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The Guardian Legend Any% Speedrun Guide

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  1. =======================================
  2. The Guardian Legend Any% Speedrun Guide
  3. =======================================
  4. by vaxherd (latest update: 2024-02-15)
  5.  
  6.  
  7. I've written this guide to give an overview of speedrunning techniques
  8. for The Guardian Legend and describe the any% route used in the current
  9. world record run. There are in fact a number of possible routes through
  10. the game using different weapons, all of which complete the game in
  11. similarly quick fashion; feel free to experiment and find what works
  12. best for you.
  13.  
  14.  
  15. Overview and Controls
  16. ---------------------
  17. The Guardian Legend is a unique-for-its-time mix of Zelda-style overhead
  18. adventure and shoot-em-up action. You play as the Guardian, an android
  19. capable of transforming between human and fighter-ship forms, and your
  20. goal is to explore the planetoid Naju, defeat the bosses guarding 10
  21. self-destruct mechanisms, and destroy Naju before it destroys Earth.
  22.  
  23. The game world consists of a 24x24-screen walkaround labyrinth and 23
  24. autoscroller "corridors" (10 required corridors numbered 1-10, 10
  25. optional corridors numbered 11-20, and 3 unnumbered corridors comprising
  26. the intro and final escape segments). Gameplay consists of exploring the
  27. labyrinth to find powerup items, special weapons, and the entrances to
  28. the corridors, then entering the corridors and defeating the boss at the
  29. end of each. Corridors 1-10 each have a gimmick blocking the entrance;
  30. these will be mentioned in the route notes. Each numbered corridor
  31. (including optional corridors 11-20, though those are all skipped in the
  32. any% route) also gives an item as a reward for completing it.
  33.  
  34. Only the central portion of the labyrinth (Area 0) is open at the
  35. beginning of the game; the rest, divided into 10 areas according to the
  36. number of the corridor inside, is blocked off by locked warp panels,
  37. each requiring a particular key to pass through. The keys are awarded on
  38. finishing specific corridors (1, 2, 3, 4, 6, 8, and 9), and each key
  39. opens up one or two new areas. It ends up being fastest to do all
  40. corridors in numbered order, but (for example) it's entirely possible to
  41. explore Area 8 before attempting Corridor 7.
  42.  
  43. The D-pad on the controller moves the Guardian in 8 directions. TGL uses
  44. proper diagonal movement and tracks subpixels, so moving diagonally is
  45. no faster or slower than moving horizontally or vertically (but see
  46. under Movement Tech below). The Guardian's speed is 1.4 pixels per
  47. frame (1 frame is 1/60th of a second), increasing to 1.8 pixels/frame at
  48. shield level 5 or higher.
  49.  
  50. The B button shoots the Guardian's main gun. Holding B down allows
  51. repeat firing, but the rate is extremely slow until you get the first
  52. rapid-fire item, so it's better to mash B until that point. (Repeat-fire
  53. rate starts at 5 shots per second, and rapid-fire items increase it to
  54. 12, 15, 20, 30, then 60 shots per second.) Only 4 total player shots are
  55. allowed on screen at once, and if a special weapon is active, it uses up
  56. 1 (or 2, in some cases) of those slots, reducing the number of regular
  57. shots you can shoot. The width and speed of the shot increases based on
  58. your current chip count.
  59.  
  60. The A button shoots the Guardian's current special weapon. The Guardian
  61. can collect up to 12 different special weapons, each of which has a
  62. different effect or attack pattern, though most of them are not very
  63. useful in the speedrun. With one exception (Enemy Erasers), special
  64. weapons use "chips" as ammo; chips are also used to purchase items from
  65. shops in the labyrinth. The Guardian can carry a maximum of 50 chips at
  66. the start of the game, which can be increased by picking up Red Landers.
  67.  
  68. The Select button opens the in-game menu, showing a map of the
  69. walkaround area and the Guardian's current status and available special
  70. weapons. Holding Select also activates a couple of hidden features, most
  71. notably cutscene skip (details below).
  72.  
  73. The Start button pauses the game, and is also used to restart after game
  74. over. Pressing Start before the Guardian's death animation completely
  75. disappears from the screen will still pause the game, so don't start
  76. mashing too soon when deathwarping.
  77.  
  78. TGL includes a password system which can be used to save and resume a
  79. game (like Metroid, for example). There are various "save rooms"
  80. scattered throughout the labyrinth which will give you a password for
  81. your current game state. Uniquely, the game will also let you check
  82. what you wrote down by entering it then and there, which is a nice
  83. solution to the problem of making sure you wrote the password down
  84. correctly. This naturally has no relevance to the speedrun, except
  85. possibly for practice if you don't have a way to make save states, but
  86. casual playthroughs can extend over many hours depending on how
  87. extensively you explore and how cautiously you play, so it's convenient
  88. for casual players.
  89.  
  90. There's also a secret password "TGL" (or "eierujii" in the Japanese
  91. version, from "ALG" -- "Another Legend of Guardic", an English
  92. translation of the Japanese title "Guardic Gaiden") which starts the
  93. game in a special shooting-only mode, omitting the labyrinth and instead
  94. awarding special weapons and other powerups based on your score. While
  95. scoring itself works the same way as usual, the game has a separate
  96. "item score" counter in this mode which is shown at the end of each
  97. corridor and used for the powerup check. This counter omits score gained
  98. from bosses (and actually penalizes you 10 points for every 64 frames,
  99. or roughly 1 second, that you spend in each boss fight), so you can't
  100. simply farm score on bosses to get more powerups; you have to instead
  101. maximize your score in the corridor itself. This makes TGL mode good for
  102. score-attack runs. (For the curious, my record is 984240 points after
  103. corridor 10, the last point at which the item score is displayed.)
  104.  
  105.  
  106. Movement Tech
  107. -------------
  108. As noted above, TGL uses "proper" diagonal movement, so that when moving
  109. diagonally, the Guardian's horizontal and vertical speeds are reduced by
  110. a factor of square-root-of-2. The game also tracks subpixels to 1/256th
  111. of a pixel, so there is no benefit to techniques like "stutter-stepping"
  112. seen in other games; the Guardian always moves the same number of
  113. subpixels per frame. (In fact, because of rounding error, diagonal
  114. movement is about 0.5% slower than horizontal or vertical movement, but
  115. this works out to only 1 pixel per screen width or height, so there are
  116. no cases in which it would be faster to move in cardinal directions.)
  117. Consequently, you should always move in the straightest possible line to
  118. your target.
  119.  
  120. TGL does not use the Guardian's regular hitbox for detecting collisions
  121. against walls; instead, it checks whether a single pixel (roughly, the
  122. center of the top edge of the shadow circle) would hit a block or wall,
  123. and stops the Guardian at that point. Because of this, it's not always
  124. obvious where the Guardian has to walk in order to get around an
  125. obstacle; it may take some practice to get a good feel for positioning.
  126.  
  127. In some cases, the Guardian can get stuck moving diagonally past the
  128. corner of a wall. Pressing diagonally against a wall is slower than
  129. walking normally in any case, so you should generally give corners a
  130. bit of space when walking past them.
  131.  
  132. When entering a corridor, you should always be on the lowest possible
  133. pixel which will trigger entering the corridor, since the animation of
  134. the Guardian jumping into the gate ends as soon as she goes off the
  135. bottom of the screen. If you look at the light gray tile immediately
  136. below the gate, you can see two short dark gray lines on the right edge;
  137. line up the bottom pixel of the Guardian's shadow with the lower gray
  138. line. Usually you won't have enough time to line up exactly, in which
  139. case it's better to be slightly above the pixel (so you enter
  140. immediately) instead of below it.
  141.  
  142. In ship form, the Guardian's hitbox is normally twice as wide as in
  143. humanoid form, but it gets a bit narrower while the Guardian is moving
  144. left or right, matching the "banking" animation of the ship. This
  145. applies even when the Guardian is at the edge of the screen, and can be
  146. especially useful to avoid dying if Optomon traps you at the edge of the
  147. screen with a seaweed strand.
  148.  
  149. When finishing a corridor, always move to the top of the screen before
  150. losing control during the fanfare, since the exit animation has the
  151. Guardian fly up to the top of the screen before going back down.
  152.  
  153.  
  154. Health and Zero-Health Hitbox
  155. -----------------------------
  156. The Guardian starts out with 64 points of health, shown below the screen
  157. as a blue bar divided into boxes of 8 points each. This health actually
  158. represents the strength of the Guardian's shield, which you can see as a
  159. circle around the Guardian when she gets hit; going down to zero is not
  160. an immediate game over, but means that the shield is gone (and so the
  161. next hit *is* game over).
  162.  
  163. Health is increased 8 units (1 box) at a time by finding Blue Landers
  164. or by reaching certain score levels: 30k, 100k, 500k, and each million
  165. points up to 9M. Either of these (as well as Red Lander pickups) also
  166. completely refills both health and chips. Refills from score are used to
  167. avoid farming on two bosses; see Score Routing below.
  168.  
  169. The Guardian is invincible whenever her health is changing, whether from
  170. healing or damage. The speedrun makes heavy use of this to kill bosses
  171. more quickly.
  172.  
  173. An important side effect of being at zero health is that the Guardian's
  174. hitbox (normally 24x24 pixels in ship form, 12x24 pixels in humanoid
  175. form) shrinks to 8x8 pixels, the "zero-health hitbox". This makes it
  176. much easier to dodge enemies and their shots, but it also makes it much
  177. harder to pick up item drops, especially in autoscroller sections when
  178. the screen is scrolling quickly. Many a run has been lost to missing a
  179. health pickup because of the zero-health hitbox.
  180.  
  181.  
  182. Weapon Damage
  183. -------------
  184. The Guardian's standard gun deals 1 damage per hit at the start of the
  185. game. There are three "gun" items available in the game, which increase
  186. the Guardian's attack level; at levels 2, 3, and 4, regular shots deal
  187. 2, 3, and 5 (not 4) damage.
  188.  
  189. There are also "shield" items which reduce the damage taken by the
  190. Guardian. Damage is simply divided by the shield level, so going from 1
  191. to 2 shields halves damage taken by the Guardian, but going from 6 to 7
  192. shields only cuts an additional 14%. (The current world record route
  193. only goes up to shield level 6, because level 7 doesn't add enough
  194. additional safety to be worth the time it takes to get.)
  195.  
  196. Special weapon damage varies by weapon; some are based on the Guardian's
  197. current attack level, while others have fixed damage per special weapon
  198. level.
  199.  
  200. If a non-boss enemy hits the Guardian, the enemy also takes damage (the
  201. same amount as would be dealt by the standard gun). It can sometimes be
  202. convenient to damage boost through enemies to kill them rather than
  203. shooting them down, especially when score routing.
  204.  
  205. Bosses have a number of unique features with respect to damage:
  206.  
  207. - Bosses only take damage from special weapons on every 8th frame
  208. (regular shots are unaffected by this rule). Aside from limiting the
  209. number of hits taken, this also affects where the Guardian has to be
  210. positioned to hit bosses with the Saber and Cutter Lasers; see under
  211. Special Weapons below.
  212.  
