Xarthok

Keen 5 glitchless strats

Dec 16th, 2012
36
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.87 KB | None | 0 0
  1. Explaining some of the things like jumping patterns and other things not obvious from simply watching a run.
  2. Normal difficulty. IP = Impossible pogo (max possible height)
  3. Level sequence below is optimal for shortest overworld movement time. However, Neutrino Burst Injector is possibly the hardest of all levels to do consistently, so that wing could be done first, wasting about 2 seconds in overworld as a result but allowing for trying until a death/save-less NBI.
  4.  
  5. 1. Ion Ventilation System:
  6. - Everything should be obvious, there is no randomness involved, you just need to hit all of the numerous IPs right. The last one is the trickiest, you should hold jump for a bit longer than usual.
  7.  
  8. 2. Security Center
  9. - If a pink bot (or two) is climbing the 2nd pole as you approach, shoot upwards as you jump towards the pole.
  10. - You need a minimum of 3 ammo before dropping down the hole at top-right. Additional 1 ammo if you want to shoot downwards as you drop for extra security.
  11. - In the last room stand before the peak of the hill to shoot the robots if you want to be safe, otherwise jump and shoot downwards
  12.  
  13. 3. Defense Tunnel Burrh
  14. - If you only grab 1 of the 2 ammos in the key room, there is a chance you will run out of ammo before the end of the next level
  15.  
  16. 4. Regulation Control Center
  17. - There is no 100% way to drop safely after the first keygrab, you can always die even when shooting downwards because the robot will be in a random position, so sliding down the pole is suggested
  18. - Pogoing over the 2nd robot where the 2 guns are is risky but allows you to instantly hit the switch without getting hit by the gun, otherwise you have to wait for it to shoot
  19. - Practice the jump in the Robored's room from the edge to the pipe platform. If unsure - look down to make sure the way is clear or wait for the Robored to pass
  20. - Dropping from the pipe onto the first beam as it clears allows you to (barely) pogo straight through the 2nd beam as well without having to shoot the robot.
  21. - If the Shikadi is near the edge of the platform as you get up there you will have to shoot it or risk dying. If he's at least 2 poles away from the edge then it's safe to pass without shooting.
  22. - The fastest and safest way to make the first mine detonate is hanging onto the edge
  23. - It's possible but risky to hit all of the fuses by dropping straight from the edge above, without caring for any mines nearby, otherwise wait for the way to clear before jumping
  24.  
  25. 5. Defense Tunnel Vlook
  26. - Prepare to hold onto a pole near the Robored
  27. - The timing for just running through the 2 slicestars is pretty tight but saves lots of time
  28. - The jump off the platform when it makes a turn isn't that hard
  29. - I always wait for the gun by the exit to shoot once as sometimes it shoots early for some reason and you die
  30.  
  31. 6. Energy Flow Systems
  32. - Making it back from the first key before the gun shoots (no delay) saves a couple seconds later actually as it prevents the Robored below from moving in a bad direction
  33. - If unsure about the location of pink bots, shoot upwards as you climb the 2 poles on the way back from the bottom
  34. - Shikadi is always in the corner of the key room so it's safe to drop straight to the right of it, just watch out for the guns above
  35. - If you barely miss an elevator you can keep holding jump after an IP and survive after hitting the corner of the platform where spinning flames are
  36.  
  37. 7. Defense Tunnel Teln
  38. - Prepare to hold onto a pole when approaching the first Robored
  39. - If using the shortcut over the 3 beams, always shoot downwards as you drop out but know that you can still die so I wouldn't do it.
  40. - The first and second shelley can be dealt with by shooting or waiting for it to leap off the edge and jumping up, whichever seems more convenient
  41. - Make sure to shoot as you move up the pole towards the 2nd shelley to kill the pink robot who might be sliding down. Beware of a leaping shelley.
  42. - The second Robored room shouldn't need saves as there's plenty of poles to use for protection if he becomes aggressive.
  43.  
  44. 8. Brownian Motion Inducer
  45. - Hit pogo at the edge and just hold left, you will always make it across. Hold jump for a high jump up the pole, shoot up when you see the robot.
