Quest 64 Any % Glitchless Step by Step Guide
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Quest 64 Any % Glitchless Step by Step Guide
Updated 5 years ago by CleverLeviathan

This guide is color coordinated in its original format but does not show that way inside this websites formatting. If you would like a copy of the color coordinated guide until I can get a formatted link available then please DM me or @ me in the community discord and I will gladly get it dropped in there for you! In the meantime this is my 1st guide ever written as well as a new run to me and if there are any mistakes, questions, or excluded information that I can correct or add please reach out to me!


Quest 64 Any% Glitchless (US) Based on the current WR run by Kirkq 10/17/2018 (3 years old)

Time starts when you hit new game and ends on first frame of Mammon explosion. TIPS & TRICKS: ⦁ Buffer text via A/Z alternating ⦁ Always watch your compass, when battle starts remember the direction Brian is facing. (Losing sense of direction is very easy.) ⦁ Sliding: Brian has a small slide animation that carries him a small distance when he stops running. When running away from enemies end the turn prior to colliding with your agility ring for a little extra range, getting you closer to your escape! ⦁ Escaping: Alot of times Brian will be 2 or more turns from a successful escape. Once you are spirit level 23 in water you can cast the escape spell in battle. It is a good habit to be moving as close to the escape point as possible each turn then attempting to cast escape to end the turn.

TERMINOLOGY: ⦁ Water lvl: 1, 4, and 13 WP= Water Pillar (v = WP)(v,v = WP2)(v,v,v = WP3) ⦁ Water lvl: 7 and 25 Heal= Heal (v, < = Heal)(v,<,< = Heal2) ⦁ Earth lvl: 24 AVA= Avalanche (<,<,^) ⦁ Earth lvl: 27 Con= Confuse (<,v,^) ⦁ Earth lvl:36 MB = Magic Barrier (<,>,^) ⦁ Water lvl: 19 Exit = Exit (v,>) ⦁ Water lvl: 23 Esc= Escape (v,<,>)

COLOR CODING: SPIRIT (Screenshot) BOSS STRAT CHEST MAGIC CAST

INDEX: (CTRL + F) Part 1: 1A: Melrode 1B: Dondoran 1C: Connor Forest 1D: Solvaring Part 2: 2A: Dondoran Flats 2B: Glencoe Forest 2C: Dondoran Flats (After Glencoe) 2D: West Carmagh 2E: Cull Hazard 2F: Normoon 2G: Windward Forest 2H: Zelse Part 3: 3A: Entering Blue Cave 3B: Blue Cave 3C: Isle of Skye 3D: Nepty Part 4: 4A: East Limelin 4B: Baragoon Tunnel 4C: Shilf Part 5: 5A: Dindom Dries 5B: Boil Hole 5C: Fargo Part6: 6A: Baragoon Moor 6B: Brannoch Castle 6C: Guilty 6D: Brannoch Castle Continued 6E: Path to Mammon

PART 1: SET MESSAGE SPEED TO MAX AFTER TEXT ⦁ Immediately run holding Diagnolly down+right for first door, take stair well to door, hold down slightly right to next door, down the stairwell then straight and hang right then straight to main hall. ⦁ Run straight across the hall to the adjacent door heading straight, talk to NPC at end of table then grab chest behind table. ⦁ Head back out and take green door to exit castle. ⦁ Go down steps and turn left toward stables, grab the SPIRIT (WATER), then turn back and follow the brown road to town. 1A: Melrode ⦁ Follow road into Melrode and go into your first building on the right and grab wings. ⦁ take right then immediate left heading straight to the house on the hill, go inside and grab the CHEST then exit the house. ⦁ Turn behind the house you just exited and run to where the fence and mountain meet, put the SPIRIT(WATER) and use wings to melrode. ⦁ Exit town and start to follow the road taking hell hound encounters using WP1. (NO STAFF ATTACKS YET)* We want to earn 3 spirit levels via combat before Solvaring. ⦁ Grab the SPIRIT(WATER) on the left side of the road in the corner then run across the road to the building with another SPIRIT(WATER). ⦁ Continue down the main road and grab the SPIRIT(WATER) by the fence in front of the small cottage. 1B: Dondoran ⦁ Head toward the entrance of Dondoran, follow the path straight until the store on the right and go in to talk to the woman at the entrance. ⦁ Head straight out of the shop and down the small slope to grab wings to Dondoran. ⦁ After leaving shop follow stone path back out and take your first available right, continue and take next available right to a sand opening for your next SPIRIT(WATER).