  213. - Damage to bosses is capped at 5 per hit. This also doesn't affect
  214. regular shots, which max out at 5 damage in any case, but it severely
  215. limits the damage done by some special weapons; for example, damage from
  216. a level 1 Fireball is reduced to less than 1/3 of its usual amount.
  217.  
  218. - Bosses take no damage at all from contact with the Guardian.
  219.  
  220. - When a regular shot hits a boss, it spawns an explosion animation
  221. which uses up that shot slot, so you can't shoot a new shot until the
  222. animation finishes (about 20 frames). There are a few regular enemies
  223. that also have this effect, which you can identify by the "bloop" sound
  224. that the shots make when they hit the enemy.
  225.  
  226.  
  227. Special Weapons
  228. ---------------
  229. Special weapons other than Enemy Erasers consume chips either per use or
  230. over time (once per second). For weapons which consume chips over time,
  231. the game has an internal counter which starts at 60 and is decremented
  232. once per frame per projectile (thus *twice* per frame for Back Fire,
  233. Area Blaster, and Cutter Laser). When the counter hits zero, chips are
  234. consumed and the counter is reset to 60, or to 120 for Back Fire / Area
  235. Blaster / Cutter Laser. Thus it's possible to use those three weapons
  236. for 1/2 second, or other time-based weapons for 1 second, after a
  237. deathwarp without using up any chips.
  238.  
  239. Most special weapons at level 3, as well as Fireball at level 2, will
  240. destroy shots, lasers, and other projectiles in addition to enemies.
  241.  
  242. Special weapons deal their set amount of damage every frame to enemies
  243. touching the projectile's hitbox. However, some special weapons' shots
  244. have limited "health", in that they will disappear after registering
  245. enough hits on enemies or walls. As an extreme case, the Guardian's
  246. regular gun shots only have a health of 1, so they disappear as soon as
  247. they hit something (with a few exceptions, such as the bubble shooters
  248. in Corridors 1 and 2). Level 1 Fireball (128 health) is a notable
  249. example in that the limited health allows shooting fireballs into bosses
  250. much more quickly than would otherwise be possible.
  251.  
  252. "ATK" in the descriptions below indicates that the special weapon does
  253. the same amount as (or a multiple of) the Guardian's regular gun damage.
  254.  
  255. The Saber and Cutter Lasers differ from other special weapons in that
  256. they are actually divided in half, with the near half and the far half
  257. active on alternating frames. This is particularly relevant to the
  258. 8th-frame hit mechanic for bosses, because frames on which bosses are
  259. vulnerable are always near-half frames for these weapons -- thus you
  260. have to get close to the bosses in order to damage them.
  261.  
  262. **Multibullets** (1/3/10 chips/sec, ATK damage) - Rapid-fires large
  263. energy balls in any of 8 directions, controlled by the D-pad. Not useful
  264. in the speedrun, or even casually for that matter. Probably just a
  265. holdover from Zanac.
  266.  
  267. **Back Fire** (1/5/40 chips/sec, ATK damage) - Shoots energy waves
  268. diagonally left and right behind the Guardian. At higher levels, the
  269. waves have larger hitboxes and move faster. Not used in the speedrun,
  270. but can be useful as a substitute for Cutter Laser if you're not
  271. comfortable getting close to bosses. (I used this on the bouncy flower
  272. minibosses and the final boss as a casual player.)
  273.  
  274. **Wave Attack** (3/7/20 chips/sec, 1/2/6 damage) - Shoots an energy wave
  275. ahead of the Guardian. Not used in the speedrun.
  276.  
  277. **Bullet Shield** (3/6/30 chips/sec, ATK damage) - Spawns an energy ball
  278. that circles the Guardian. This can absorb projectiles even at level 1.
  279. Not used in the speedrun, but can be helpful casually for beginning
  280. players.
  281.  
  282. **Grenade** (2/5/20 chips/use, 16/32/48 damage) - Launches a grenade
  283. that explodes a short distance from the Guardian. Not used in the
  284. speedrun; particularly useless against bosses because of the damage cap
  285. and the 8-frame rule.
  286.  
  287. **Fireball** (4/12/30 chips/use, 16/24/32 damage) - Shoots a fireball
  288. ahead of the Guardian. At level 1, this is a small ball which disappears
  289. after registering a few hits; at levels 2 and 3, it's a larger ball with
  290. infinite health that also destroys projectiles. Level 1 is used on
  291. several early bosses, and some routes use level 2 later in the game.
  292. See also Fireball Invincibility under Basic Strategies and Techniques.
  293.  
  294. **Area Blaster** (1/8/120 chips/sec, ATK damage) - Spawns two energy
  295. balls that seek out enemies. The balls move faster and have greater
  296. health at higher levels. Not used in the speedrun.
  297.  
  298. **Repeller** (3/10/30 chips/use, 4/7/10 damage) - Shoots a fireball
  299. which takes a spiral path ahead of the Guardian. Not used in the
  300. speedrun, but can serve as a good backup on Optomon if you're not
  301. comfortable with fireball strats.
  302.  
  303. **Hyper Laser** (4/6/30 chips/sec, 1 damage) - Shoots two lasers ahead
  304. of the Guardian, with a wider range at higher levels. Not used in the
  305. speedrun, but can be good in casual play for beginners despite the low
  306. damage output. (I successfully used this on Optomon and Grimgrin when I
  307. first played the game.)
  308.  
  309. **Saber Laser** (4/8/30 chips/sec, 2x/4x/8x ATK damage) - Deploys a
  310. sword-like laser in front of the Guardian. Used frequently in the first
  311. half of the speedrun.
  312.  
  313. **Cutter Laser** (5/10/35 chips/sec, 2x/4x/8x ATK damage) - Deploys two
  314. sword-like lasers to the left and right sides of the Guardian. Used
  315. frequently in the second half of the speedrun.
  316.  
  317. **Enemy Eraser** (1 EE/use) - Kills all enemies on screen instantly,
  318. except bosses and some other strong enemies. Each use causes an 8-frame
  319. delay. Unlike other special weapons, EEs have a separate ammo pool,
  320. which can be refilled with EE item pickups found in the walkaround area,
  321. as corridor rewards, or as item drops. Used at specific points in the
  322. speedrun to avoid lag, and for farming health/chip drops (see EE Farming
  323. under Basic Strategies and Techniques).
  324.  
  325.  
  326. Item Drops
  327. ----------
  328. Item drops in TGL are not random, but are instead based on a hidden
  329. "drop counter". Each enemy and projectile has a "drop score" which is
  330. added to the drop counter when the enemy is killed (some enemies and
  331. most projectiles have a drop score of 0, so they can't drop any items).
  332. When the drop counter reaches certain thresholds, the enemy that pushed
  333. the counter over drops an item:
  334. - 50: heart (refills 5 boxes of health)
  335. - 80: red chip (refills 2 boxes of health and 500 chips)
  336. - 100: blue chip (*)
  337. - 140: heart
  338. - 180: heart
  339. - 220: red chip
  340. - 230: red chip
  341. - 256: special (see below) and reset counter to zero
  342. (*) Blue chips restore 1/4 box of health and 20 chips in the labyrinth,
  343. but 1 box of health and 10 chips in corridors, perhaps because of a
  344. last-minute design change that only got applied in one of the two
  345. modes. In any case, it's usually not worth your time to go after
  346. these, but see Infinite Blue Chips below for a way to (ab)use them.
  347.  
  348. When an item drops, the counter is reset to that threshold, so any
  349. extra drop points from the enemy that dropped the item are lost.
  350.  
  351. The 8th item in the sequence cycles through four different drops: first
  352. a red chip, then an energy tank (full health refill), then another
  353. energy tank, and finally an Enemy Eraser ammo refill. If you haven't
  354. collected any Enemy Erasers from the labyrinth or as a corridor reward
  355. (the speedrun picks up the first EEs at the Corridor 5 reward), that
  356. drop turns into another energy tank.
  357.  
  358. In corridors, the drop animation will travel forward a short distance
  359. before actually spawning the item box. This is important to keep in mind
  360. in cases when the screen stops scrolling (such as the Defense System in
  361. Corridor 0 or at the end of a boss battle), because if the item spawns
  362. at the top of the screen, you won't be able to grab it.
  363.  
  364.  
  365. Score Routing
  366. -------------
  367. As mentioned above, reaching certain score levels will give the Guardian
  368. an extra box of health and refill all health and chips. The current WR
  369. route takes advantage of this to avoid needing to farm health or chip
  370. drops on Red Grimgrin (Corridor 8) and the final boss. However, this
  371. requires paying close attention to the score throughout the run and
  372. adjusting strategies on the fly to stay close to the target score.
  373.  
  374. Since the score routing is designed to get level-ups at specific points,
  375. being ahead of the score target is just as bad as being behind. That
  376. said, it's generally easier to recover from too much score than too
  377. little score, since you can just dodge enemies to avoid points, but the
  378. score route already takes most of the points available so there's not
  379. much backup if you need more. As a rough guide, I've successfully hit my
  380. Red Grimgrin target when going into Corridor 8 anywhere from 5k (5000
  381. points) behind to 20k ahead.
  382.  
  383. Score routing is not required to successfully complete a run, or even to
  384. get a good time; it only helps make a couple of boss fights faster and
  385. safer. If you don't score route, there's an alternate path between
  386. Corridors 7 and 8 which picks up an extra Red Lander for 400 more chips
  387. at a net cost of about 27 seconds; see the "1600 chip route" version of
  388. the Area 7 -> Area 8 notes.
  389.  
  390. Specific score targets are listed in the route details. (As a side note,
  391. I adjusted these targets slightly after reflection on my most recent
  392. record run; particularly in the endgame, my comments in the run of being
  393. at too high a score are based on lower score targets which I've since
  394. revised upward.)
  395.  
  396.  
  397. Basic Strategies and Techniques
  398. -------------------------------
  399. **Block Clip**: The fast walking speed gained from upgrading to shield
  400. level 5 (four Shield item pickups) enables a glitch in which the
  401. Guardian can clip horizontally through a 1-tile-wide column of blocks
  402. in the labyrinth. If you move diagonally toward the seam between two
  403. blocks in such a column, eventually the Guardian will clip through them.
  404. Some blocks work better than others, possibly due to subpixel alignment.
  405. Clipping does not work vertically or through multiple columns of blocks.
  406. (Coincidentally, the program bug which enables this glitch is also the
  407. cause of getting stuck when diagonally walking against a wall.)
  408.  
  409. **Body Checking**: The near-far flickering nature of the Saber and
  410. Cutter Laser weapons means that if you move far enough into a boss's
  411. hitbox with the weapon active (see Special Weapon Invincibility below),
  412. the laser will only be in the hitbox for 1 out of every 2 frames, and
  413. the Guardian's regular gun shots can damage the boss on the "far"
  414. frames. If there aren't any regular gun shots colliding with the boss on
  415. such a frame, the Guardian will take damage, thus the "body checking"
  416. moniker. (Because of special damage rules, bosses don't take any damage
  417. from the Guardian herself, so be sure to shoot the regular gun to take
  418. advantage of this mechanic.) Among other benefits, this allows cutting
  419. 1 cycle off the Teramute (Corridor 4) and Glider (Corridor 6) fights.
  420.  
