Updated Any% Strategy Guide (Vol. 1)
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Updated Any% Strategy Guide (Vol. 1)
Updated 9 months ago by StarFalco64

The purpose of this guide is to provide an updated list of all strategies that we have come up with for each level in the Any% route, including videos showcasing what the ideal strategy for each level should roughly look like. This guide covers every level in the game individually, so if you're looking for specific levels you can Ctrl+F the levels title or use the table of contents below. I would also like to thank @MysticManiac and @PaulDSSB not just for their discovery of many of these tactics, but also for helping me write the guide itself.

General Notes

  • This guide is best used in tandem with the general gameplay tips guide created by @MysticManiac, also here on SRC. This guide is mostly meant to explain what to do to get through the levels fastest, but being familiar with the game and some techniques will be very helpful, which Mystic's guide will be excellent for. That being said, some of the more important general gameplay tips are featured in the list below these notes, also assembled by @MysticManiac.
  • To beat Marvel Nemesis from the beginning, you have to defeat 3 missions with all of the Marvel heroes (excluding the Thing, who only has one required mission), and along the way sacrifice some of your Marvel heroes to make room for new ones by defeating that character as one of the Imperfects. This means that for routing purposes, the only decisions we really had to make were about which sacrifice missions to complete. The levels in this guide are presented in the order that we recommend they should be played for speed, including the sacrifice missions.
  • The sacrifice missions that we do not recommend for speed purposes are: Clash of Steel, Deadlier Than Males, and a choice between skipping either Along Came a Spider or Rage of the Beast, though the other must be completed if one is skipped.
  • The order in which the sacrifice missions are arranged is to minimize the amount of menuing that we have to do when selecting each mission. In this route, the majority of the game is played in mission slot 1.
  • Staggered Enemy Spawns: This is a phenomenon of enemy spawning that happens in this game many times over. Essentially, there is a "queue" of enemies spawning at each spawn location, and only so many will spawn in at one given time. When one enemy is killed, the next enemy in the "queue" for that spawn location will come in, until the enemy queue at that spawn location is empty; when all the queues for each spawn location are empty, the game moves on to the next enemy groups at new locations. Think of each spawn location as a slot, and each one has a queue of a couple of enemies in each one, and if you only kill enemies that came from the same spot, eventually that location will stop spawning enemies and you have to kill the other ones and empty the other queues in the other spawn locations.

General Strats

  • Whenever you throw items, hold the super button to throw the items faster and more accurately.
  • Most characters have a number of ways to launch items at enemies with their attacks which they are less likely to catch or block.
  • Counter attacks (dodge followed by an attack) can be used by every character to launch enemies into the air. You can follow that up with an aerial combo which will do a lot of damage to enemies overall. Wolverine can use his sprinting super attack instead of a counter attack to launch enemies which deals more damage than a regular counter attack.
  • Whenever you down an enemy, instead of trying to attack them multiple times while they're on the ground, it's generally better to set up a counter attack so you can launch them again on their wake up.
  • Many projectile based characters can use their aerial super, super counter attack (dodge followed by super attack) to shoot projectiles using less energy including Human Torch, Iron Man, Paragon etc. Additionally, many characters will be able to use their super counter attacks or super wakeup attacks (when grounded) while at low energy at no cost, including Human Torch, Spider-Man, Storm & Iron Man.
  • Bosses as well as Ravagers/Obliterators are generally more likely to deflect standing projectile attacks than super counter attacks or aerial projectile attacks.
  • It's often a good idea to briefly recharge some energy by holding the super button while standing still whenever you need to wait for enemies to spawn. You won't be able to recharge that much but every bit of energy can help.
  • All characters are capable of recovering from attacks when launched. To recover, hold down the mobility and super buttons together while being flown. Daredevil/Storm/Torch/Iron Man/Magneto/Paragon all recover in the air, Wolverine/Thing/Elektra recover on the ground and on walls, and Spidey/Venom can recover in the air, on the ground and on walls.

These are the most important general strat you should know but for more information on general strats and techniques, look at the more in depth general tips guide by @MysticManiac on speedrun.com and this youtube playlist of short video guides https://www.youtube.com/playlist?list=PLySrO8uhnVW07YUAdhDo61ZeL7Rpoz1Dj

With these notes and general gameplay tips in mind, its time to get to the levels! Good luck!