  46. - Climb up, jump left and shoot at peak to kill the robot (shoot twice if the pink one is still alive)
  47. - IP up the edge at the left, keep holding jump to fly through the hole in the ceiling, shoot right at the peak to kill the robot, proceed through the door.
  48. - IP up the slope, kill the robot mid-jump
  49. - Lower yourself down the pole, tap jump soon in order to fall faster
  50.  
  51. 9. Defense Tunnel Sorra
  52. - The jumping pattern in the beginning is always the same. If you feel you got delayed even by a split second you should wait for the first eyes to pass, otherwise just jump and shoot downwards.
  53. - The first robot sometimes moves into a really bad position, be prepared to shoot downwards.
  54. - As you move towards the Robored, be prepared to jump and hold on to a pole if he randomly turns around and shoots
  55.  
  56. 10. Neutrino Burst Injector
  57. - If cautious, look up for the first dog. Then 2 routes appear to be similarly fast but both use shortcuts using a hard jump while Route B is harder to do consistently but Route A actually kills you if you miss and I suggest you practice both and use whichever feels more comfortable.
  58. - Route A:
  59. - Best (safest) case dog jumps down the pit where you are. In that case simply IP up as it drops.
  60. - If dog appears to move left even for a half second, IP to right, shoot 3 times to the left and move right (that ensures he won't decide to follow you and possibly end up hanging out in room with eyes for trouble later).
  61. - If dog moves to the right, wait. Once it jumps over the pit you IP and shoot 2 or 3 times at the peak to kill it.
  62. - Ideally the Shikadi will be at least a few tiles left of the edge, then you can get on the platform and shoot it 4 times. If Shikadi is close to the edge, IP close to the right wall and shoot left twice at peak, 2 jumps are needed to kill it. Don't grab the pole before killing it: you will likely die.
  63. - Move left, IP right at the slope, jump over the Slicestar as it moves downwards
  64. - Jump right and climb into the invisible path in the wall
  65. - IP up, press left and up to climb onto an invisible edge above
  66. - Hold left for a split second, then proceed to tap left ever so slightly until you catch a glimpse of Keen's sprite. This is the only position I have found that allows you to jump out of the hole consistently. If you press left for even barely longer you die. The window for making the jump is about 2-3 pixels wide.
  67. - When a moving platform comes in reach of an IP, press left and IP (almost simultaneously but not).
  68. - Route B:
  69. - Go left after the beginning part
  70. - Get to the floating platform on the left.
  71. - Move about 1/3 up the slope and IP while holding left, then switch to holding right mid-air. Ideally you slightly hit the corner of the platform above and gain enough height to release pogo at peak and land on that platform. Haven't timed it exactly but this route might be faster than the other one if the jump is made first try.
  72. - After grabbing the key you carefully drop down and press right to climb into the invisible shortcut
  73. - I'm pretty sure you can always survive by simply dropping into the slicestar room and using the key but if you feel cautious just look down and wait for it to pass into the hole in the right or elsewhere safe before proceeding.
  74.  
  75. 11. Gravitational Damping Hub
  76. - You have roughly 26 seconds to make it to the room with guns and moving platforms for the first arrival, otherwise you lose 10 seconds
  77. - The rotating hand is the biggest threat, proceed carefully or wait for it to move if it ends up stuck in the narrow tunnel on the way to the blue key
  78. - Look down before dropping from blue key platform unless you feel super brave
  79. - The window for making it past the last slicestar is longer than it looks
  80.  
  81. 12. Quantum Explosion Dynamo
  82. - My most consistent route for surviving the drop through the dog pit involves going left first for the key, then closing the pit with the bouncing things and proceeding right down the pit. It's a couple seconds slower than going upwards first but far more consistent (>90%), which is important unless you are feeling brave.
  83. - If you don't miss a single jump when moving upwards it's safe to simply IP into the key room, hit the switch and IP right to barely make it onto the elevator on its first cycle.
  84. - Grab the key, then drop through the platform and unless you had some strange delay then you will never die
  85. - Also, you won't get hit by any guns when dropping down the shaft unless you were delayed
  86. - At the end you have to stand under the left corner of a mine in order to make it move straight
  87. - Pogo off the edge right before the mine would have stopped in order to hit it at the last possible moment. If done right, it will almost always hit the fuse. I would also save before that jump at all times.
Add Comment
Please, Sign In to add comment