The Unfinished Guide to Any%
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The Unfinished Guide to Any%
Updated 4 years ago by Glitch_Me_Up

INTRODUCTION

Hello! Welcome to this guide on the current glitch and skip strategies (strats) used in the Any% speedrun of The Unfinished Swan (TUS). I will list off the skips as you would encounter them when performing an Any% run so as that you you can follow for reference by watching the current world record aside this guide. I will go as in depth as possible so as to help anyone new to the game’s mechanics, and provide credit where I can to strat finders and runners.

Before I begin, there is only one movement mechanic (other than a launch but that's currently irrelevant) that we know of in TUS. This has been named the Jump/Climb or JC for short. It's as simple as it sounds and consists of pressing the assigned jump button - X by default - repeatedly, whilst pulling the analog stick against a surface that isn't vertical to climb up previously unscalable objects, or climbable objects at a faster rate than usual. This is a common flaw in this sort of game and is attributed to how the engine handles the player model and it's object interactions, as the model is squared off at the bottom and creates a rigid upright platform underneath the player that moves slightly inside the non-vertical surface allowing you to stick to it.

Jumping is the fastest method of movement by around 10%, watching speedruns you'll see the runners jump at every opportunity they can.

CHAPTER 1

Cutscene Skip

Discovered by Gltich_Me_Up

A very simple skip that allows you to skip the first cutscene in the run. It's performed by watching the cutscene all the way through and quitting at any point before the watchtower. This sort of skip is not normally allowed in Any% because it would be seenas a setup, but the way that the game handles this saved state is strange. It does not count as saved game data as there is none to delete after setting it up, and also works offline so there is no online save. We have decided to allow it for the time being because of this, and because the options changing for sensitivity and brightness are handled in the same way and well, we can't ban that.

Bamboo Skip

Discovered by many people, most likely on the day of release.

This small JC over the rock and through the bamboo at the start of the game saves about 5-7 seconds and reduces the distance of deviation from a perfect vector toward the stepping stones.

Statue Garden Skip (SG Skip)

Discovered by Vincento . The second part of the skip utilising the garden wall was first shown again by Vincento at a later date https://youtu.be/GQPk0f2KMK .

This JC climb up a wooden tower knocks upto 15 seconds off a run. A little tricky to grasp at first but if the player jumps off the crate and moves around the the left on the corner to continue the JC, it can be performed smoothly. This leads into a run along a wall adjacent and above the second area of the Statue Garden, which you then jump down from. This wall saves up to 5 seconds.

Stair Skip

Discovered by Vincento

This small JC off the bannister and along the wooden crane support saves the time it takes to go around behind it in a similar fashion to Bamboo Skip. Slightly harder than SG Skip but simple with practice, the platforms wherein the model sicks to the support are lesser, but with muscle memory and a small setup are easy to hit. This skip saves roughy 4 seconds.

Pot Skip

Discovered by Glitch_Me_Up

Utilising small ledges created by the pot's objects, the player can climb these to form a more direct path into The First Castle. This skip is moderately difficult as the ledges you have to land on are few and far between, there is roughly one for each pot, the lower 2 having ledges close to the centre or slightly to the right, and the top 2 pots being smaller have more ledges with most toward the far left. The ledges are not obvious and this will take practice to save over the older method of JC'ing up the stairs.

CHAPTER 2

Early Dam

Initially discovered by An Empty Box . A later method was discovered by Glitch_Me_Up .

Simple in explanation, difficult in execution: Early Dam is a tricky glitch to master. The initial method by An Empty Box is the harder of the 2 and entails recoiling the bridge somewhere back upwards and JC'ing to the top of it, turning around and hitting the dam paddles from there. Finding the correct amount to roll the bridge back upwards is the difficult part here. The second and faster method of the 2 is to walk beyond the bridge and onto the railing aside the river. You then point the camera as so to arc your water projectiles over the building and hit the paddles. The difficulty here is that you're blind to the paddles’ position when shooting, so it's luck and memory here. Jumping often helps. Both versions save up to 30 seconds depending upon execution.