If on water level 7 you can use Heal 1 (v,<) now ⦁ Head toward connor forest taking man eater and hell hound fights. 1C: Connor Forest CONNOR FOREST GRIND: Inside this forest you want to take fights with Frog Knights, MarioNasty, and Bats. Keep distance from them and absorb wind spells to increase defense and heal as necessary. (Fight bats as well to achieve the 3 spirit levels mentioned earlier.) Before Solvaring we need: HP: 60 (with 0 staff attacks so far) Defense: 9 (With 0 staff attacks you will be at this defense as long as HP is at 60.) ⦁ Head straight NORTHEAST as soon as you are in the forest and grab the SPIRIT(WATER). Then continue down the right fork a little further and grab the SPIRIT(WATER). On the right between 2 trees. ⦁ Turn back and take left fork toward cottage, go inside and grab SPIRIT(WATER) and CHEST(GIANT SHOES). ⦁ After exiting cottage head SOUTH cutting straight over the hills. It will cut EAST slowly then back SOUTH again. ⦁ As you come up on the tree with a exposed root making a hoop formation grab the SPIRIT(WATER). ⦁ From the tree with the hoop head NORTHEAST till you see a metal gate with a SPIRIT(WATER). PRE BOSS CHECK: HP:60 (With no staff attacks to date) Defense: 9 Water Element: 15 ⦁ before approaching solvering hug the edge tight going left and grab the CHEST(HONEY BREAD) 1D: Solvaring WP3 = (v,v,v) WP1= (v) BOSS SOLVARING: Brian Turn 1: Walk slowly moving 2 steps toward Solvaring then use Giants Boots. Solvaring turn 1: Buffer moving to the right then forward to dodge his laser attack. Brian Turn 2: Move in toward Solvaring as close as possible. If not in staff attack range use WP3. If in range use WP1. Solvaring turn 2: He will most likely attempt to use his Earth AOE attack but may also use laser again. While boots are in effect for 3 more turns you can attempt to get out of range by buffering your directional input.) THE PATTERN: From here use WP1 each turn being sure that your staff attack is available to ensure you are close enough. If your health falls under 18 use fresh bread first and honey bread last. Use a Dew Drop if MP runs out and you have one(It should not if everything is smooth) After the fight spec all exp into WATER and it should put you at spirit level 19. ⦁ Grab the CHEST(MINT LEAVES) on the right from the entrance. ⦁ leave the boss area and cast EXIT. PART 2: 2A: Dondoran Flats ⦁ Go back to the right fork and go SOUTHWEST to the gate grabbing the CHEST(DEW DROP). ⦁ On Dondoran Flats immediately go left off the road and grab the SPIRIT(EARTH). ⦁ Follow the road till you see your firt cutoff to the right leaving the path, approach it from the middle to go down and turn right grabbing the SPIRIT(EARTH). ⦁ Turn around and head straight past the sign toward Glencoe Forest. 