The Thing

THE INVASION

The only mission of the Thing's that is required to complete the game is the first mission of the game, which if performed well can be completed in under 60 seconds from the timers start. Begin the level sprinting forward, jump over the raised part of the ground and do a sprinting jump attack into the car barrier to destroy it. After the Invader cutscene, perform a counter attack into an aerial attack to kill the Invader quickly. This is the fastest way for the Thing to kill Invaders. After the death of the first Invader, there are two equally viable strats. Either all 3 of the remaining Invaders can be killed with the same counter attack + aerial attack combo, or one could use the lamp post nearby to kill the second and third Invaders, and use the counter attack + aerial attack combo on the fourth. After killing the last Invader, perform a sprinting attack into the rock to enter the boss arena.

The Decapitator boss fight begins with a full health and shield bar, but the Decapitators shield will not regenerate. The best way to kill him is to throw the nearby heavy objects at the Decapitator, this should kill him quickly. You have more accuracy when throwing an object if you are holding down the super button; super-throwing the object.

Videos:

Lamp Post Strat:

Counter Attack Strat (video links to the proper attempt):

Wolverine

STREET FIGHT

To complete this mission Wolverine must kill the group of enemies that spawn at the end of the level, which is three Invaders and the Decapitator. From the beginning of the level, run directly to the electric barrier. Here, there are a variety of tricks one can do to perform an electric barrier clip, which is essentially glitching our character through the barrier without having to defeat the enemies to lower it. The fastest way to do this is to wall-run into the wall next to the electric barrier in a way that causes it to push Wolverine to the other side (the best way to get this is to practice, watching the videos of successful wall-runs will also help), and as a back-up strategy, it is also possible to do a super grab on an Invader with Wolverine to clip through the barrier. After getting through the barrier, attack the dumpster so that it lights on fire while the 3 Invaders that must be killed are spawning in, and it should explode and kill or greatly damage all 3 simultaneously. Meanwhile, Wolverine should work on killing the Decapitator; a good idea to try out for him if he is nearby the dumpster explosion is to super-grab him just a moment before the explosion happens, and with luck a great deal of the explosion damage may affect him. If the explosion doesn't kill the decapitator, you can use Wolverine's sprinting super followed by either Wolverine's aerial super attack or aerial super grab to finish him off and use Wolverine's sprinting super or super combo attacks to defeat any required invaders if they didn't die.

Videos:

This video shows off the wall-run clip to get through the electric barrier:

This video shows off the super-grab strat to get through the electric barrier:

HOUSE PARTY

This level is mostly simple with only one oddity. Begin the level by running to the left corridor, the red hallway, and skip the laser cutscene. Wall run over the first set of lasers and break through the wall into the main room with a short hop aerial super attack. From here, use Wolverine's sprinting super to launch the Invaders, then use a single aerial attack on them to kill them. The objects around the room may also be useful as they will kill Invaders in one hit and Wolverine can carry most of them. When the first Marauder appears, skip the cutscene and use an aerial super grab to kill it quickly. Kill the next group of 3 Invaders using the same strategy as before.

This next group of Invaders is the only strange part about this mission. A group of Invaders will spawn at the end of either one of the corridors, and which group spawns depends on your proximity to either corridor. However, if you are standing towards the center of the main room, between the corridors, it is possible that both groups of Invaders will spawn in both corridors. In this event, you only have to defeat the group that spawns first to continue with the next enemy group. After the Invaders are dead, two Marauders will show up as the final enemies. If a Marauder is hugging a pillar, it might be hard to grab it, but an aerial super attack will get the job done. It is best to either aerial grab or aerial super grab them.

Video:

FEMME FATALE

The goal of this mission is to defeat The Wink without her performing her "barrel cycles," when she teleports around the platforms in the arena throwing barrels at you. An excellent execution of this level is with no barrel cycles, however her performing one can be difficult to avoid at times and is considered acceptable. The best way to prevent Wink from performing these barrel cycles is to lower her shield completely so that you can perform a finisher on her without lowering her health enough for her to begin her barrel cycle. The best way to do this is to get her caught in a repetition of Wolverine's combo of two regular attacks, but not the third regular attack that would launch her as this may do unwanted damage to her health. There is a specific timing to this that takes practice to get consistent. You may have to begin the combo with a super attack to break Wink's block, but she seems to give up on blocking after a few hits. If you find yourself entering rage or need her to be stunned in some capacity to start your combo, super block can make her flinch without taking damage, and you can act out of it immediately. Normally, for speed purposes we would advise against using Wolverine's finisher, as his is one of the longest animations in the game, however in this level it is mandatory to prevent her from doing numerous barrel cycles.