  421. **Cutscene Skip**: When entering or exiting a corridor, a short cutscene
  422. plays showing the Guardian changing between humanoid and ship form. If
  423. you hold the Select button, the cutscene will be skipped, saving about
  424. 6 seconds each time -- thus about 2 minutes over the course of a run.
  425. Select also opens the menu, so you need to either open the menu once and
  426. hold Select after closing it (good when you need to change special
  427. weapons anyway), or press Start twice to quickly pause and unpause, then
  428. press and hold Select during the "unpause" sound effect. In an ideal run
  429. you should keep Select held down rather than using the pause-unpause
  430. method, but this can be awkward depending on the type of controller
  431. you're using (I recommend the "dogbone"-style controller included with
  432. the AV Famicom).
  433.  
  434. **Deathwarping**: When you continue after game over, you respawn in the
  435. last save room you passed through (or in the central room with the "If
  436. you are reading this message..." text, if you haven't yet visited a save
  437. room). The speedrun makes heavy use of deathwarping to avoid having to
  438. walk all the way out of one labyrinth area to get to the next one.
  439. Continuing also refills your health and resets your special weapon to
  440. "NO USE" (nothing equipped), but everything else is unchanged, including
  441. score (so dying in a corridor generally kills score route), chips, and
  442. EEs (so dying on the final boss can leave a run uncompletable, or at
  443. least force you to spend several minutes getting extra Red Landers or
  444. backup EE ammo).
  445.  
  446. **EE Farming**: When you use an EE, the game looks at all objects on the
  447. screen, checks if they're vulnerable to EEs, and kills them if so. As it
  448. happens, the explosion of an enemy being defeated or a shot hitting a
  449. boss (which is also an "object" as far as the game is concerned) is
  450. treated as vulnerable to EEs, and while it doesn't give any score, it's
  451. worth 1 drop point. This means that instead of just using a single EE to
  452. clear out enemies and score their drop points, you can spam several EEs
  453. in quick succession, and each explosion which hasn't already spawned a
  454. drop will give you 1 more drop point for each EE you use. With enough
  455. projectiles on the screen, you can spam a dozen or so EEs to get 4 or 5
  456. drops at once. In cases like the final boss where there aren't many
  457. projectiles on the screen, you can add to the count by hitting the boss
  458. with some regular gun shots (or even another special weapon, if you can
  459. switch back and get the EE off quickly enough) and spawn drops from the
  460. explosions of those shots.
  461.  
  462. **Fireball Invincibility**: The level 2 Fireball moves at the same speed
  463. as the Guardian's fast walking speed (1.8 pixels/frame), so once you get
  464. to shield level 5, you can shoot a fireball while walking and remain
  465. inside its hitbox as long as you don't change direction. This combined
  466. with special weapon invincibility (see below) makes the Guardian
  467. completely unhittable, thus trivializing much of the labyrinth. This is
  468. not used in the world record any% run, but if you route in a second
  469. fireball upgrade (such as the one in Area 6), you can use this for
  470. safety in later walkaround areas, especially Area 10.
  471.  
  472. **Infinite Blue Chips**: Blue chips on the ground in the labyrinth (as
  473. opposed to blue chips from enemy drops) are slightly glitched such that
  474. if two blocks are diagonally adjacent and a blue chip is lying on the
  475. opposite side of the touching corners from the Guardian, trying to walk
  476. through the touching corners will get the health and chip boost from
  477. picking up the blue chip but not actually clear the blue chip from the
  478. map, so you can pick it up again every frame. The speedrun makes use of
  479. this to restore health after Corridor 6.
  480.  
  481. **Lag Reduction**: As in many NES games, the game will start to lag
  482. (slow down) when many objects are on the screen. Different objects cause
  483. different amounts of lag, but one significant contributor is the
  484. Guardian's standard gun. It can be tempting to just hold down the B
  485. button when lots of enemies are around, but this can add a surprising
  486. amount of time to the run; for example, in the final boss fight alone,
  487. holding B through the entire fight adds 7-8 seconds of lag. It is of
  488. course better to suffer lag than to take damage and lose much more time
  489. to farming health drops, but try to avoid shooting the Guardian's gun
  490. when you don't need to.
  491.  
  492. **Quick Exit**: After fighting a miniboss in the labyrinth, an item will
  493. drop and a short fanfare will play. The game prevents you from leaving
  494. the screen while the fanfare is playing, but if you grab the item and
  495. leave the screen before the fanfare starts, you can skip it entirely,
  496. saving about 3 seconds. Without fast walking speed, quick exits are only
  497. possible out the top and bottom, and (with a *very* short window) out
  498. the left side; the right side is too far away from the item drop
  499. position. Quick exits are possible in all directions with fast walking
  500. speed.
  501.  
  502. **Quick Menu**: If you press Select to open the menu, then hold a
  503. direction and Start during the menu-open delay (about half a second),
  504. the special weapon cursor will move one space in the direction you're
  505. holding and the menu will close on the first possible frame. For
  506. example, holding up (or down, if you haven't collected Grenades) when
  507. the cursor is on "NO USE" will select Saber Laser. If you need to move
  508. two squares in one direction (such as left twice from Saber Laser to
  509. Fireball before picking up the Area Blaster), you can hold that
  510. direction but not Start, then press Select again at least one frame
  511. after the menu opens; the cursor will move once when the menu opens,
  512. then again when it closes.
  513.  
  514. **Special Weapon Invincibility**: Enemies can only collide with one
  515. "player object" per frame, whether that's the Guardian herself or a
  516. weapon shot. Special weapon shots have the highest priority, followed by
  517. regular weapon shots, with the Guardian at lowest priority. As a result,
  518. if a special weapon projectile is touching an enemy, (1) the Guardian
  519. won't take damage from that enemy, and (2) regular shots will pass
  520. through that enemy. This is used on almost every boss to safely get
  521. close enough to use special weapons. The flip side is that if the
  522. special weapon leaves the enemy's hitbox for even one frame, the
  523. Guardian will take damage (see Body Checking above for why this can
  524. actually be beneficial).
  525.  
  526. **Text Advance**: If you hold Select in a message room (including
  527. shops), pressing B will advance the text past the end of the current
  528. message and let you read the other messages in the game. This has no
  529. relevance to the speedrun except in that you'll probably notice it at
  530. the shop next to Corridor 4 if you switch subweapons before reaching
  531. the shop and keep Select held down. This also triggers the only known
  532. gameplay difference (such as it is) between the Japanese and English
  533. versions of the game, in that in the English version, if you advance
  534. past the last message it starts over at the first one, while in the
  535. Japanese version, it starts filling the screen with junk.
  536.  
  537. **Triple Purchase**: If you hold Start while in a shop with three items,
  538. you'll be able to buy all three (assuming you have the chips for them)
  539. instead of just one. This is not used in the any% speedrun, but 100%
  540. takes advantage of it.
  541.  
  542.  
  543. Things to Watch Out For
  544. -----------------------
  545. **Death Softlock**: If you open the menu on the same frame the Guardian
  546. dies, the game will softlock. If this happens, it's usually when you're
  547. trying to switch to EEs to farm health on a boss, so try not to wait
  548. until the last moment before farming. This is the only known serious bug
  549. in the game. (This glitch was also observed happening when opening the
  550. menu after closing the password screen while warping out from a save
  551. room, courtesy of LackAttack.)
  552.  
  553. **Deleted Drops**: If an enemy dies while partly offscreen, any item it
  554. was supposed to drop may fail to spawn, causing the item to be skipped.
  555. This is particularly noticeable with the flying mushrooms in corridor 3,
  556. where you can miss a drop by killing a mushroom at the very edge of the
  557. screen.
  558.  
  559. **Endless Laser**: For enemies in corridors which fire lasers, sometimes
  560. a laser will extend itself to the top of the screen just as it scrolls
  561. off the bottom. This does not happen often on the any% route, but 100%
  562. usually has to deal with it in Corridor 14. There is no way to fix these
  563. (other than using a special weapon like level 3 Cutter or level 2
  564. Fireball to destroy the laser outright), but typically the glitch goes
  565. away on its own after a few screens' worth of scrolling.
  566.  
  567. **Leftover Bullets**: Normally, killing a boss also destroys all other
  568. enemies and projectiles on the screen. But if a boss spawns a projectile
  569. on the same frame you kill it, that projectile doesn't get destroyed.
  570. This is especially important to keep in mind for Optomon, who you
  571. usually fight with zero health, and the final boss, who shoots very
  572. quickly in his final phase. It's entirely possible (and has happened!)
  573. for the final boss to kill a run during the victory fanfare -- indeed,
  574. the current 49:26 WR run had to dodge a leftover missile to avoid this
  575. fate. For an example on Optomon, see: https://www.twitch.tv/videos/14967241
  576.  
  577.  
  578. Other Glitches
  579. --------------
  580. **Corridor 7 Entry**: The gimmick for unlocking Corridor 7 is described
  581. in the game as "enter the corridor room several times", but the actual
  582. check in the game's code requires that you enter four times _from the
  583. same warp panel_ (specifically, it requires that the last 7 screen
  584. transitions are in opposite directions, i.e. left/right or up/down).
  585. I've occasionally seen this confuse new players who cycle between the
  586. two room exits over and over and can't get the corridor to unlock.
  587.  
  588. **Laser Damage**: All laser-type projectiles are set to a default damage
  589. of 1 (1/8 of a health box). This may or may not be intentional for cases
  590. such as Eyegore (the corridor 9 and 10 boss), but is almost certainly a
  591. bug with respect to the Hyper Laser subweapon. Hyper Laser is coded to
  592. deal 2 damage per frame at level 1, 4 damage at level 2, and 16(!) at
  593. level 3, but because of wrong code order in the Hyper Laser setup code,
  594. the damage is reset to the default of 1, making the subweapon mostly
  595. useless.
  596.  
  597. **Message Screen Corruption**: This Japanese-version-specific glitch is
  598. a minor bug with the hidden feature allowing you to read all text in the
  599. game by holding Select and repeatedly pressing B in any message room
  600. (see Text Advance above). If you advance past the last message in the
  601. game (the Corridor 10 hint), the screen will get corrupted; this does
  602. not appear to affect gameplay itself, but things like the status bar can
  603. become unreadable. This glitch was fixed in the English release.
  604.  
  605. **Stuck Gate**: If you use an Enemy Eraser in the gate room for any of
  606. Corridors 5, 6, 8, 9, or 10, it destroys the invisible object which
  607. controls the gate opening. This has particularly been noted to trip up
  608. casual players trying to follow the "use a special weapon" hint for
  609. Corridor 6. Leaving and re-entering the gate room fixes the glitch.
  610.  
  611.  
  612. =============
  613. Route details
  614. =============
  615.  
  616. Corridor 0
  617. ----------
  618. Score target: 7500 at turret pairs
  619.  
  620. Timing starts when you gain control of the Guardian (SDA timing), which
  621. is 0.78 seconds (47 frames) after pressing Start at "NEW GAME".
  622.  
