Attraction 7 Sucks
3 years ago
British Columbia, Canada

To make optimal runs for this attraction you must time your movement perfectly to line up the perfect cannon angles. Entering cannons and firing cannons stalls every cannons movement which can be useful for timing entrances and exits perfectly.

I've made notes on my findings and best times for this attraction. 7-1 283 [Listen to the beat at the beginning. 1 2 3 4 5 6 go on 7. The second mini goes on 8] 7-2 288 (go ASAP) 7-3 279 [Listen to the beat at the beginning. 1 a 2 a 3 a 4 a 5 a 6 a 7 go on the and of 7] 7-4 266 [Listen to the beat at the beginning. 1 2 3 4 5 6 7 8, 1 2 3 4 5 6 7 go on 8] 7-5 265 ("Listen to the beat at the beginning. 1 2 3 4 5 6 7 8, 1 go on 2." wait a tad before firing the second mini. Start the 3rd mini right when the first mini starts climbing the ladder above). 7-6 275 [Listen to the beat at the Beginning. 1 2 3 4 5 6 7 8, 1 2 3 go on 4. do not activate the 2nd mini. activate the other two when you hear the first mini hop the block to he cannon.] 7-7 276 [activate the mini at the top ASAP. activate the mini on the bottom when the mini on top is at the same vertical axis as the bottom mini.] 7-8 285 [Barricade the Snifit and activate the mini with the key and then when the cannon is facing left after one second activate the two minis upfront. Fire the two minis before the mini with the key enters. Fire the mini with the key when the others are airborne and make a slope towards the door. When the two minis have dropped back down into the cannon fire them again as soon as possible.] 7-DK 245

Edited by the author 3 years ago
Gaming_64, Neonova, and Pear like this
British Columbia, Canada

I'm concerned how Plus% will have to go because of the sign that displays what order you need to complete the levels in freezes the cannons movement but the music continues.

Gaming_64 likes this
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