Scaffolding Skip

Discovered by Omniferous Swan

Here you simply reach a save point, and quit and reload the chapter to move forward. Although loads are timed in for Any% this still saves roughly 10 seconds. The skip can be performed as soon as the save icon appears at the top right of the screen, and the continue button is the first selected on the main menu once you have quit the chapter so it's advised to continually press your corresponding button whilst loading to select it as fast as possible.

Crane Skip

Discovered by An Empty Box

Crane skip is maybe the hardest skip in the game. The idea is to spin the crane using the paddles, jump around the crates to either the left or the right and land on the side of the small crates holding the ladder toward the other end of the crane. You then proceed to JC up the side of that ledge and jump off the crane to continue. The crates MUST NOT be solid when executing this jump, you will have to pass through them. They are only not solid when the crane is in motion, hence why we must spin the paddles prior to jumping. You must jump at the latest possible part of the crane, preferable around 1 inch outward from the crates and on the metal grating. You then aim for a small black box along the supporting beam on the right side, and the equivalent distance on the left. This will take some practice, but I have created a more in-depth tutorial here: .This will save 10-15 seconds.

New Growth Cutscene Skip (NGC Skip)

Discovered by many people, most likely on the day of release.

This skip allows the player to miss the cutscene trigger when activating the paddle for the start of New Growth. All you have to do is be jumping off/falling when the paddle is activated, the fall away from the upper balcony means that as the trigger for the cutscene spawns the player has already left the area. This means that the player can then begin to shoot water projectiles further forward, moving the vines as timely a fashion as possible. This skip saves roughly 7 seconds.

Fast Vine Swing

Early bridge discovered by Vincento . Faster swing discovered by Glitch_Me_Up .

This combination optimisation is a simple mix of placing yourself ready for the next action in the game, as so to avoid wasting time. The vine bridge can be crossed as soon as the sound effect has triggered as that is when the object loads in for it. Further on from this, the vines then reset and must be watered before moving into the golden drainpipe. The player can position themselves as so to shoot projectiles to reactivate the vines whilst moving forward in the level, and when the sound effect plays for the swing to begin to grow, the cutscene trigger will also exist. This allows for JC up the stairs and ladder toward the trigger. This saves roughly 5 seconds.

Fast Tree/Fast Pipeline

Fast Tree discovered by Vincento

Fast Tree and Fast Pipeline work around a similar principle of JC movement. Fast Tree is executed by JC'ing around a third of the way in from the left, around to the right of the tree allowing you to connect with the ladder and continue the JC upwards. An additional JC to the top of the branch and a well timed jump will land you atop the descending staircases lower wall, although lining this jump up can be tricky as sight is blocked by foliage atop the branch; and this saves only an additional 1 or 2 seconds.

Fast Pipeline is performed leading up to the hose. The golden pipeline can be climbed very quickly with JC, but is awkward as the object is rounded in an unusual way and has little to no traction in places. This can be a risky strat and is often on JC'd up the vertical sections, and jumped adjacent to the horizontal sections. Faster Hose

Discovered by many people, most likely on the day of release.

This skip relies on the fact that there is a vine already active in the upper windows of the tower ahead of you. By bringing those vines out of the tower, downwards, and along the wooden walkway, you save a significant amount of time (5-15 seconds depending on hose-use skill) over the previous method of bringing the vines from the bridge.

Cannon Skip

Discovered by Speedpainter SE

As the player exits the upper doorway of the tower using the vines, as opposed to climbing the full height of the staircase to jump across the balloons, it is possible to use the cannons that the balloons themselves are carrying to make your way to the end of the chapter. Very easy to execute, you simply jump to the wheel of the closest cannon as soon as possible, jump to the barrel, and then jump as late as possible toward the ship. Then with a few JC’s, one can climb the side of the ship toward the left and trigger the cutscene for the end of the chapter.

CHAPTER 3

Early Pink Ball

Discovered by Glitch_Me_Up

This skip allows the player to quickly reach the pink ball suspended above wooded area. The timing can be awkward for this but with a little practice, this can be easy to pull off to save roughly 4 seconds from the older method. When dropping into the spider section of chapter 3, one should hit the lantern as fast as possible, ideally as you climb the log just before. Once dropped down and the safe area of light has been expanded, you’re going to want to make your way to the outskirts of the light directly in front of you, as opposed to turning left. There is nothing here to stop you from making a run toward the pink ball, aside from an invisible wall that extends from the fencing to your left. So, facing toward the ball, you will want to run straight toward it, beginning with a slight curve to the right to avoid the wall. If you do hit the wall, stepping back into the light will reset your health completely. It may also help to JC whilst running forward to make sure any obstacles can be climbed in order to reach the ball before getting scratched 3 times. Often you will get hit twice, but remaining calm will be your friend.