  623. The game starts off with a short autoscroller section leading up to one
  624. of the worst bosses in the run from a speedrunning perspective. Use the
  625. autoscrolling part of the corridor to set up for a heart drop on the
  626. boss; you can either count kills after the blue chip drop (all enemies
  627. are 2 drop points, except the orange diamonds which are 3, so 8-10 kills
  628. is usually good) or aim for a score target as an approximation (on my
  629. route, I look for 7200 to 7500 points when entering the final segment
  630. with 4 pairs of turrets). If you dodge the flying rocks up to the first
  631. rock circle and then shoot everything, you should get the blue chip drop
  632. around the end of the third rock circle.
  633.  
  634. The first heart will drop while the screen is still scrolling very
  635. quickly, so if you're not comfortable grabbing it, you can instead aim
  636. to pick up the heart after the blue chip (at 140 drop points) and prime
  637. the following heart for the boss fight.
  638.  
  639. Don't get the drop counter too close to the heart drop because if you
  640. spawn it while shooting down the small turrets in the corners, it can
  641. drop off the top of the screen and leave you unable to grab it.
  642.  
  643. Never try to shoot down the spinners. They have 128 health, so they
  644. take 128 shots to destroy at attack level 1, and they deal 4 boxes of
  645. damage per hit. They do give 1000 points and 8 drop points, so they're
  646. useful later when you can actually destroy them. For now, just say no.
  647.  
  648. BOSS: Defense System (8 HP x 11, 4 HP x 4)
  649.  
  650. The Defense System is 11 large and 4 small turrets shooting a constant
  651. barrage of bullets. The turrets are only vulnerable when they are firing
  652. at the Guardian, making the fight considerably less trivial than it
  653. might otherwise seem. The most important thing in fighting it is to not
  654. miss, because each shot that doesn't hit a turret (or a turret shot)
  655. uses up a shot slot until the shot goes off the top of the screen.
  656.  
  657. Generally, you always want to start by taking out the two small turrets
  658. in the top left corner, since they open up early. After that, just try
  659. to keep shooting at turrets which are open, and watch for the heart
  660. drop. When you do grab the heart, you'll have 40 frames of invincibility
  661. from the health refill, so you can attack more aggressively for a
  662. moment.
  663.  
  664. Exact strats for the Defense System are largely a matter of personal
  665. preference. One effective strategy (and the one that I use) is to shoot
  666. right between two columns of turrets, because the shots will hit turrets
  667. in both columns and there's less risk of a shot missing everything. The
  668. timing of the turrets is consistent, so you can also look for a movement
  669. pattern that always puts you in front of an open turret.
  670.  
  671. Played casually, the Defense System is not actually all that difficult,
  672. since the bullets will spawn item drops you can use to keep your health
  673. up. Killing it quickly, however, is much more challenging because you
  674. don't want to waste time shooting the bullets; the more aggressively you
  675. focus on the turrets, the more bullets will hit you and the quicker
  676. you'll die. Probably around 80% of my own runs die here just because I'm
  677. not willing to take a slow split this early in the run.
  678.  
  679.  
  680. Area 0
  681. ------
  682. OPTIONAL: Go right from the first room (message room) and take the
  683. rapid-fire upgrade from the item box. This costs about 9 seconds but
  684. saves you from having to mash the B button up to the middle of Area 2.
  685. I always take this because I like to be nice to my hands.
  686.  
  687. Go down twice from the first room to the "S" room, then left twice. Pick
  688. up the Saber Laser from the item box. Go left then up, ignoring the
  689. miniboss. Continue up through the "W" room and take the Red Lander from
  690. the next room. Go up once more, then left into the Corridor 1 gate room.
  691. During the warp animation, quick-menu to Saber Laser (left 1), and hold
  692. Select after closing the menu to skip the entry cutscene for Corridor 1.
  693.  
  694. The gimmick for opening Corridor 1 is to shoot the gate. Move next to
  695. the gate and hold A and B to hit it with both Saber and regular shots to
  696. open it more quickly. The gate can't actually be hit until 1 second
  697. after you enter the room, so don't start shooting too early or you'll
  698. miss a few hits while your stray shots travel across the rest of the
  699. room. (As a guide, it takes about 1 second to reach the center of the
  700. gate if you walk straight out of the warp panel.)
  701.  
  702. There are several corridors, including Corridor 1, in which you can keep
  703. holding the Select button through the entire corridor to skip the exit
  704. cutscene. I've marked these with "(hold Select)" next to the corridor
  705. name in the notes. If you don't feel comfortable holding Select
  706. throughout the entire corridor, you can instead use the pause-unpause
  707. method to skip the cutscene at the end of the corridor.
  708.  
  709.  
  710. Corridor 1 (hold Select)
  711. ----------
  712. Score targets: 47k after bubble shooter trio, 71k at boss
  713.  
  714. Corridor 1 is something of a "tutorial" corridor, giving new players a
  715. chance to get used to TGL's shooting mode with a wider variety of
  716. enemies than the rocks and turrets in corridor 0. As such, enemies are
  717. spread relatively thinly, and the corridor itself is rather slow-paced;
  718. in fact, Corridor 1 is the longest corridor in the game aside from the
  719. final boss rush, clocking in at almost three and a half minutes.
  720.  
  721. If you're not score routing, you can do pretty much anything you want
  722. here, as long as you make sure to reach the boss with full health. Also
  723. be careful to avoid lag; TGL is generally good at not lagging even with
  724. many sprites on the screen, but larger enemies, such as the fish when
  725. they turn sideways, can start lagging the game if too many are on screen
  726. at once.
  727.  
  728. If you are score routing, you'll want to scrounge as much score as you
  729. can from the enemies in the corridor. This obviously means shooting down
  730. everything you can, but it also means farming shots off of enemies such
  731. as the plant turrets and trench diggers by not killing them until
  732. they're about to go off the screen. Some particularly noteworthy cases
  733. include:
  734.  
  735. - Bubble shooters: There are a few large bulb-shaped plants which shoot
  736. colored bubbles. The bubbles take 2 hits to kill with level-1 attack
  737. power, but they're worth 200 points each, so line up right next to the
  738. plant and try to shoot as many bubbles as you can. But be careful not to
  739. get too close to the plant itself; the plant does no contact damage on
  740. its own, which means your shots will pass through the plant and keep
  741. damaging it on every frame, and you'll kill it too quickly if you're not
  742. careful. (You do want to kill the plant before it goes offscreen,
  743. though, since it's worth 500 points.)
  744.  
  745. - Trench diggers: These red eyeball-like enemies pop up out of the
  746. ground and start moving forward, digging trenches in the ground as they
  747. go and shooting tiny tadpole-like things at the Guardian. The tadpoles
  748. are worth 100 points each, so you should leave the trench diggers alive
  749. as long as you can. The trench diggers won't immediately disappear off
  750. the bottom of the screen, but will instead keep digging forward for a
  751. set distance, so make sure not to kill them early.
  752.  
  753. The end of the corridor is marked by a rapid-fire string of fish on both
  754. sides of the screen followed by a pair of bubble shooters in the middle.
  755. The fish will quickly lag the game if you let them turn sideways, so
  756. take them out as they spawn; on score route, also kill the trench digger
  757. when the fish start spawning. If you're on score route, you should get a
  758. heart drop here, so be sure to pick it up if you're not at full health.
  759.  
  760. Note that after the bubble shooters, there's about 20 seconds of empty
  761. time before the boss.
  762.  
  763. BOSS: Fleepa (80 HP)
  764.  
  765. Fleepa repeatedly swoops down toward the Guardian, spawning small
  766. "tadpole" projectiles like those from the trench diggers. The tadpoles
  767. can make Fleepa a challenge for casual players, but it dies quickly to
  768. the Saber Laser. For an even faster kill, body-check Fleepa as much as
  769. your health will allow. A good kill will take Fleepa out as it returns
  770. to the top of the screen on the second bounce.
  771.  
  772. If you didn't hold Select through the entire corridor, don't forget to
  773. skip the exit cutscene.
  774.  
  775.  
  776. Area 1
  777. ------
  778. Take the Corridor 1 reward (Repeller) and exit through the top warp
  779. panel. If you finished Fleepa with 0 health, remember that the
  780. zero-health hitbox means you have to walk closer to the item to grab it.
  781.  
  782. After leaving the Corridor 1 room, walk up 1, left 3, down 3, and right
  783. 1 room to a miniboss. Beware of the blue and green "volleyball" enemies
  784. on the first screen and a few screens farther in, since both of them
  785. will deal multiple boxes of damage to the Guardian. There's no need for
  786. the item box (Back Fire) that's sitting on the ground along the way, but
  787. you can use it on the Blue Walker miniboss if you want (see below).
  788.  
  789. MINIBOSS: Green Crab (32 HP, Fireball). This enemy walks up and down the
  790. screen to line up with the Guardian, occasionally shooting a fountain of
  791. bubbles which arc roughly toward the Guardian's position. If you stand
  792. on the right side of the boss, the bubbles will never hit you; but this
  793. particular version of the crab miniboss will die to the Saber Laser
  794. before it even gets a shot off. Kill it, take the Fireball and exit
  795. down. You should be able to get a quick exit unless the crab spawned at
  796. the edge of the screen.
  797.  
  798. Take the Cutter Laser from the item box in the room below the miniboss,
  799. then head roughly northwest (up 1, left 1, up 1, left 2, up 1, left 1,
  800. up 1) and take the warp panel on the right, leading to the Corridor 11
  801. room. When returning to the blue/green volleyball room, it's safer to
  802. move as far left as you can on the screen below before moving up to
  803. trigger the screen transition, so you don't risk damage from the
  804. volleyballs if they spawn on the left side of the screen.
  805.  
  806. Warp up out of the Corridor 11 room, then go left and up to a miniboss.
  807. Quick-menu to Fireball (left 2) during the boss alarm.
  808.  
  809. MINIBOSS: Blue Walker (48 HP, Red Lander). This is a surprisingly nasty
  810. enemy which follows the Guardian along cardinal directions, shooting
  811. small indestructible bullets which do 2 boxes of damage. Three Fireball
  812. shots (sometimes two, if you can get in enough regular shots as well)
  813. will take it out, but if you shoot on cardinal directions, there's a
  814. risk that the fireball will survive passing through the miniboss and
  815. you'll have to wait several seconds for it to go offscreen. If you
  816. shoot diagonally, the fireball should always die inside the miniboss,
  817. allowing you to immediately shoot another one.
  818.  
  819. If you're not comfortable with Fireball strats, an alternative is to
  820. take the Back Fire from the item box in the blue/green volleyball room
  821. on the way to the crab miniboss and use that instead. Note that if you
  822. do pick up Back Fire, you'll need to use a 2-step instead of 1-step
  823. quick menu when switching from NO USE to Fireball later.
  824.  
  825. Grab the boss reward, return to the screen below the miniboss (taking
  826. the quick exit if possible), and deathwarp. Note that contact damage
  827. from the Guardian will kill a single enemy before the Guardian herself
  828. dies; try to group two or more enemies together so you don't have to
  829. walk in search of a second one. The volleyballs do more damage than the
  830. small spiders.
  831.  
  832.  
  833. Area 2
  834. ------
  835. After deathwarping, you'll be in the message room at the center of the
  836. labyrinth. Walk left 3 rooms to the "W" room, then down 1 and left 1.
  837. Go through the warp panel to a save room, then down from the save room
  838. into Area 2.
  839.  