Video (links to the proper attempt):

Elektra

DEATH FROM AFAR

The first Elektra mission begins with having to kill two Ravagers using Elektra's throwing sais. There is a quick kill for the first Ravager: hold down super block while the Ravager cutscene is playing, and skip the cutscene before he fires his shot; it turns out this cutscene is actually playing in-game, and so if you skip it before he fires the shot while holding super block, it should quickly reflect his shot back at him. Kill the second Ravager with Elektras standing super projectile.

The last part of the level includes an electric barrier clip, which much like in Street Fight with Wolverine, can be performed two ways, either by throwing enemies through the shield and forcing yourself through, or by performing the wall run clip. The wall run clip is faster but more difficult, but the throw enemy strat relies on enemy AI behaving properly. The end of the level is immediately across the last shield.

Videos:

This video features a variety of scenarios that could occur in Death From Afar using the wall run clip. Notice how in the first attempt, skipping the second electric barrier causes the final barrier not to spawn, allowing you to run to the end of the level. This is technically the most ideal outcome:

Throw enemy clip:

TOP OF THE WORLD

The end of this level can be reached with some clever wall-climbing with Elektra. It is best to watch the video for this strat. Note that when preparing to jump to the final building, wall run to the top of the building you are currently climbing to gain enough elevation for your jump to make it to the final building. It is also important to wall run upwards to climb the buildings faster than wall-climbing allows. It is possible to jump from building 1 to building 2 using a wall-dive at a certain height to make the jump. Once again, it is best to watch the video to see the location for this strat, but this strat seems to be the fastest in terms of moving from building 1 to building 2. Use Elektra's super projectile attack to break the Turlin engine. It's possible for an invader to spawn or teleport right in front of you at the end, so using a jump+projectile to make sure you hit the target/turlin engine is advisable.

Videos:

DAREDEVIL

This level is the first of many boss fights in the game that uses what is called ring-out manipulation. The idea is to stand or move in a specific location that convinces the AI to follow you, usually resulting in them ringing themselves out and completing the level. In the case of this level, Daredevil may or may not behave properly, but what it should look like and back-up strats should he not behave can be seen here:

If Daredevil behaves in the best way possible, it should look like this:

If Daredevil does not behave, the best option is to do a counter-attack or sprinting super attack to launch him, and then aerial grab him over the abyss to force Daredevil in the ring-out plane, such as this clip from this video by @MysticManiac (video links to the proper attempt):

Note that regardless of what Daredevil does, when you get Elektra into position, you should be holding the block button. Daredevil's super attacks will break your block, but it still gives you added protection against any attacks he may hit you with which can prevent you from being killed; if Elektra falls over the pit, she has no reliable way to recover, you will likely have to repeat the level or lose your run.

Last Stand

Ideally, one would complete the first sacrifice mission of the route quickly by lowering Thing's shield extremely quickly by throwing large objects at him, and then perform Fault Zone's finisher on him. Before the level starts, if you hold up on the control stick during the loading screen, it will alter your starting position when the level loads in, allowing you to pick up the taxi near your starting position much quicker and easier. When the mission first starts, the Thing seems to go for an object himself and usually does not catch a thrown object, so this should give you the advantage. It is a good idea to super-throw the objects at the Thing (hold the super button while throwing the item), as this causes the items to be thrown faster and more accurately, which is especially useful in this mission. If Thing's shield is not quite low enough, attempt a wall-mounted super attack on him, as this attack of Fault Zone's does a great deal of damage to the opponents shield.

Video:

Daredevil

REDEMPTION

Begin the mission by running forward to trigger the cutscene. Drop down to the rooftop below and begin killing the Invaders, the first of which is a group of 3. The fastest way for Daredevil to take out Invaders is with his aerial super, however if you are wishing to conserve super, or having trouble with landing the aerial super consistently, Daredevil's regular combo attack kills them fairly quickly. The next group of Invaders will be a group of 4, one of which will always pick up one of the AC units to attempt to throw at Daredevil. With good positioning, you can use the Invader's object throw, catching the AC unit, and throwing it again to kill several of the Invaders. After this group, the next group will spawn on the next rooftop over. Use similar strats on these Invaders.