Woods Death Abuse

Discovered by Glitch_Me_Up

After reaching the pink ball in the previous skip, the player can then begin to head around the graveyard and toward the blue lantern ahead. Once the ball has passed underneath the second arch, the light extends far enough for the player to line themselves up and run forward toward the blue lantern. The object here is not to reach the lantern itself, but to run past it without resetting your health, as the checkpoint for the next section of the level is aside and beyond it. You should JC when running toward this, as there is a slope to descending from your left that will need climbing as so to reach the lantern in time. When the player dies in this position, you will be reset further forward in the level, just in from of the blue lantern.

The second possible part of the death abuse in the wooded area of chapter 3 follows directly on from the previous part, but is more circumstantial. Here, the ball is rolled down a slope and makes its way through some trees before turning roughly 75 degrees to the left and toward a tunnel. This abuse is optional because the ball may be able to travel full speed through the trees at the beginning, and if so it may be best to stay aside it and follow it through to the tunnel. If not, memorising your way through the dark area in front of where the ball rolls should be helpful here as if you die in front of or past the tunnel, you will be rest there. This works on the same principle as the previous section, although can be harder to master as there are no visual clues to guide you afore the tunnel.

The final area in which the player can death abuse here is when starting at the tunnel, again leading directly on from the previous section. Here, when facing the tunnel you will see some fallen logs and a stump to your right, these can be jumped across, where you will find a small pool of water. You want to continue heading almost exactly forward in the same direction from crossing the logs, with a small deviation to the left here if you catch the shadow of a tree that can sometimes be in your way if your angle is off. You will need to JC over obstacles as this area would be out of the path of the ball taking the intended path, and may be difficult to cross as first attempt. As you run/JC forward, you will move over the crest of a hill and see the river- the next section of the chapter. Make your way in a beeline toward this, as the timing is somewhat close, you’re aiming to die where you would roughly spawn in the following section. You may find this skip difficult at first, but with multiple attempts you will begin to remember where obstacles are and avoid them.

The entirety of these death abuses save up to a minute off the run and are vital for the World Records.

River Death Abuse

Discovered by Glitch_Me_Up

The river death abuse begins immediately after the woods death abuse. Once the player successfully completes the death abuse and lands at the beginning of the river section, you should begin shooting toward the ball in the river to propel it as quickly as possible downward toward the bridge. Whilst the ball moves through the rocky section, it’s advised to JC on top of the rocks to maintain propelling the ball. Don’t worry too much about the ball getting stuck against the opposing side of the river, it’s a rarity and can easily be fixed by shooting it once or twice. One the light of the ball hits the red balloon on the other side of the river, the player will start running into the dark alongside the riverbank until you see the frog sat atop the crossing bridge. Here, head over and run down the now left side of the river, and if you were fast enough you’ll die within the checkpoint for the top of the waterfall. This run can be optimised with practice, crossing the bridge by jumping to it as early as possible and then straight off and round the corner is faster, and the frog isn’t solid so don't be afraid to run through him.

When you respawn at the top of the waterfall, you should immediately start running forward toward the edge, and jump at a 50 degree angle to the right as late as possible. It will help to be looking down at this point as you’re aiming for a rock on the opposite bank of the river and it’s a long jump. Once you land, take great care here to stay just within reach of the light for as long as possible, the more you delay moving into the dark here, the more time you’ll have to run immediately after. After landing, hang a left along the riverbank and you’re going to pass a tree stump on your right very early. Here, you want to leave the light, and JC at a 25 degree angle to the right and run through the dark. This is very difficult as the timing is very tight for you to die within the checkpoint zone, but you’re aiming to be just above the pool wherein the ball would land in front of The Nursery. Ideally, it is possible to make it so that you land within the pool and drown, but it’s a rarity for this to occur as no doubt you’re going to hit some bush or tree on your way there, a perfect trajectory is nigh-on impossible. Once this is completed correctly, You should respawn on the left bank of the pool outside The Nursery with the ball on your right.