  840. From the entrance, go down, left, up, left, and down again to the room
  841. with the gate for Corridor 12. Ignore it and continue down out of the
  842. corridor room, then down and right to a miniboss. Quick-menu to Fireball
  843. (right 1) during the boss alarm, and keep holding Select until you reach
  844. Corridor 2 so you can skip the entry cutscene without needing an extra
  845. pause.
  846.  
  847. MINIBOSS: Blue Crab (64 HP, attack powerup). Similar to the green crab
  848. in Area 1, but this one has more health and fires faster, so it will get
  849. off some bubbles before it dies. Make sure to stand on the right side
  850. (if possible) to avoid damage, cook it with fireballs, grab the reward,
  851. and exit back to the left.
  852.  
  853. If the crab spawns near the center of the screen, it's possible to get a
  854. quick exit, but the timing is very tight.
  855.  
  856. From the miniboss room, go left 3 rooms and take the Rapid Fire powerup,
  857. then continue left 2 more rooms to the bottom-left corner of the area.
  858. Go up 3 rooms and right 1 to a miniboss.
  859.  
  860. MINIBOSS: Blue Walker (48 HP, Red Lander). Identical to the one in Area
  861. 1, but this time we have an attack powerup, so the miniboss should
  862. consistently go down in two fireballs. With level 2 attack, you can also
  863. use Saber combined with body-checking for a very fast kill as long as
  864. you're close to full health; this is a good option if you're not
  865. comfortable with shooting fireballs diagonally, but it's slightly slower
  866. than an optimal fireball kill after taking menuing into account.
  867.  
  868. Continue right 2 more rooms, take the Blue Lander from the item box,
  869. then go down 1, left 1, and down through the warp panel to the Corridor
  870. 2 room. Be careful of the red volleyballs, which do massive damage like
  871. the blue and green ones. Note that you can grab the Blue Lander by
  872. shooting along the top edge of the bottom row of blocks, since the item
  873. box's hitbox extends slightly below the other blocks -- this saves the
  874. time of having to shoot down through the bottom blocks after picking up
  875. the Blue Lander.
  876.  
  877. Note that it's possible to take the reverse path around this loop of
  878. rooms, doing Corridor 2 before getting the Red and Blue Landers and then
  879. deathwarping right after fighting the miniboss. By my timing, this is
  880. about half a second slower than doing Corridor 2 last, but you can still
  881. get a good time with either path.
  882.  
  883. The gimmick for opening Corridor 2 is to touch each of the 4 red panels
  884. surrounding the gate. Any part of the Guardian's hitbox counts, so touch
  885. the top panels with the Guardian's head and the bottom panels with her
  886. feet to open the gate as quickly as possible.
  887.  
  888. If you're not holding Select, remember to skip the entry cutscene.
  889.  
  890.  
  891. Corridor 2 (hold Select)
  892. ----------
  893. Score targets: 85k on entry, 93k after plant quads, 115k after bubble
  894. shooters, 143k at boss
  895.  
  896. This corridor is a bit busier than Corridor 1 in terms of enemy
  897. placement, but still not a significant challenge. The fish, plant
  898. turrets, and bubble shooters from Corridor 1 make a reappearance; now
  899. that we have attack level 2, the bubbles go down in one hit, making it
  900. much easier to farm score. There's also a second type of bubble shooter
  901. which flies across the screen; it's only worth 200 points, so on score
  902. route, it can sometimes be worth it to just let it fly offscreen and
  903. farm its bubbles (also 200 points) instead.
  904.  
  905. For score route, you'll want to farm points as in Corridor 1. The
  906. bubble shooters are the biggest source of score, but also try to take
  907. out as many of the flying starfish as possible in the second half of
  908. the corridor.
  909.  
  910. There are three pairs of bubble shooters marking the end of the
  911. corridor. Plan to be at high but not full health (7-8 is usually a good
  912. place to be) for a quicker deathwarp after the corridor.
  913.  
  914. BOSS: Crawdaddy (144 HP)
  915.  
  916. Crawdaddy floats up and down the screen, shooting small lobsters at
  917. the Guardian. As with Fleepa, the fight can get a bit ugly if you let
  918. the projectiles stack up, but special weapons will make quick work of
  919. it. Start the fight with the Guardian overlapping Crawdaddy's eyes,
  920. then press and hold A and B just before the boss solidifies, and
  921. follow the boss's movement up and down. Special weapon invincibility
  922. will keep you safe for most of the fight; you'll take a few boxes of
  923. health on the downswing as the second fireball leaves the boss's
  924. hitbox, but unless you started the fight with very low health, you
  925. should be fine. You can adjust the fireball timing on the fly to take
  926. extra damage if you went into the fight with full health.
  927.  
  928.  
  929. Area 2 -> Area 3
  930. ----------------
  931. After completing Corridor 2, exit up and deathwarp on the red
  932. volleyballs.
  933.  
  934. From the Area 2 save room, take the warp panel on the right to Area 0,
  935. then go right and down, and take the warp panel down to the Area 3 save
  936. room.
  937.  
  938.  
  939. Area 3
  940. ------
  941. Exit the save room down, then go down, left, down 2, and left 3 rooms,
  942. passing through the Corridor 13 room into Corridor 3.
  943.  
  944. OPTIONAL: Instead of going straight into Corridor 3, continue going down
  945. and pick up the shield powerup and Red Lander before the corridor
  946. instead of after. This costs about 20 seconds but makes Optomon slightly
  947. safer, since seaweed strands do "only" 4 boxes of health instead of 8.
  948. You can also use the Cutter Laser on the Corridor 3 boss to recover much
  949. of that time; see the notes below.
  950.  
  951. The gimmick for opening Corridor 3 is... to wait... and wait... and
  952. wait. The gate opens 21 seconds after entering the room, so use the time
  953. to line yourself up on the perfect entry pixel, dance around, whatever
  954. grabs your fancy.
  955.  
  956. Quick-menu to Fireball (right 1) or Cutter Laser (left 1) during the
  957. entry animation, depending on your choice of boss strategy.
  958.  
  959.  
  960. Corridor 3
  961. ----------
  962. Score targets: 151k on entry, 166k at first rock ring
  963.  
  964. This corridor starts to introduce some more difficult enemies, notably
  965. including the "pomegranates" which show up near the end of the level and
  966. explode into 16 projectiles if you don't destroy them quickly enough.
  967. Damage as a whole starts to ramp up here, since the game expects you to
  968. have picked up at least one shield powerup before entering the corridor.
  969.  
  970. The corridor starts out with 6 plant turrets. On score route, if you're
  971. behind target, you can farm the plant shots by running into them for 200
  972. points each; the shots do 1 box of damage, so the first heart drop will
  973. recover the damage from 5 shots.
  974.  
  975. The next set of plant turrets is accompanied by small blue ships which
  976. shoot at the Guardian. The blue ships' shots look identical to the plant
  977. turret shots, but they're actually trolls which do twice as much damage
  978. and only give you 10 points. You can tell them apart because the blue
  979. ships' shots move in straight lines, while the plant turrets' shots arc
  980. up and back down. If you see a blue ship shot approaching and you can't
  981. dodge it, it's better to eat a plant turret shot and use the damage
  982. invincibility to boost through the blue ship shot.
  983.  
  984. The blue ships are followed by two rock circles and another set of plant
  985. turrets. If you didn't take the shield powerup, you should get the two
  986. consecutive heart drops (at 140 and 180 drop points) by the end of the
  987. plant turrets. This is important to keep in mind because you generally
  988. won't have enough drop points to wrap around past the three red chips to
  989. the next heart, so you'll only have 6 boxes of healing before the boss.
  990. If you got the shield powerup early, the rock rings will only have 4
  991. instead of 16 rocks, so the second heart may come a bit later.
  992.  
  993. Next up is a section of falling rocks which ends in three pomegranates
  994. sitting on the ground. You need to be near the top of the screen in
  995. order to get enough shots on the pomegranates to kill them before they
  996. explode, but the closer you are to the top, the greater risk that you
  997. get hit by a falling rock, and you absolutely want to be at full health
  998. for the boss. Be especially careful after picking up the third red chip,
  999. since you won't have any more healing if you get hit.
  1000.  
  1001. The corridor ends with one more set of plant turrets. You can safely
  1002. stay on one side and just destroy the turrets there.
  1003.  
  1004. BOSS: Optomon (256 HP)
  1005.  
  1006. Optomon is the boss that says, "You think you're good at this game? I
  1007. LAUGH IN YOUR FACE." I suspect every new TGL player gets stuck here for
  1008. a good long while; I myself spent two weeks as a casual player trying to
  1009. find a workable strat before I ended up at Hyper Laser (which,
  1010. ironically, is the lowest-damage special weapon). In the speedrun,
  1011. Optomon is the first gatekeeper of the run, the first boss that will
  1012. really test your movement.
  1013.  
  1014. Optomon has two forms of attack: he shoots bubbles from his eye which
  1015. deal 2 boxes of damage, and he drops long strings of seaweed which do
  1016. 8(!) boxes of damage. Touching Optomon himself also does 8 boxes of
  1017. damage. (With the shield powerup, these are reduced to 1 box and 4 boxes
  1018. respectively.) The shots move in a straight line toward the Guardian's
  1019. position when the shot was fired, and the seaweed strands fall down the
  1020. screen in a straight line either slowly or quickly.
  1021.  
  1022. At first glance, Optomon seems like a highly random boss with no good
  1023. strategy except to pray for good RNG, but in fact the only random
  1024. element is the speed of the seaweed strands; the timing of both the
  1025. strands and the bubble shots is constant, so you can learn movement
  1026. patterns which will avoid them. If you want to play it safe, you can
  1027. stay near the bottom of the screen, time fireball shots to hit Optomon,
  1028. watch out for fast seaweed strands, and be careful not to get trapped
  1029. against the edge of the screen by a slow strand where you might not be
  1030. able to avoid bubbles or a fast strand.
  1031.  
  1032. However, TGL runner Mattrick_ developed a clever strategy in which we
  1033. go right up to Optomon and spam fireballs in his face (well, eye). It
  1034. turns out that a level-1 fireball will expire while still within
  1035. Optomon's hitbox (if it doesn't go out the side), so as long as you
  1036. hold the A button to keep shooting fireballs, special weapon
  1037. invinicibility will protect you from damage from Optomon himself, though
  1038. not from seaweed. The pattern I use is to start at the right edge of
  1039. Optomon's sprite, hold A and B just as the boss solidifies, and lead
  1040. Optomon's movement (moving just ahead of him so he can't get ahead of
  1041. the fireballs) until the second time he reaches the left edge of the
  1042. screen. If I don't miss any fireballs, I'll usually be able to take
  1043. Optomon down to 30-40% health during those first sweeps without dying,
  1044. and after that, I fall back to safer strats.
  1045.  
  1046. If you took the shield from Area 3 before entering the corridor,
  1047. another option is to use the Cutter Laser and attack from the side, as
  1048. practiced by runner Schmidtty. A good Cutter kill will only take about
  1049. 10 seconds, so if you can't get a fireball kill before the boss music
  1050. loops, Cutter may actually save time overall despite the 20-second cost
  1051. of the early shield.
  1052.  