2B: Glencoe Forest ⦁ Stay to the right side and moving straight to the trees in the back corner there is a SPIRIT(EARTH) behind the tree before last on the right. Then cast EXIT. ⦁ Follow down the left side of the pond this time, if you stay close to the side of the pond as you come over the small hill you will see a SPIRIT(EARTH) grab it. ⦁ Look slight left to a tree alone by the area border, there is a SPIRIT(EARTH) behind it, stay on the area border keeping it to your right and follow it till you see a cabin. ⦁ Grab the SPIRIT(EARTH) on the outside of the cabin then go inside and grab the CHEST(SILENT FLUTE). ⦁ After exiting head straight until you hit the area border and keep it on your right till you run into a SPIRIT(EARTH) behind a tree then look left and walk around the tip of the area border grabbing another SPIRIT(EARTH) then cast EXIT. ⦁ Leave the forest and head back to the main path 2C: Dondoran Flats (After Glencoe) ⦁ Follow the main path till you see a large clear opening on the right, in the corner of the area border there is a SPIRIT(EARTH). ⦁ Follow the path to the ship port and enter/exit the ship to change to West Carmagh. 2D: West Carmagh ⦁ Go up the steps into the cabin and rest. (Do not rest anywhere else, we will need this rest point for after the Nepty fight.) ⦁ exit and follow the road, there will be a hill on your right with a SPIRIT(EARTH) and shortly up the path a 2nd hill on the right with another SPIRIT(EARTH). ⦁ Go back down the path to the fork in the road with the sign and head right following along the path. ⦁ Head into Larapool and go left and inside to grab Wings to Larapool. Then exit and use Wings to Dondoran. Go to the castle in Dondoran and behind the throne is a door with a SPIRIT(EARTH) and 3 CHESTS(HEALING POTION)(REPLICA)(HEROES DRINK). ⦁ Leave dondoran castle and use wings to larapool. ⦁ Grab another set of wings (larapool) ⦁ Leaving larapool head right and stay straight off the path to cross the bridge made by a log. ⦁ Follow the path around to the cabin, grab the SPIRIT(EARTH) behind the cabin then turn back and cross the bridge into Cull Hazard. 2E: Cull Hazard CULL HAZARD GRIND: We are looking for 1 ideal encounter in here of 4 blood jell's in the formation of a square. When you get this encounter use the silent flute and cast water 3 in the middle of the square formation to quick kill all four. You should gain 1 level and place it in SPIRIT(EARTH). This will ensure spirit level 18 for earth upon exiting the cave. ⦁ Enter the dungeon and follow the path until it opens up then stay to the left of the area border till you see a SPIRIT(EARTH) and a CHEST(HEALING POTION). ⦁ Turn right and go straight following the right side of the area border (just few steps) to another SPIRIT(EARTH) then turn 180 and go straight. ⦁ Keep on keeping on straight even after the area opens back up.(keeping the water to your left) ⦁ When you see the two CHEST(HONEY BREAD)(HEALING POTION). ⦁ Continue following the same direction (keeping water on left) until you get to the Root Bridge, on the other side there is another CHEST(SILENT FLUTE), then keep following the path to exit to NORMOON.*****

