Tips for Dragonmod Runners!
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Tips for Dragonmod Runners!
Updated 4 years ago by RoseIsFluid

A collection of useful info that will help you to improve your run, in order by level!

All of these tips assume you have a general knowledge of basic strategies from vanilla KZ, like replay skip and restarting on certain rooms.

General tips:

As The Dragon, your roll is longer (making perfect rolling have a different timing) and your jump is slightly different.

Try using The Dragon’s dash not just to kill enemies but also to move around faster.

You will need to use the dash to compensate for a lack of throwables.

Factory:

The first room has you playing as Zero with Dragon’s sprites, so be aware that in this room roll distance is the normal distance, jumps are normal, and Lab Swords are equipped if you had any chosen. This also means you cannot dash in this room.

Second room: Beware of the laser that will kill you if you try to pet the cat.

Third room: Press the restart button as soon as the room loads, as due to a bug the player starts out of bounds and cannot move. Pressing restart should bring you to the room’s start.

Fourth room: If it is on, you can dash through the fan.

Fifth room: You can simultaneously roll and dash away from the Scientist as you press the interact key to get the biggest head start possible.

Hotel:

First room: Instantly slash or roll to cut off the “start music” animation, then press restart. This saves several seconds.

Fifth room: Be careful, your dashes can only kill enemies at the end of the dash if you are in the “background” layer. Beware of accidentally dashing through the end walls of the background layer and falling out of the map. John Rose’s “jumping” cutscene freezes you for a few seconds, make sure not to have enemies nearby.

Club:

First room: The first room has you playing as Zero with Dragon’s sprites, so be aware that in this room roll distance is the normal distance and jumps are normal. This also means you cannot dash in this room.

Second room: Note that you can dash through the view fields of cameras instead of hiding behind objects or obscuring them. Also, the Ricky that walks in after you kill Strong Terry can only be killed with the end of your dash.

Third room: Again, keep in mind that you can dash through camera view fields. Turrets can only be killed by the end of your dash.

Fifth room: Be aware that if you use a dash to kill all four Skinny Rickies, it may cause all the other enemies to notice you, even through walls and floors. You can use this to your advantage.

Prison:

Fifth room (right after entering the door): Press the restart button as soon as the room loads, as due to a bug the player starts out of bounds and cannot move. Pressing restart should bring you to the room’s start.

Studio:

First room: Instantly slash or roll to cut off the “start music” animation. This saves several seconds.

Second room (Hub): The second room has you playing as Zero with Dragon’s sprites, so be aware that in this room roll distance is the normal distance and jumps are normal. This also means you cannot dash in this room.

First Space room: Press the restart button as soon as the room loads, as due to a bug the player starts out of bounds and cannot move. Pressing restart should bring you to the room’s start.

First Quiet Hills room: Remember you can dash through camera view fields. Do not attempt to use the door on your way back, it soft locks the game. Press the restart button as soon as the room loads, as due to a bug the player starts out of bounds and cannot move. Pressing restart should bring you to the room’s start.

First Chapel of Doom room: Press the restart button as soon as the room loads, as due to a bug the player starts out of bounds and cannot move. Pressing restart should bring you to the room’s start.

Second Chapel of Doom room: Unlike in normal KZ, you can get way ahead of the minecart. Get to the end as fast as you can (Dash through the lasers and then jump and dash to get up to the higher ledge you usually need the cart for).

V Bossfight: Be careful not to leave the bounds of the room, as you can walk out to the left. The platform that is there (which exists to stop V from escaping the room) also makes Fast V strategies considerably harder. Be aware that your dash does not affect V.

Mansion:

First room: Instantly slash or roll to cut off the “start music” animation. This saves several seconds, and will also make all enemies in this room peaceful. They will not attack you.

Third room: There is no Molotov to break the generator, so simply dash past the camera. The game automatically turns off the lights in the next room.

Sixth room: Dash instantly toward the explosive door, as this will speed up the replay (if you fail to replay skip).

Kissyface bossfight: Dash doesn’t affect Kissyface. When you need to get back your sword, move your cursor to directly on top of the guy holding your sword and dash, or else you may begin floating (which happens when you dash without a sword).

Motorcycle: Everything here is the same as in the normal game, as the bike is simply a reskin.

Chinatown:

Second room: Drones can only be killed by the end of your dash.

Third room: Same as previous.

Fifth room: Press the restart button as soon as the room loads, as due to a bug the player starts out of bounds and cannot move. Pressing restart should bring you to the room’s start.

Sixth room: Drones can only be killed by the end of your dash.

Seventh room: Same as previous.

Dragon Tape:

All rooms: Use the same strategies as in vanilla KZ, it’s the same.

Slaughterhouse:

Second room: Remember to cut the wire and not trigger the camera sensor, as with all other camera sensor rooms.

Bunker:

Keep in mind that Turrets can only be killed with the end of your slash.

Bunker 2:

Headhunter bossfight Phase 1: Use the dash to your advantage to get rid of enemy spawns quicker.

Headhunter bossfight Phase 2: Use the dash to quickly and efficiently defeat Headhunter.

Psychotherapy:

Use the same strategies as normal. This room has you playing as Zero with Dragon’s sprites, so be aware that in this room roll distance is the normal distance and jumps are normal. This also means you cannot dash in this room. Beware also that the range in which Eyes can spawn during the eye phase is slightly larger.

Thanks for reading!