  1053. Whichever way you choose, quick-menu to Saber (right 2 from Fireball or
  1054. left 1 from Cutter) during the exit animation.
  1055.  
  1056.  
  1057. Area 3 again
  1058. ------------
  1059. Take the energy tank to refill your health (which is probably empty),
  1060. exit the Corridor 3 room to the right, pass through the Corridor 13 room
  1061. again, then go right, down 2, and left to a miniboss.
  1062.  
  1063. MINIBOSS: Green Flower (64 HP, shield powerup). This guy bounces around
  1064. like crazy and does 3 boxes of damage each time he hits you. Pull out
  1065. your Saber and let him bounce across it, and shoot your regular gun for
  1066. a bit of extra body-check damage on the bounces. If you get here with 6
  1067. or less health (especially if coming here before Corridor 3), grab the
  1068. Red Lander to the north first as a health refill.
  1069.  
  1070. After killing the miniboss, go up one screen and grab the Red Lander (if
  1071. you didn't take it first), then deathwarp.
  1072.  
  1073. If you grabbed the shield powerup and Red Lander before Corridor 3, just
  1074. walk right from Corridor 3 to the butterfly room and up to the
  1075. down-arrow room, and deathwarp there.
  1076.  
  1077.  
  1078. Area 0 -> Area 4
  1079. ----------------
  1080. After the deathwarp, walk up to the W room, then right to the message
  1081. room, up to the N room, right twice, and up to the Area 4 entrance.
  1082. Going through the message room is about 2 seconds faster than walking
  1083. around the outer edge of Area 0.
  1084.  
  1085. In the room below the Area 4 entrance, be careful if you walk along the
  1086. top edge of the screen, because your shots will be absorbed by the
  1087. corner wall and you won't be able to destroy the blocks in your way.
  1088. Stay about half a tile below the wall at the screen transition to avoid
  1089. this.
  1090.  
  1091.  
  1092. Area 4
  1093. ------
  1094. Hold B and walk up-right from the save room. On the next screen up, move
  1095. right along the bottom to avoid the red wall. Once past the red wall,
  1096. immediately move up and right, entering the screen to the right and
  1097. following the left wall up to the entrance to Corridor 14.
  1098.  
  1099. OPTIONAL: Instead of going straight up, go right 1 screen to a Blue
  1100. Lander, then back left and up to the Corridor 14 room (9 seconds).
  1101.  
  1102. Go up from the Corridor 14 room, quick-menuing to Saber Laser (up 1) as
  1103. you do so, then up again and take the Cutter Laser upgrade from the item
  1104. box. If you just use the regular gun to destroy the blocks, you'll lose
  1105. a handful of frames either from being stuck on the block to the right or
  1106. from walking straight up from the item box when you could have gone
  1107. diagonally up and right. If you time an A tap just right, you can use
  1108. the Saber to destroy the blocks more quickly and save time, but be
  1109. careful not to hold A down for more than 1 second in total because that
  1110. will consume chips and leave you unable to buy the Blue Lander in the
  1111. shop. (If you do use up chips, you can grab one of the blue chips on the
  1112. floor in the "up arrow" room to recover, but be careful of the red
  1113. volleyballs.)
  1114.  
  1115. From the Cutter box, go right twice and up twice. Quick-menu to Saber if
  1116. you haven't done so already, then enter the shop and buy the Blue Lander
  1117. on the left. BE CAREFUL here; if you walk straight left from the
  1118. entrance, you'll pick up the totally useless Bullet Shield, you'll be
  1119. out of chips, and the Blue Lander will be gone! Make sure to walk down a
  1120. bit before moving left.
  1121.  
  1122. The gimmick for opening Corridor 4 is to ask the shopkeeper next door
  1123. for help. If you repeatedly exit and reenter the shop, then the 4th time
  1124. you enter, you'll get the unlock sound effect and the corridor will be
  1125. unlocked. Use the Saber along with the regular gun to open the warp
  1126. panel faster. (You can in fact do this at any shop to unlock Corridor 4,
  1127. but there's no need to enter any other shop in the any% route. If you
  1128. were to skip the Blue Lander in this shop [3 seconds], you could
  1129. potentially save a fraction of a second by using the shop along the
  1130. south edge of Area 2, but it's unclear if dropping that Blue Lander
  1131. would cost more time due to less body-checking ability and a greater
  1132. risk of having to farm health than would be saved from skipping it.)
  1133.  
  1134.  
  1135. Corridor 4 (hold Select)
  1136. ----------
  1137. Score targets: 193k on entry, 224k at boss
  1138.  
  1139. This corridor has a similar difficulty level to Corridor 3. It includes
  1140. more pomegranates, some of which pop almost immediately, and the return
  1141. of the spinners from Corridor 0, which we can finally destroy using the
  1142. Saber Laser. The level itself also scrolls more quickly, which is
  1143. important for picking up drops -- once drops solidify, they're locked to
  1144. the background, so you have less time to shoot and grab the item.
  1145.  
  1146. Drop management is important in this corridor. Depending on whether you
  1147. plan to pick up the attack powerup or not (see below), you want to get
  1148. an energy tank drop either right after or right before the boss fight.
  1149. My target for getting a post-boss drop is to hit 8-10 pomegranate seeds
  1150. after the 230 red chip (the second of the two consecutive red chips).
  1151.  
  1152. BOSS: Teramute (256 HP)
  1153.  
  1154. Teramute is a surprisingly trivial boss following up Optomon. All he
  1155. does is teleport randomly around the screen, shooting a spread of
  1156. fireballs each time he solidifies. You can simply sit under his nose,
  1157. impale him with your saber (which also takes out the fireballs), and
  1158. win in 4 cycles. But if you want to go fast, you can use body-checking
  1159. to cut one cycle off that time (and also dump health if you're planning
  1160. to skip the optional attack powerup).
  1161.  
  1162. If you position the Guardian directly on top of Teramute's head, you can
  1163. get Saber hits as well as body-checking damage. Do that for the first
  1164. two cycles, which will drain the Guardian's health to near empty, then
  1165. move down out of the boss's hitbox for the third cycle. If you're aiming
  1166. for an energy tank drop, you should plan to get it from the fireballs
  1167. rather than Teramute himself, since the Teramute drop can float off the
  1168. top of the screen and become unhittable.
  1169.  
  1170.  
  1171. Area 4 again
  1172. ------------
  1173. OPTIONAL (but recommended): You can pick up an extra attack powerup
  1174. here, which will make late-game corridors (especially Corridor 10) safer
  1175. and likely somewhat faster at a pickup cost of about 20 seconds. Walk
  1176. left from the warp panel, then down-left through the red volleyball room
  1177. and left into the miniboss room. If you didn't get a health refill in
  1178. Corridor 4, you can get infinite blue chips from the item boxes in the
  1179. red volleyball room. I don't recommend skipping this until you're
  1180. comfortable with the Gauntlet in Corridor 10, and even then, it's
  1181. unclear how much net time save one could expect; for example, it seems
  1182. impossible to get the quick kill on Corridor 21 Fleepa with attack
  1183. level 2, which costs 6 seconds over an optimal attack-3 run.
  1184.  
  1185. MINIBOSS: Blue Flower (112 HP, attack powerup). Basically the same as
  1186. Green Flower, but slower. Why is the slower one in a harder area? Who
  1187. knows. Just take it out with Saber. Dump as much health as possible to
  1188. speed up the deathwarp afterwards.
  1189.  
  1190. After the miniboss, walk back to the right and deathwarp on the red
  1191. volleyballs.
  1192.  
  1193. If not getting the attack powerup, just walk straight down from the warp
  1194. panel and deathwarp.
  1195.  
  1196.  
  1197. Area 0 -> Area 5
  1198. ----------------
  1199. Exit the save room down, then walk down and right to the Area 5
  1200. entrance.
  1201.  
  1202. OPTIONAL: Kill the miniboss to the left of the Area 5 entrance for a
  1203. Blue Lander (11 seconds).
  1204.  
  1205. In the save room, walk up and around the left side of the Blue Lander
  1206. NPC instead of through the center of the room to save about 10 frames
  1207. (credit to ZakkytheGoatragon for finding this while developing his TAS
  1208. of TGL).
  1209.  
  1210.  
  1211. Area 5
  1212. ------
  1213. After leaving the save room, walk right until you reach the Corridor 15
  1214. room. Be especially careful of the volleyballs in the room before the
  1215. corridor, since they hit hard.
  1216.  
  1217. OPTIONAL: Go 2 screens right from the Corridor 15 room for an extra Blue
  1218. Lander (16 seconds).
  1219.  
  1220. Go 4 screens up from the Corridor 15 room for a miniboss. Quick-menu to
  1221. Cutter (left 1).
  1222.  
  1223. MINIBOSS: Crystal Flower (208 HP, shield powerup). The Crystal Flower
  1224. alternately moves horizontally and vertically toward the Guardian,
  1225. occasionally shooting a homing projectile that does a solid amount of
  1226. damage. However, if you can lure it onto the green blocks that close the
  1227. exits when the boss spawns, it will get stuck and become almost unable
  1228. to move, letting the Guardian take it out easily.
  1229.  
  1230. Start the fight standing immediately above the Flower, facing left or
  1231. right so one of the Cutters is damaging it. As soon as the Flower starts
  1232. moving up, dodge left or right and lure it up to the top of the screen.
  1233. Unless it spawned very low on the screen, by the time it finishes its
  1234. vertical cycle it should be stuck on the green tiles, and you can stand
  1235. next to it and let the Cutter do its work (but make sure not to let it
  1236. get so close that it starts damaging the Guardian).
  1237.  
  1238. After the miniboss, go right 2 screens to the Corridor 5 room. The hint
  1239. for Corridor 5 is "shoot into the corridor"; the actual gimmick is that
  1240. you have to shoot the sign that says "Corridor 5". There's an invisible
  1241. object on top of the "Corridor" sign, and doing enough damage to it
  1242. opens the corridor. The hitbox actually extends slightly below the
  1243. "Corridor" sign (credit to Zakky for finding this), so the fastest way
  1244. to deal the damage is to hold the Cutters out while standing slightly
  1245. below the sign facing up or down, so that the lasers are on the top tile
  1246. row of the floor. You can also take advantage of the otherwise-annoying
  1247. bug of getting stuck while diagonal-walking against a wall; walk
  1248. slightly forward into the room and then diagonally up, and when you
  1249. reach the Corridor sign you should get stuck with both your regular gun
  1250. and the Cutter dealing damage.
  1251.  
  1252. Quick-menu to Saber (left 1) while entering.
  1253.  
  1254.  
  1255. Corridor 5 (hold Select)
  1256. ----------
  1257. Score targets: 245k on entry, 275k at first volcano, 287k at boss
  1258.  
  1259. Corridor 5 is fairly quiet (all the better to enjoy the great music).
  1260. The flying starfish from Corridor 2 and birds from Corridor 3 make a
  1261. reappearance, and there are two new enemies of note.
  1262.  