******Be sure you have completed the 1 ideal encounter and are on Earth level 18 upon exit. 2F: Normoon ⦁ Head straight into the wheat field for the SPIRIT(EARTH) then a 2nd next to it SPIRIT(EARTH), then to the next wheat field over in the corner where the fence meets the border is another SPIRIT(EARTH). SAFETY STRAT: There are 2 windmills on the side of town, after grabbing the 2 spirits in the first wheat field you can detour to both of these and grab 4 CHESTS(FRESH BREAD)(HEROES DRINK)(FRESH BREAD)(FRESH BREAD).

then to the next wheat field over in the corner where the 	fence meets the border is another SPIRIT(EARTH).

⦁ Take the North exit from Normoon into WindWard Forest. 2G: Windward Forest ⦁ Follow path and grab SPIRIT(EARTH) when the forest opens up keep NORTHWEST cutting through the woods to the cabin. ⦁ go to back room of the cabin and grab CHEST(HONEY BREAD), then the SPIRIT(EARTH), up front. ⦁ exit the cabin and grab the SPIRIT(EARTH) by the tree next to the cabin, then continue down the path to zelse. 2H: Zelse PRE BOSS CHECK: ELEMENT LEVELS: 1,24,19,1 BOSS FIGHT ZELSE: AVA= ( <,<,^) Brian Turn 1: Move in closer toward zelse. Zelse Turn 1: Will move in and most likely use his long range attack. Brian Turn 2: Make sure you are about 3 to 4 (slow walking) steps away from zelse then cast AVA(<,<,^) and pray. Zelse Turn 2: Zelse will always use 1 of 2 attack if you are 4 steps or closer. 1st is sword cutter which cannot be dodged and 2nd is his mid range will sweep in a line. If you always pre buffer closer to zelse or further away from him you will usually dodge the mid range attack. Good RNG will mean he doesnt use his sword cutter. Brian Turn 3: Heal if below 43 HP in case of sword cutter. THE PATTERN: Avalanche over and over hoping for good RNG and heal if health is inside of damage ranges of sword cutter. After the fight alot your element levels to 1,25,25,1 and putting any extra in earth if available. ⦁ Go to the nearby tree and grab the SPIRIT(EARTH) ⦁ EXIT, then leave the woods and use wings to Larapool PART 3: 3A: Entering Blue Cave ⦁ Go straight across the center of town and talk to the lady in front of the counter then all the way down the stair well. Enter the well room to lower water then go down and straight for a SPIRIT(EARTH). ⦁ Go left from that spirit and up the hill for a 2nd SPIRIT(EARTH) then back down the hill and up the stairs to the left and get a 3rd SPIRIT(EARTH) behind the 2nd pillar on the right, then enter blue cave. 3B: Blue Cave NAVIGATING BLUE CAVE: As soon as you get in the cave you will see that there are blue cone like rocks in one of the initial pathways, these rocks have arrows indicating the direction you need to head to progress the cave path. You will not take any side paths through this cave and can follow these all the way to the end. I will include light instructions on how to not miss any paths on the way through here. ⦁ Go down the slope and take the right path between the 2 stones. You will be heading EAST. ⦁ As you follow forward on the path it will eventually have you going WEST and shortly after that the room will open slightly and if you turn 180 in the small opening you will see the 2 stones signaling forward. ⦁ Follow the path to 2 more ice pillars and turn right. ⦁ As you move forward and it opens up again there is a ice spire to the left with a SPIRIT(EARTH) then continue left between the ice pillars. ⦁ Keep staying straight and you will eventually cross over 2 ice bridges (The two bridges are pretty far apart with another stretch of cave). Keep your eyes on your compass at all times! When you eventually reach a 4 way intersection of small ice paths in a very large room (You will be pointing NORTH when arriving to this point) take the left path. (You will be pointing NORTH when arriving to this point). ⦁ Grab the SPIRIT(EARTH) then head back and stay straight till dead end and turn left grab SPIRIT(EARTH) and the CHEST(MINT LEAVES) next to it, then turn around and stay straight and keep straight till a small fork happens and take the right path. ⦁ At the next fork go right again. ⦁ Stay straight to next area, go to cottage and grab the SPIRIT(EARTH) on the left side. 3C: Isle of Skye ⦁ Go inside and through the door to teleport to the ship, go to bottom of the ship and get the SPIRIT(EARTH) and CHEST(DRAGONS POTION). ⦁ Exit ship and grab SPIRIT(EARTH) ⦁ Go up hill and grab SPIRIT(EARTH) at the entrance to the cottage then another SPIRIT(EARTH) behind the cottage. ⦁ Get ready for nepty, you can safety save on the ship if you are not chasing a tight PB. ⦁ Take the path up the hill and grab the SPIRIT(EARTH) then stand in the small rock formation in the middle to teleport to Nepty's chamber.

3D: Nepty BOSS CHECK: ELEMENTS: 1,38,25,1

BOSS FIGHT NEPTY: Brian Turn 1: Move in toward Nepty and cast MB ( <,>,^) Nepty Turn 1: Let her do what she wants Brian Turn 2: Get within range and cast AVA (<,<,^) Repeat the above steps until MP is < 10. Then Cast in the following order 1. MB (<,>,^) 2. CON (<,v,^) 3. AVA (<,<,^) or Heal if health is below 50 After you get your MP heal from confusion repeat the process till dead. Spec all EXP into Earth (We will continue putting all spirits in earth till 50)

PART 4:

Leave Nepty's chamber then do a death warp (Dying to a enemy takes you to the last place saved/rested at which was after docking at larapool*********)

