Don't let your bombs get hit by his projectiles. This takes practice, like the previous bosses. Once you're done, make sure you turbo-exit up.

Room 24: A biiiiig empty room. Use your double turbo to go along the path, then straight to the top once the room opens up into a pretty chamber. Turbo-exit up.

Room 25. Our best ability, Blink, is right here. Grab it. Blink and Turbo share a cooldown, so double-turbo can become double-blink. This is very fast movement since you can go through walls and stuff now. After you get blink, make your way up, left, up, and right, avoiding the lava pillars, toward the machine boss. This guy is annoying. It's not hard, but it's a long fight and there's not a lot of health. You just have to wait out his laser (bottom right of the room is safe, or on the far left behind the metal jutting out of the wall). After his first laser, he'll prepare to fire a rocket. Wait out a second laser, and he'll actually fire the rocket. It will home in on you, but you'll have to make it hit himself in the face by dodging at the last second. Use your blink to get out of the damaging triangle for each phase, then repeat. Once you've rocketed him three times, you'll need to bomb his core. The room will then collapse -- the smallest rocks will hurt you, but you shouldn't die. Avoid them if you want to be safe or if you're low. Once the room has collapsed, use blink to get out by going up. Turbo-exit up.

Room 26: A simple ascent room. Use double turbo or double blink to get up.

Room 27: Just like room 26. Keep going up. We're on the home stretch. Make sure you turbo-exit up.

Room 28: Almost done! Use your double mobility to go right,. You're fast enough to outrun the homing drone enemies. In the building to the right, there's a switch. Hit it, and restart. Exit down.

Room 27: Just refreshing turbo. Turbo-exit up.

Room 28: We went right for the switch. Now go left. With the double mobility, we can go right through the walls and outrun the drones. Go into the structure, and take the second downward hallway. Follow the path toward the top left of the room. Avoid aggro when you can, because the drones will pursue you viciously. Hit the upper left switch, then the other switches as you come across them, which opens the bottom left door. Turbo-exit left.

Room 29: Go left and grab the last ability, Disguise. Turbo-exit right.

Room 28: Go to the right, and use Disguise to lure a drone to come along with you. It will open the gate. Make sure you do not get hit or use any abilities while you're disguised, because then they'll catch onto you and kill you dead. Once you're back out in the big open part of this room, head for the centre at the top. Disguise to get the drone to open the gate, and you'll see a portal at the very top and very centre of the alien spaceship-looking structure. Take the portal.

Room 30. Well here now we have an opportunity to stack MANY turbo/blink boosts. Turbo down into the portal back to room 29, then turbo down back to room 30. Spam turbo, aiming down, until you have a few stacks. Then you can enter room 30 and mash turbo or blink to move very quickly across the map. If you die in room 30, make sure you turbostack again. This is the last room so here we go. Proceed up, and use your blink to jump past the diamond enemy's attacks. Once you're in the centre of the diamond, bomb and shield it until it dies. Then proceed up again. Room 30 has three different branches. You need to do each one and kill the diamond enemy at the end of each. You also need to kill the middle diamond enemy. This will unlock the final portal. The right branch is a bit of a maze. The 3D effect makes the path hard to see. Use blink to force your way through. Go all the way right, then all the way down, then halfway right, then all the way up, then all the way right, then up toward the diamond enemy. Kill it, then take the portal back to the middle. The left branch is similar in a way. You need to use the blink ability to spiral around the obstacles and make your way to the diamond enemy in the middle of the left branch. The path to the middle is, from the entrance, go all the way up, then all the way left, all the way down, right, down, left, down, right down, right, then all the way up. Kill the diamond, portal back to the centre. The upper branch isn't a maze, it's a linear path but it has drones on it. If you have turbostacks, you can outright ignore the drones, but if you're slow then you might need to disguise your way past them. Kill the last diamond enemy up in the top branch, take the portal back to the middle of this room, and we're just about done. Take the final portal, using a turbo.

Room 31. Use double turbo to go 45 degrees up-right. Sit in front of the purple ball until the game takes control away from you, and you're done.

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