  1263. The first new enemy, which shows up in two waves at about the 1/3 and
  1264. 2/3 points of the corridor, is a blue rock which slowly floats toward
  1265. the Guardian. It doesn't shoot any projectiles and seems fairly harmless
  1266. at first glance, but it has fairly high health, high enough that even
  1267. Saber or Cutter take a good fraction of a second to destroy one. The
  1268. blue rock is also immune to Enemy Erasers, which will become very
  1269. important to keep in mind in Corridor 10. Note that hitting more than
  1270. two or three at once with Saber/Cutter will add lag, so be sure to take
  1271. them out as they spawn rather than letting them all pile up first.
  1272.  
  1273. The second new enemy is a volcano, two of which appear at the end of the
  1274. corridor. This enemy is unique to the "ice" environments (Areas 5 and 6)
  1275. and constantly spews small green rocks in random arcs. The rocks are
  1276. good for grinding score or drop points if you need them, but they can
  1277. pile on damage (and lag) quickly if you're not careful.
  1278.  
  1279. The corridor itself is fairly straightforward, but as usual, keep your
  1280. health as high as possible when entering the boss.
  1281.  
  1282. BOSS: Zibzub (224 HP)
  1283.  
  1284. Zibzub behaves almost like an inverted version of Corridor 1's Fleepa,
  1285. bouncing up from the bottom of the screen instead of down from the top.
  1286. He can be destroyed with the Saber and body-checking the same way. Be
  1287. careful to stay directly under Zibzub, since he'll accelerate to the
  1288. side otherwise and make the fight much more frustrating.
  1289.  
  1290. You'll want to deathwarp after the corridor, so dump as much health as
  1291. you feel comfortable dumping during the boss fight. Keep in mind that
  1292. you'll also be destroying projectiles, so you'll probably run over at
  1293. least one drop during the fight.
  1294.  
  1295.  
  1296. Area 5 -> Area 6
  1297. ----------------
  1298. Deathwarp on the crabs outside the Corridor 5 room.
  1299.  
  1300. From the save room, go left twice, down twice, and right twice to the
  1301. Corridor 6 room. Quick-menu to Cutter (left 2) while warping in.
  1302.  
  1303. The hint for Corridor 6 says to use a special weapon to open the gate.
  1304. The actual gimmick is to have your chip count decrease while in the gate
  1305. room, so with chips-per-second weapons, you have to wait for a chip tick
  1306. before the gate will open. Also, as with other gate rooms, the game
  1307. doesn't start checking until 1 second after you enter the room, so if
  1308. you hold A for Cutter as soon as you enter the room, the the first tick
  1309. (at half a second) will be missed and you'll have to wait for the second
  1310. tick (at 1.5 seconds). Ideally, you should press A half a second after
  1311. entering; I use a music cue to estimate the timing. If done perfectly,
  1312. the gate should open at the same time as if it was already unlocked.
  1313.  
  1314.  
  1315. Corridor 6
  1316. ----------
  1317. Score targets: 298k on entry, 350k at 2nd set of blue rocks, 372k at
  1318. boss
  1319.  
  1320. Corridor 6 is both slower and (much!) busier than Corridor 5, despite
  1321. being part of the same "ice" area. The only new enemy is an orange
  1322. crystal which appears in flocks which dash toward the Guardian, but the
  1323. corridor is full of other enemies -- most notably the volcanoes which
  1324. appeared at the end of Corridor 5.
  1325.  
  1326. The volcanoes here will add tremendous lag if any other enemies
  1327. (including other volcanoes) are on screen, so you should learn their
  1328. locations and destroy them as soon as they appear, unless you want to
  1329. farm the projectiles (which you should only do when nothing else is on
  1330. screen). Generally speaking, any enemy which is not a volcano is a trap
  1331. designed to lure you away from upcoming volcanoes and fill your life
  1332. with lag. For the same reason, try to avoid shooting the Guardian's
  1333. main gun and rely on the Cutter Laser to take out enemies and volcano
  1334. projectiles.
  1335.  
  1336. Even if you're not on score route, you should try to farm at least some
  1337. volcanoes, because you'll want to pick up an EE drop in Corridor 7.
  1338. If you get through the third drop cycle (second energy tank drop), you
  1339. should be good.
  1340.  
  1341. Quick-menu to Saber (left 1) at the boss alarm, and hold Select through
  1342. the end of the corridor for the cutscene skip.
  1343.  
  1344. BOSS: Glider (96 HP)
  1345.  
  1346. The Glider is a small bat-like boss which swoops around the screen,
  1347. occasionally shooting small missiles at the Guardian. The low health
  1348. value makes it seem trivial to defeat, but the Glider is invulnerable
  1349. except while shooting, so casual players can find it a surprisingly
  1350. difficult enemy.
  1351.  
  1352. As with other bosses that don't move sideways while shooting, simply
  1353. sitting under the boss with the Saber out will kill it. In the specific
  1354. case of the Glider, you can move ahead of time to the points in the
  1355. Glider's movement cycle where it will become vulnerable: above the "I"
  1356. in "CHIP", above the tens digit of the SHOT count, and in the space
  1357. between the chip count and the word "SHOT".
  1358.  
  1359. If you have enough health, you can body-check the boss to kill it in
  1360. two cycles. Even body-checking will only damage the boss while it is
  1361. shooting, so wait for it to reach the proper points in its cycle and
  1362. move into its hitbox while holding the Saber out.
  1363.  
  1364. Note that the two-cycle kill is very tight with level 2 attack; you need
  1365. to be aggressive about body-checking the Glider and use up all your
  1366. health in order to win on the second cycle. With level 3 attack, there's
  1367. a bit more leeway since body-checking does several more points of damage
  1368. each time.
  1369.  
  1370.  
  1371. Area 6 -> Area 7
  1372. ----------------
  1373. There's nothing we need in Area 6 (unless you skip score routing and get
  1374. the Red Lander, but that's not until after Corridor 7), so go straight
  1375. back out to Area 0, then go left 1 and down 3 screens and enter Area 7
  1376. to the right. But if you want extra safety, you can get a shield from a
  1377. miniboss a short way into Area 6 from the corridor (right 2 and up 1
  1378. from the corridor room), and if you prefer to use level 2 Fireball,
  1379. that's also available a few rooms in (right 4, up 1).
  1380.  
  1381. In the first room down from the Area 7 save room, break a single block
  1382. diagonally from one of the blue chips and use the infinite blue chip
  1383. glitch to refill your health. You don't need to get all the way to full
  1384. health, since you'll be picking up 2 shield powerups which will give you
  1385. 4 boxes of health in total.
  1386.  
  1387. Break through the blocks and continue along the path. Be careful of the
  1388. red volleyballs, which can take out over half your health with one hit.
  1389. At the first intersection room (with an arrow to the right), follow the
  1390. arrow to the right, then go up through the warp panel to the Corridor 17
  1391. room.
  1392.  
  1393. From Corridor 17, go out the right side, then down, right, up, right
  1394. twice (through the lying arrow), and down to a miniboss. If your health
  1395. is low, perhaps because a red volleyball caught you, you can grab the
  1396. Repeller upgrade in the room right of Corridor 17 for 2 health with no
  1397. time loss if you shoot along the top edge of the bottom row of 3 blocks
  1398. (as with the Blue Lander in Area 2).
  1399.  
  1400. MINIBOSS: Red Crab (96 HP, shield powerup). Just like the blue crab in
  1401. Area 2, the right side of the crab is safe, so stick a Saber in it and
  1402. call it done. If the boss spawns all the way on the right edge of the
  1403. screen, either enter and exit the shop to force a respawn, or put your
  1404. Saber diagonally up across the crab's claw from the left side (requires
  1405. stopping on a diagonal, which is difficult, and wrecks score route
  1406. because of all the bubbles you'll destroy). Grab the shield powerup and
  1407. leave through the bottom, snagging a quick exit if the spawn allows.
  1408.  
  1409. Continue down 3 more rooms to another powerup. This will give you shield
  1410. level 5, which increases the Guardian's walking speed by about 30%. Walk
  1411. left 2 more screens and enter the warp panel to the Corridor 7 room.
  1412.  
  1413. The gimmick for opening Corridor 7 is to enter the room 4 times, so go
  1414. back and forth over the warp panel 6 more times to unlock the gate. As
  1415. with the shop in Area 4, using Saber will help open the warp panel
  1416. faster. (As noted under Other Glitches, there's a minor bug in that the
  1417. check fails if you don't enter from the same warp panel all 4 times.)
  1418.  
  1419. Quick-menu to Cutter (right 1) while entering the corridor.
  1420.  
  1421.  
  1422. Corridor 7 (hold Select)
  1423. ----------
  1424. Score targets: 385k on entry, 394k after laser ships, 410k at boss
  1425.  
  1426. The game's difficulty starts noticeably ramping up at this point. As
  1427. soon as you enter the corridor, you'll be assaulted by laser-shooting
  1428. ships which deal over 3 boxes of damage _per hit_. Staying in an open
  1429. area can be dangerous since you can get trapped by lasers; my strat is
  1430. more or less to hide in the corner, hold A and B, and pray. You should
  1431. try and kill some ships if you can to advance the drop counter.
  1432.  
  1433. Halfway through the corridor, you'll encounter another new enemy which
  1434. looks like a small green squid. This enemy doesn't attack at all, but it
  1435. has the unique ability to block all of the Guardian's shots, even
  1436. normally unblockable shots like the level-2 fireball. The only way to
  1437. destroy them is to run into them with the Guardian herself. These
  1438. enemies will prevent you from attacking anything behind them, so get rid
  1439. of them as soon as you can.
  1440.  
  1441. If you farmed enough drop points in Corridor 6, you should get an EE
  1442. ammo drop around the time the flying bubble shooters from Corridor 2
  1443. make a reappearance. Make sure not to miss the drop, since you may
  1444. need the ammo in Corridor 8.
  1445.  
  1446. On score route, keep in mind that the eyeballs are worth 800 points
  1447. each, so you can farm or avoid them as needed for score control.
  1448.  
  1449. BOSS: Eye Growth (384 HP x 4, 96 HP x lots)
  1450.  
  1451. The Eye Growth is not a single boss, but rather a set of eyeball turrets
  1452. similar to the Defense System at the beginning of the game. There are
  1453. four central large turrets arranged in a diamond, with numerous smaller
  1454. ones around them. Regular enemies will also continue spawning during the
  1455. fight, so be careful in particular of any laser ships that appear.
  1456.  
  1457. The large turrets act like other bosses with respect to damage, but the
  1458. small turrets are treated as ordinary enemies, which means damage is not
  1459. capped and the Cutter will damage them on every frame, taking them out
  1460. quickly. Take advantage of this to wipe out the small turrets and reduce
  1461. the number of projectiles before focusing on the large turrets.
  1462.  
  1463. You can save a couple of seconds by leaving one of the small turrets in
  1464. the top corners (left or right) alive, then killing it along with the
  1465. final large turret, which saves the time of moving over to kill it first
  1466. and then returning to the center of the screen. To make this work,
  1467. you'll want to be sure to keep one saber on the opposite-side large
  1468. eyeball as you take out the small turrets on that side. (For example, if
  1469. you leave the top-right turret alive, start from the bottom right and
  1470. move left then up, damaging the left large turret as you move up the
  1471. left side.) This will help ensure that the large turret nearest that
  1472. corner is the last one left alive, so you can hit both it and the small
  1473. turret at the same time. Credit to Zakky for this strat.