*********If you safety saved ANYWHERE this will not work, go back into the cabin in front of the ship and go in the back room, step on the pedastal, leave the house you are now in and step in between the ice pillars just in front of the house to warp to larapool. 4A: East Limelin ⦁ Return to the docks at larapool and enter/exit the cabin. ⦁ Take a left leaving the docks and follow the road ⦁ As the road slopes downhill into a wide opening stay to the right side of the world boundary heading to the quarry. (Slide into the passage and turn left following the bend till you see a sign on the left. upon entering to the right is a SPIRIT(EARTH) then continue down into the quarry and go in the cabin and grab 2x more SPIRIT(EARTH) then turn right leaving the cabin for another 1 SPIRIT(EARTH) under the wooden beams. Then go into the cave entrance.) 4B: Baragoon Tunnel ⦁ Grab the two CHEST(HEROES DRINK)(HEALING POTION) at the entrance then head east (stay east through this whole dungeon). STRANGER DANGER: Will-O-Wisp are a huge threat for safety you can cast magic barrier during your escape attempt or use healing every turn. They will be faster then you in this category. ⦁ Stay east till you reach a room with a CHEST(HEALING POTION) and SPIRIT(EARTH) (grab both) then cross the bridge. ⦁ After you finish sprinting the bridge follow the ledging up into the stone entry way, turn left immediately and grab the SPIRIT(EARTH) then turn back and follow the hallway maintaining East. ⦁ Stay due east until arriving to Shilf. 4C: Shilf BOSS CHECK: You should have been pumping into earth heavily this entire time with water still at 25. When Earth finally hits 50 we will pump into water till 48 (This will not likely be achieved in this run category but is the next goal we are moving toward to get healing as high as possible). For every 8 levels in another element it will increase the attack power of all other elements as well to the equivalent of 1 spirit.

BOSS FIGHT SHILF:

	Brian Turn 1: Move toward Shilf and cast MB(<,>,^)
	Shilf Turn 1: Let her do as she pleases
	Brian Turn 2: Try to move within avalanche range, if not possible then just get as close as possible to save MP.
	Shilf Turn 2: Let her do as she pleases
	Brian Turn 3: Get in avalanche range and cast MB(<,>,^)
	Shilf Turn 3: Let her do as she pleases
	Brian Turn 4: Get in range and cast AVA(<,<,^)
	

The Process: Follow the above turn order till you get to less than 10MP. Then cast MB(<,>,^) , CON(<,v,^), if magic barrier lasts a 2nd turn cast AVA(<,<,^) , if it wears off and you get the MP restore cast MB(<,>,^) again. If your health is below 65 heal before your next MP restore cycle.