After this group of Invaders is dealt with, a single Decapitator will spawn on the next rooftop over. If you reach his spawn quickly enough, you can use Daredevil's super attack to fling him off the building; Daredevil should attempt ring-outs with all of the Decapitators in the level, which are easiest performed with flinging them off the building with his super projectile, however his aerial super and regular throws can be of use here as well. It is probably best to avoid using his super throw, as it is effective but slow and costs energy. After the lone Decapitator is killed, another one alongside 2 Invaders will spawn. It is easy to kill one of these Invaders with an object as it spawns, and possible to ring-out the Decapitator. On the final rooftop, the first Invaders that spawn very often pick up objects, once again you should try to catch these and use it to your advantage. Another lone Decapitator will spawn at the end of the rooftop and he will always pick up the AC unit that is close to his spawn, use the super projectile to ring him out while he is picking it up. The next group is another Decapitator alongside 2 Invaders, which can be defeated with similar strats to before. The final group of enemies will be 3 Decapitators, who once again should all be killed by ring-out.

Video:

SCORCHED EARTH

This level features a timer on the screen, which gives us an easy way to see how well we're doing. You want to try and complete the level with around 3:15-3:30 or better being displayed on the timer. When the level begins, immediately skip the cutscene so that you can get down to the bottom floor while the Invaders are still spawning. The first set of enemies is 9 Invaders, which spawn one after the other in the same 3 locations (this is an example of staggered enemy spawning, see the general tips at the top of the guide for more details). They are best killed by using Daredevil's aerial super attack, or his regular combo if conserving energy. When the Eviscerator appears, skip the cutscene, and use the aerial super attack to kill it quickly. The next group will be an Eviscerator and two Invaders, which can be killed with similar methods. The next spawn will be two Eviscerators under the staircase, they spawn next to four objects, mailboxes and newspaper dispensers, which can be used to kill them quickly.

After these Eviscerators, Ravagers and Invaders will begin spawning on the staircase and on the top floor. Daredevil's aerial super attack is the best thing to kill all of these enemies, but his regular combo can still be of use if unable to hit them with his aerial super or conserving energy. You will know that the Invaders and Ravagers on the top floor are almost done spawning when you are killing the ones that spawn on the top of the subway-updates sign. The final enemies will be first a group of two Eviscerators, and then an Eviscerator and two Invaders, these enemies can be quickly killed with similar tactics as before or with objects if there are any left in the area.

Video:

THE ELECTRIC MAN

Like Elektra's fight with Daredevil, this level also uses ring-out manipulation. However, for this level it is much easier to ring out Johnny Ohm as we are able to swing far out over the chasm to get him to follow us. In Grand Central Station, it is generally a good idea to swing relatively low behind the wall on the chasms side as the opponents are more likely to follow you when you are out of their line of sight. In this particular level, it may be a good idea to begin the level with a brief super block as Johnny Ohm often begins the level with an immediate super attack. Be careful not to wall run while swinging over the abyss as you will fall to your death.

Video:

Beta Test

Paragon's first level involves having to destroy several Turlin Engines. A combo of normal attacks into a final super attack are the best way to take them out when they are lined up for Paragon's super attack, and a combo of exclusively normal attacks is best otherwise. In the third room, it is fastest to do the normal attacks into a super attack for the first few engines, but then begin using Paragon's aerial super to destroy the floating engines quickly. The final room of the level can be skipped entirely by super jumping and teleporting through a small hole in the shield wall that allows you to complete the level instantly (props to @PaulDSSB for discovering this trick ages ago, possibly the very first recorded MN speed trick).

Video:

Storm

RETURN HOME

The goal of this level is merely to destroy both Turlin Engines, however there is a glitch in the level that allows us to only destroy the first Turlin Engine if it is destroyed with Storm's drop kick, resulting in Victory. The most ideal way to perform this trick is to perform three standing super attacks on the Turlin Engine from the starting position of the level (NOTE: if you move at all from the starting position, this will not work, as it is another bug in the level that allows the Engine to be hit by Storms standing super from that distance, but there is a back up strat for if this is done on accident), then fly over to the Desolator cutscene. After the cutscene, move forward and use Storm's flying super to break the Engine's armor. During this time, an Invader who spawned near the Engine should be throwing a barrel at you; do not approach the orb until after he has thrown the barrel at you, he can destroy the orb on accident which causes this trick to not work. After the Engines armor is broken and the Invader has safely thrown the barrel, fly above the Engine and perform a slightly off-center drop kick on it, and the glitch should work.