Nursery and Home Skip (Nome Skip)

Discovered by Glitch_Me_Up

Immediately after finishing the previous skip, when respawning beside the pool, jump across and land on the cliff beside the waterfall it has JC ledges so it will catch you. From here, make your way along the edge of the pool and you’ll find a barrier blocking you from moving away from the pool. As soon as this barrier is out of your way, continue about a metre forward and then jump into the pool to drown. This step sets the game’s code to tell it that you can move freely within the dark without getting scratched now, the trigger for that code is what you’re jumping into. The trigger does exist on the side of the pool which you start on but when you drown after triggering it there, it will put you further away from where we need to do the next step.

Now, as you respawn you should be back beside the waterfall. Here, jump across again and JC up the rock you land on to get above the waterfall and back into the previous section. Move left and jump over the river after the climb, and head around to where there is a golden letter on a rock/wall. This is a storytelling panel. Shoot it to light it up and the base of a tree to the left will be revealed. This tree should now be JC climbed, and watch out for the 2 branches at the top that can knock you off if you aren’t careful. You must climb all the way to the top and stand atop the trunk facing toward the storytelling panel. Jump to your left to land atop the invisible barrier that surrounds the level, and then turn your camera 140 degrees to the left so that you are facing almost exactly the opposite direction. Now make a small jump 15 degrees to the right to land on a small embankment. If you miss the embankment, you can move all the way to the left of it and JC up and onto it. Now, some of the ground is now textures but not real and you can fall through. If you do, you will be placed back out of bounds so it isn’t too taxing to die here. You want to face in diction of where you would emerge from the Nursery and walk forward until you see a hill/rock. Jump onto it and JC around to the left side. Here you’ll see a tree and another hill/rock behind it. Jump to the left side of the tree and you’ll be able to land on it briefly, before jumping to the hill/rock and JC’ing up to it’s peak. From here. You’ll see a lantern and a wooden pergola beneath you. There is an invisible wall between you and them, which you’ll have to jump over. Once you land, head toward the gap in the wall straight ahead and let the game load for you to continue. You can move whilst the game loads, but the ground does not load in until the very end, thus this has not been of use yet.

Boat Death Abuse

Discovered by Omniferous Swan

When riding the boat to The King’s Statue, the player should board as close to back end as possible, making sure that the red joystick has been activated before reaching said boat. This means that as you regain control at the end of the ride, you can pull backwards and fall off the boat and into the water as soon as possible. The game will then place you slightly further ahead. This skip saves roughly 1-2 seconds, and yes, it is faster than just walking to where it places you.

Fast Lemon

Discovered by Vincento

This faster way of shooting the lemon down beneath The King’s Statue is performed by walking just to the left of some crates stacked to the bottom left of the bowl beneath your first line of sight with the lemon. Make your way to the left of these crates and use the wall next to them to JC up whilst shooting projectiles at the lemon. Once you’re sure a projectile is on the correct course, you can begin to turn around and run toward the ladder. This saves 2-3 seconds over the next fastest method.

CHAPTER 4

Box Hopping

Discovered by Vincento

This is currently the only skip/optimisation in Chapter 4. When riding the box at the end of the level, one can jump, pick up the box,place the box back down and land upon it. It’s a quick movement and if mistimed, you can clip through the box and land in the water, or if moved too far forward or still held, the player will miss the box also. The theory here is that the river’s movement of the box is slower than normal movement speed, so you should always be moving forward to try to get as close to max speed as possible. You will need to walk along whatever shape you’ve drawn in the water, jump off the front, grab the box and put it in front of you, land on it and rinse and repeat. This will take a lot of practice and even the best box-hoppers struggle at times. This saves 10 seconds in a perfect run.

Game stats
Followers
30
Runs
57
Players
24
Recent runs
Level: Chapter 4: The King's Dream
Level: Chapter 3: Nighttime
Level: Chapter 2: The Unfinished Empire
Level: Chapter 1: The Garden
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