After the fight spec till 50 in earth then remainder in water. ⦁ After Shilf head east out of area, grab CHEST(HEALING POTION) on right and SPIRIT(WATER) then head left to exit dungeon. PART 5: 5A: Dindom Dries ⦁ Head WEST/SW over the sand dunes till you come up on a dirt path and follow it (grabbing the SPIRIT(WATER) to the right) to Greenoch. ⦁ In the first destroyed house on the left grab the Replica. ⦁ Then head through the village and due NW. ⦁ Hug the area border to the left and sneak in between the first available passage heading toward the hardened lava and grab the SPIRIT(WATER), continue to another SPIRIT(WATER) to the right up from the first one then head into the cave entrance. 5B: Boil Hole ⦁ Follow the path to the crater room keeping to the left area border. Take the first available left path inside the main crater (EAST) and keep moving forward. ⦁ Keeping south till you find a CHEST(DRAGONS POTION) in the 2nd crater room then continue left from that chest. ⦁ Follow along the path till the next large opening and follow the slalom down ignoring the chest. ⦁ once to the bottom of the area (ignoring all spirits/chests) follow the opening headed due south. ⦁ Follow Path to Fargo 5C: Fargo BOSS CHECK: Should be at 50 earth and still pumping into water. BOSS FIGHT FARGO: The Process: Let Fargo do what he does Brian Turn 1: MB(<,>,^) Brian Turn 2: AVA(<,<,^) Brian Turn 3: MB(<,>,^) Brian Turn 4: AVA(<,<,^) Wash and repeat this strategy unless MP<10 then CON(<,v,^) in place of avalanche. If you take 1 hit you will be fine. But do not let him get a second hit. Heal during a extra avalanche turn if needed. Spec EXP in water ⦁ Head toward dungeon exit grabbing the CHEST(DRAGONS POTION) on the way out. PART 6: 6A: Baragoon Moor ⦁ After exiting the dungeon keep to the left and straight, after hitting the path turn right and hug the world border tight on the left until you see the castle, keep straight toward the castle hugging the border now on the right and being careful not to come off the border till in front of the castle. ⦁ Go straight through town and into the next set of doors, then hug to the left heading to the backside of the castle and up to the side entrance. 6B: Brannoch Castle ⦁ Follow the path through the first door and head left until your next available door on the left, and TAKE THAT DOOR! ⦁ Follow the stairwell, taking the available CHEST(DRAGONS POTION) on the left and ignoring the door, continue on to the top and take the door ⦁ Go left and keep taking rights until you find ANOTHER DOOR! Kreygasm ⦁ Keep going up the stairwell until you find a DOOR! 6C: Guilty BOSS FIGHT GUILTY: This fight will operate differently then the pattern we have followed up till now with avalanche and magic barrier. Where we normally would have used confuse we will be using all these MP heal items we have built up in a priorty order Mint Leaf > Hero Drink > Dragon Potion. We want to be sure to save at least 3 dragon potion if able or 2 if you are going risky. Just follow the below procedure and pray to the RNGesus because guilty is a doozy. Brian Turn 1: MB(<,>,^) Brian Turn 2: AVA(<,<,^) Rinse and repeat and when MP< 9 MB(<,>,^) then use a MP healing item in the priorty order.

6D: Brannoch Castle Continued

⦁ Continue up stairwell, in the open room with balconies grab CHEST(HEROES DRINK)(HEALING POTION) and go to next room, keep going up stairwell to next CHEST(MINT LEAF), grab it then enter door beside chest. Grab the two front items on the CHEST(DRAGONS POTION)left and CHEST(SPIRIT LIGHT)right, the CHEST(HEALING POTION) on the back wall and the spirit. ⦁ Head back up and up to the room with your father, grab CHEST(SPIRIT LIGHT) on the right (HI DAD, BYE DAD) and continue. BOSS FIGHT BEIGIS: This fight will go exactly as the previous one against Guilty. Follow the same strategy which I will still place here. Leave room for 2 or 3 MP healing Items for Mammon. Brian Turn 1: MB(<,>,^) Brian Turn 2: AVA(<,<,^) Rinse and repeat and when MP< 9 MB(<,>,^) then use a MP healing item in the priorty order.

6E: Path to Mammon ⦁ Go out back side of Beigis chamber ⦁ Follow path until you get the eltale book and go into the floating monestary ⦁ Keep tight on the right world border until arriving to the first door ⦁ Follow checkered path to door then enter and exit. ⦁ Walk up middle pathway to next door ⦁ Stay straight and hug red pond on the left to next door ⦁ Enter/exit ⦁ Go through far right archway and hang right then straight to next door ⦁ In the next room go immediately left and keep the world border tight on your left all the way to the next door. ⦁ Go down and through next door then follow the checkered path again. Enter/Exit ⦁ immediately go right then slip between the 2 stone walls on the left then straight for the door. ⦁ Continue to speak to shannon to teleport to mammon BOSS FIGHT MAMMON: This fight is literally almost a joke but do not underestimate the games ability to rob you of your casts. I will assume you have learned the inputs for spells at this point and make this last fight straight forward. Cast Magic Barrier, Focus on moving in toward mammon till you get the staff symbol on screen. Just rinse and repeat MB, AVA, MB, AVA until a heal is needed and use a MP heal where you would an avalanche.

GG and thank you for using my guide! If you have enjoyed the guide please pass it on to other interested runners or casual players that would just like to see this game through! If you have any questions or inputs on this guide or need more information please join the quest 64 discord via speedrun . com or come over to my channel at twitch.tv/cleverleviathan and ask away if im live!