If performed perfectly, the strat looks like this:

If you accidentally move in the beginning of the level, you can perform this back-up strat. Use two flying super attacks, then two regular flying attacks at a low altitude to break the armor (if you hit the engine too high, it will potentially break the orb), then perform the drop kick:

If you do not get the glitch in your run but decide to keep going, destroy the last turlin engine on the other side of the bridge with Storms flying super attacks. This glitch saves roughly 25 seconds, so it would be at your discretion as to whether or not it is worth it to continue if it is failed.

HOUSE CALL

There are only two major notes for speed in this mission. The first note is about the first 4 enemies of the level, which are two pairs of Invaders that spawn in together, if you line them up properly you can kill them quickly and at the same time with the jewel cases in the foyer as shown in the video. Note: It is important to not hold any direction on the loading screen as the level loads in, as if you hold certain directions the enemies will spawn in immediately and not give you time to grab the jewel case. After this, fly to the main room of the Mansion to fight the remaining enemies. After flying over the lasers, use a drop kick on the invader to one-shot it. The other major note is that there are two Invaders in the level that do not need to be killed for the level to be completed, and these are the two Invaders that spawn in together along-side the first Desolator that spawns. As shown in the video, if you avoid killing these specific Invaders, the level will still end and they will drop dead automatically. Use Storms flying super to kill the other Invaders that are required.

Video:

EARTHQUAKE!

This level is perhaps the most consistent and easiest ring-out manipulation, simply fly left from the starting position over the chasm and increase your height to get Fault Zone to follow you and immediately jump over the ledge.

Video:

Death By Fire

This level uses AI manipulation, but does not feature the possibility for a ring-out. Instead, it is possible to manipulate Daredevil into following you into the fire in the top left corner of the arena. Solara will not take damage from the fire, and Daredevil usually has a hard time getting himself out of it. If he jumps too far into the fire, he may stand in the corner and not take damage; in this event, jump between the wall and him to push him out of the corner and he should take damage from the fire. Do not perform any attacks or throws on Daredevil as he is dying, as this may cause a replay to play, which will not happen if he dies by the environment. If Daredevil doesn't immediately enter the fire himself, you may have to throw him into the fire with Solara's regular throw. If you do this, still try to let the fire be the thing that kills him to avoid the replay.

Video:

Venom

THE PIT

The strategies for defeating each enemy type will change depending on the room you're in in this level. In the foyer, the fastest way to defeat the first several Invaders is to use the jewelry cases, the knight's spears, and Venom's regular attack into a regular throw, as long as the Invader will crash into a wall. If using the throw strategy, attempt to time your throws to get the collateral throw glitch. Another Venom technique is Venom's web-zip attack, pressing the mobility button from a standing start to perform a web-zip, then attacking to perform a devastating corkscrew attack; extremely effective at killing Invaders and dealing a great deal of damage to Decapitators. When the Invaders in the foyer stop spawning, go down the red hallway and into the main room to spawn the next set of enemies, then maneuver back into the hallway to perform regular attacks into regular throws on them as was done in the foyer. The hallways of this level are useful for quickly killing the enemies, however Venom must be standing in the main room to spawn some of the enemies, so it is important to move back and forth between the two areas to kill the enemies quickly and keep them spawning. If you are forced to fight in the main room, heavy objects and the using the Pit to your advantage can be very useful. For the Decapitators, Venom's super attacks and super projectiles are very useful. For the Marauders, use Venom's regular aerial grab.

Video:

SEEK AND DEVOUR

This is by far the most challenging level in the speedrun and such requires an extremely in-depth strategy. The following guide was created by @PaulDSSB in conjunction with @MysticManiac and was no small feat. The level is based around having to kill several groups of enemies, those groups are always the same, and always spawn in the same location, meaning that with practice, you can know what to do to kill each group that spawns as quickly and efficiently as possible. This guide presents the whole level, enemy group by enemy group.

Before starting the level, here are some general tips to keep in mind through the whole thing:

  • If you dip low on health, break a turlin engine to heal! It takes 3 seconds and saves you a reset level of anywhere between 1-3 minutes.
  • Throw objects. All objects you can. don't be afraid to run out of objects, because chances are, you wont! There's plenty that go unused in a good Seek and Devour, so please use objects to speed up your kills. If an enemy catches the object, you may wait and catch it back, shoot it out of their hands, punch it out of their hands, or grab them while they carry it. Don't panic, you can act faster than they can throw it at you.
  • There is no way to ring out enemies in the first half of the bridge. The invisible wall acts to protect you and them, so feel free to flex your air combos and swing attacks. Waiting for enemies to come to you at the end of the level so you can ring them out or tricking them into killing themselves is ill-advised. It takes far too long for them to come to you for this strategy to be worth it. And you'll have less convenient resources for taking out desolators as a result.

Good luck!

Pack 1 (3 Decapitators): 1st pack is 3 decapitators and if you wanna get rid of them fast, you want to grab the lamp post to your left. turn left at spawn, walk up, grab it, and back up a bit so you can allow the decaps to encircle you a bit. Once they're in range to hit 2-3, swing. Wait for them to get up, swing at least 2. Sometimes the lamp post breaks on 1 decap, at this point so you can jab+grab the remaining 1-2. You can also use projectiles or dodge attacks.

Pack 2 (2 Decapitators, 1 Marauder): Once that first pack is dead, pack 2 is 2 decapitators and 1 Marauder. There's an SUV by both of them. By range grabbing the SUV, it should take out the Marauder on its way to you. If it doesn't, you should throw immediately to hit the Marauder+a decap and so that it doesn't blast you and crush you with your own SUV. You want to use this SUV to take out these 2 decapitators. sometimes one of them will grab it, but you can ranged grab them while they're stuck holding it. If you're close enough you can also just attack them - dealer's choice.

Pack 3 (1 decapitator 1 Marauder): Ideally you still have an SUV to use: grab it and throw toward the Marauder/decap. The decap tends to grab a taxi as soon as it spawns and the Marauder swings over its head. You can easily hit them both. Sometimes this kills the decap, sometimes it just sends the decap flying far away. You can finish him off with an air projectile usually (be mindful of auto-targeting as the game may try to shoot a turlin engine instead).

If the SUV broke, swing past this Decapitator/Marauder duo. Grab one of the cars and throw it at the Decapitator. If the marauder isn't hit in the crossfire, jump and grab it while the decapitator is occupied. If the Marauder isn't hit and the decapitator grabbed the car, jump projectile the decapitator and then jump grab the marauder. In both instances, you can re-grab the car and throw it again to kill the decapitator.

Pack 4 (1 decap 1 Marauder): If there's any car near you, grab and wait for the marauder+decap to spawn. Do the same thing you did with Pack 3 and try to kill 2 birds with 1 car.

If there's no car nearby: air grab the Marauder and use whatever means to kill the decapitator afterwards. Don't be afraid to switch to the other side of the bridge if that means it has a car which will speed things along.

Pack 5 (2 Marauders): If there's a car near you, grab and wait for them to spawn. You can try to time the throw with when a desolator or two spawn in, or wait for them to start moving. They are vulnerable as soon as they spawn but quickly shift to a new position. You can kill them at spawn or their new position, or if you're lucky some point in between while they move.

If there isn't a car near you and you think you can reach one of the lamp posts on the elevated mid-section in time, aim for that. You can simply stand and swing and it should be able to cleave 2 Marauders at once. It will also survive for the next pack. Alternatively, jump grabs work fine.

Pack 6 (1 decap 2 Marauders): Car or lamp post, whichever is most convenient. There are a few options toward the start of the level that give you ample space from the pack that's more toward the end of the bridge. Either of these will take out the Marauders quickly and cleanly. As for the decapitator, any remaining objects are favorable. Seeing as it spawns on the opposite side of the bridge, but close to spawn, there should be plenty of cars around it to throw. If it's on a different elevation from you, be mindful of its invincibility frames as it climbs up or how high it jumps when it jumps down.

Pack 7 (1 decap 1 Marauder): 1 more pair of decap and Marauder. Use any objects you have for either or both. At this point there should be one or two left before you reach the final segment of the bridge. Air grabs are your friend vs pesky Marauders, lamp posts do insane damage, at this point you know the drill.

Pack 8 (3 Marauders): This pack can be interesting, it's 3 Marauders that spawn in close proximity to each other, so there's lots of potential to cleave. If you're able to get a lamp post or car, they work great. Don't be tempted to grab the turlin engine because it won't deal enough damage to kill anyway. If no opportunities to use objects or cleave come up, 3 air grabs works fine too.

Pack 9 (3 decaps): Finally, we can stop interacting with enemies directly. Super jump from the elevated section of the bridge, and swing off the rail of the bridge. You'll want to mash swing since Venom loses height quickly and easily. 2 swings from a super jump will be enough to reach and cling to the wall segments that extend off the bridge. Climb up and as far from the bridge as you're comfortable (there's an invisible collision of this wall segment that is not visible on the model itself, so it's quite generous), and wait as 2 decapitators will jump off the bridge trying to reach you. If you're lucky, a 3rd will kill themself too. But be ready to spot a cowardly AI. If it jumps and then turns around mid-air to live, it's a coward. If it paces back and forth and doesn't jump, it's a coward. Swing back to the bridge and grab a car to take him out quickly.

Pack 10 (1 decap 2 Marauders): Lamp posts, cars, whatever is closest to you, grab as soon as possible and focus on at least 1 Marauder. Having taken that one out, air grab the other one. Use a car or two to take out the final decapitator of this level.

"Pack" 11 (1 mauler): Only 1 mauler, very easy to destroy. The cutscene of him quaking does indeed do a quake in the game itself, so mind your positioning once you killed the last of Pack 10 and avoid the area by that final turlin engine. Once the cutscene is ended, grab a car or 18 wheeler truck and throw it at the mauler. They can't catch the massive truck, so that's the ideal choice. If you grab a car, be prepared for them to grab it back. However, if they're quaking they cannot grab, so you can bait them to quake before throwing at them. If it's more opportune you can also ring them out, just be careful not to ring yourself out in the process.

Pack 12 (3 maulers): Once that mauler is dead, jump to the elevated section of the bridge, super jump and swing twice to one of those walls out of bounds again, and do exactly what you did for Pack 9. You may get 2 to kill themselves and 1 coward. Be prepared to head back down and take out the coward with a ring out or a series of thrown cars. You can finally have my permission to use a launcher (dodge+attack or a normal attack combo) into an air throw/attack for a ring out, as unless you somehow fall faster than the mauler, you will reach victory before reaching the death plane.

Congratulations, you just beat one of the longest and most dangerous levels in the run!

Video, this will be very useful to watch alongside reading the above guide:

FATAL HEAT

This mission is another boss fight in which there is no potential for ring-outs or environmental damage on Solara. You spawn next to two heavy objects that can be thrown more than once without exploding: A box and a forklift. Using each of these you can easily bring her to low health, or even death. Be mindful of her ranged attack, she usually starts the fight by spamming it, as such a super block may be useful. You can hide behind these objects and grab/throw when it's safe to your own discretion. It's advised not to use the Tesla coils for more than cover as they don't reliably hit your target when thrown. If you damage her into danger, she will make a mad dash for one of the flame jets in the room. She will heal from the flame jets if you let her, it is imperative to play goalie and keep her away. While she's healing she takes no damage or knockback, full invincibility. She always chooses flame jets in the same order, starting with the left most, then the upper (toward the upper-right corner), then the right-most. Venom's finisher may or may not be be helpful in this mission depending on how quickly you are able to get Solara's shield down. Important note: Do not throw an object at Solara when she's grounded if it will kill her - this has been known to cause the camera to go crazy and trigger a soft lock.

Video:

Lethal Toxin

This mission can be completed very quickly with a ring-out manipulation, almost identical to The Electric Man. Swing low so that Venom follows you rather than shooting projectiles at you. Venom's swing causes him to lose height quickly, so once he is over the chasm it should not be long before he rings out. Be careful not to wall climb on pillars or walls.

Video:

Continued in Volume 2...

The remainder of this guide can be found in Vol. 2, this break-up was caused by a character-limit imposed by speedrun.com. Vol. 2 can be found here: https://www.speedrun.com/nemesis/guides/19jln

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