  1474.  
  1475. If you're on score route, be aware that the first volley of eyeballs
  1476. will disappear as more of the turrets scroll into view, so make sure to
  1477. kill them early if your score is low. Also, since the eyeballs are
  1478. still 800 points each, any delay in finishing off the boss will quickly
  1479. push up your score; in particular, if your health gets low and you have
  1480. to move away from the boss for safety, you can quickly rack up another
  1481. 10k or 20k points, which can be very difficult to recover from in time
  1482. for Red Grimgrin in Corridor 8.
  1483.  
  1484. Finally, be careful when moving to the top of the screen for the exit
  1485. animation, because random enemies will keep spawning right up until you
  1486. lose control. If you're low on health, you may want to move a bit down
  1487. the screen for safety and just accept the second or so of time loss.
  1488.  
  1489. The route diverges here depending on whether you're doing score route or
  1490. not, so see the appropriate section below.
  1491.  
  1492.  
  1493. Area 7 -> Area 8 (score route)
  1494. ------------------------------
  1495. Walk right from the Corridor 7 room and deathwarp.
  1496.  
  1497. OPTIONAL: Instead of deathwarping in the room to the right, walk up,
  1498. left, down, and left ~~through the forest of maze~~ to an EE item box.
  1499. Clip through the red blocks, break the yellow blocks, get the EEs, and
  1500. deathwarp.
  1501.  
  1502. Walk left out of the save room into Area 0, continue left past the "S"
  1503. room (4 rooms), then walk down and enter the Corridor 8 gate room. We
  1504. won't enter Corridor 8 right away, but we can open it up now for a
  1505. faster entry when we return.
  1506.  
  1507. The gimmick for Corridor 8 is to set your special weapon to "NO USE" and
  1508. press A. It's a mystery who's sitting in the shadows watching the
  1509. Guardian uselessly press her special weapon trigger, but since we just
  1510. deathwarped, we're already on NO USE. As with other corridors, the gate
  1511. can't actually be unlocked until 1 second after entering the room, so
  1512. press A after 1 second; the easiest way to gauge timing is to recall the
  1513. timing of the gate opening sound for Corridor 7 and press A at the same
  1514. point in the music.
  1515.  
  1516. Continue into Area 8; go down 1 screen (ignore the item, which is an
  1517. energy tank) and right 2 screens to a miniboss. Quick-menu to Saber (up
  1518. 1).
  1519.  
  1520. MINIBOSS: Sir Red the Flower (256 HP, Red Lander)
  1521.  
  1522. Sir Red the Flower, who gets the honorific from his status as killer of
  1523. runs, is smarter than his green and blue brethren in that he bounces
  1524. toward you instead of just randomly around the screen. This can make him
  1525. more dangerous, but it also allows us to lure him into a pattern which
  1526. essentially turns the fight into a damage race, and as long as you lock
  1527. in the pattern soon enough, the Guardian will always win.
  1528.  
  1529. There are two possible loops into which we can lock Sir Red, a
  1530. horizontal one and a vertical one. In the horizontal loop, which was
  1531. used in the first sub-50-minute any% run, we want Sir Red to bounce up
  1532. toward the Guardian, hit her at the peak of the bounce, turn around, and
  1533. land back at the same place. However, just standing there holding A and
  1534. B won't deal enough damage and you'll lose the damage race. Instead, you
  1535. need to move forward (toward Sir Red) a few pixels on each bounce, which
  1536. will both let more of your regular shots hit (essentially body-checking)
  1537. and force Sir Red backward. But don't go too far on each step, or you'll
  1538. disrupt the pattern and Sir Red will start hitting twice on each bounce
  1539. instead of once.
  1540.  
  1541. There are various ways to start the horizontal loop, but what I've found
  1542. most consistent is to stick out the Saber so the end of it touches the
  1543. top left or right corner of Sir Red's sprite (whichever leaves more room
  1544. to move forward); usually he'll fall into the loop after one or two
  1545. bounces. If he spawns too close to the edge of the screen (either on top
  1546. where I can't get above him, or near the left or right side where
  1547. regular gun shots will be blocked by walls), I'll usually leave and
  1548. re-enter and blame the time loss on bad RNG.
  1549.  
  1550. With that bit of history out of the way, TGL runner Schmidtty worked out
  1551. a new "pole dance" strat which locks Sir Red into a vertical loop
  1552. instead. The vertical loop is a bit more risky in that if you ever let
  1553. Sir Red out of the loop it's harder to recover, but you deal damage more
  1554. quickly than in the horizontal loop, making it a faster strat once you
  1555. learn it.
  1556.  
  1557. For the vertical loop, we instead stand right below Sir Red as he spawns
  1558. and face him, holding the Saber out. Sir Red will usually take a small
  1559. bounce and fall down toward the Guardian; walk up through him so the
  1560. Guardian is standing above the point where the bounce lands (it may take
  1561. some practice to get a good feeling for this positioning and timing).
  1562. Sir Red should bounce straight or almost straight up through the
  1563. Guardian; keep the Saber out, and tap up on the D-pad when Sir Red lands
  1564. so the Guardian moves a few pixels upward, which is important to ensure
  1565. that the next bounce is also a high one. If your timing is off or you
  1566. don't move far enough, Sir Red will start doing tiny bounces which leave
  1567. him sitting on the Guardian and constantly draining her health.
  1568.  
  1569. If Sir Red spawns near the bottom of the screen, you can instead start
  1570. above him, which should cause a large bounce upward, and walk downward
  1571. through the bounce. Once you cross through Sir Red, you can start doing
  1572. the vertical loop as usual.
  1573.  
  1574. For either pattern, if you get a bad spawn, clip through the left wall
  1575. of green blocks and re-enter the room. You can also escape during the
  1576. fight if it looks like you'll run out of health and grab the energy tank
  1577. 2 screens to the left (only once, obviously).
  1578.  
  1579. Once you finish off Sir Red, return to the Corridor 8 room and enter the
  1580. corridor. Quick-menu to EEs (right 2) on the way in.
  1581.  
  1582.  
  1583. Area 7 -> Area 8 (1600 chip route)
  1584. ----------------------------------
  1585. There are two Red Landers in Area 6 you can take in place of Sir Red in
  1586. Area 8, at an overall cost (extra time taken minus time saved) of about
  1587. 27 seconds. These are useful if you're not comfortable fighting Sir Red,
  1588. or if you're not score routing and you don't want to have to farm for
  1589. drops on later bosses.
  1590.  
  1591. OPTIONAL: Pick up the safety EEs as on the score route, but don't
  1592. deathwarp.
  1593.  
  1594. Walk back to the Corridor 17 room (up, left, up 3 times; or from the
  1595. optional EEs, right once and up 4 times), then continue up through an
  1596. empty room and a save room into Area 6. Walk up, left, and down to a
  1597. dead-end miniboss room.
  1598.  
  1599. MINIBOSS: Red Crab (96 HP, Red Lander). Identical to the one in Area 7.
  1600. Kill it with Cutter (which you should already have equipped), take the
  1601. Red Lander, and go. Since you now have fast walking speed, quick exit
  1602. should be free, but if you miss it, walk as far right as possible during
  1603. the fanfare before touching the top edge of the screen, to avoid wasting
  1604. movement time after the screen transition.
  1605.  
  1606. Return up and right, then go up through the Corridor 16 room and follow
  1607. the path to a shop. The item in the room before the shop is an energy
  1608. tank; don't waste your time with it since the Red Lander will refill any
  1609. health you've lost.
  1610.  
  1611. BE CAREFUL when entering the shop not to just walk left! The Red Lander
  1612. is the leftmost item, so walk down, left, and up to grab it (just like
  1613. with the Blue Lander in the Area 4 shop).
  1614.  
  1615. Walk left out of the shop, then down twice to the Area 7 entrance, left
  1616. 4 past the "S" screen, and down into the Corridor 8 room. Quick-menu to
  1617. NO USE (right 2), press A to open the gate, and quick-menu to EEs (left
  1618. 1) on the way into the corridor.
  1619.  
  1620.  
  1621. Corridor 8
  1622. ----------
  1623. Score targets: 435k on entry, 450k at 2nd wave of circle rocks, 463k at
  1624. side eyeballs, 478500 (+/-500) at boss
  1625.  
  1626. Remember those green shot-absorbing squid that popped up in the second
  1627. half of Corridor 7? They spawn throughout this entire corridor, along
  1628. with a barrage of other enemies that will do their best to drain your
  1629. health before Red Grimgrin, who himself is not a pushover by any means.
  1630. Fortunately, everything in this corridor aside from the large eyeball
  1631. turrets is vulnerable to Enemy Erasers, so just use an EE every time
  1632. the screen fills up, both to avoid damage and to reduce lag. My rough
  1633. guideline is to EE whenever there are 3 large enemies (birds or
  1634. mushrooms) on screen, and otherwise as needed to avoid damage.
  1635.  
  1636. When score routing, if you entered with 435k points, straightforward use
  1637. of EEs should keep you on track throughout the corridor. If you were
  1638. high, try to dodge enemies as long as possible to get back on target;
  1639. the squid seem to take priority over other enemies, so if you can get
  1640. enough of them following you around (without touching them, obviously),
  1641. it will become a bit easier to continue dodging, until they eventually
  1642. float off screen. It's a lot harder to catch up if you entered with a
  1643. low score, but more aggressive EE use will keep enemy slots free and
  1644. potentially get you some extra spawns for a few thousand more points.
  1645.  
  1646. Quick-menu to Cutter (left 1) at the boss alarm, and (if you feel
  1647. comfortable doing so) hold Select through the boss fight to skip the
  1648. exit cutscene.
  1649.  
  1650. It's also possible to play this corridor with Cutter, but in my tests,
  1651. the lag introduced by having so many enemies on screen (especially when
  1652. the larger ones start appearing) was about a second longer than the
  1653. delays from EE use and from switching back to Cutter for the boss. You'd
  1654. also have to arrange for a red chip drop to refill your chips before the
  1655. boss, which on score route means much less leeway for error in getting
  1656. the level-up at 500k.
  1657.  
  1658. BOSS: Red Grimgrin (1664 HP)
  1659.  
  1660. Red Grimgrin is a giant flying face with five eyeballs all shooting at
  1661. the Guardian. The top and bottom eyeballs shoot... more eyeballs, while
  1662. the center one shoots ordinary (10-point) bullets. As you damage
  1663. Grimgrin, first the bottom pair (at 1024 HP), then the top pair (at 768)
  1664. of eyeballs will disappear; finally (at 512) the center eyeball will
  1665. break, Grimgrin will turn orange, and it will start spewing a fountain
  1666. of projectiles from the newly exposed center hole.
  1667.  
  1668. Throughout the entire fight, the Guardian's main gun adds a significant
  1669. amount of lag; try to avoid shooting when possible and rely on Cutter
  1670. instead.
  1671.  
  1672. During the first part of the fight, focus on damaging Grimgrin while
  1673. also taking out the eyeball projectiles as they spawn. If you position
  1674. the Guardian roughly over the center eyeball, the hitboxes of the Cutter
  1675. should be able to take out both the top and bottom eyeball projectiles.
  1676. If you're behind on score, be especially sure to take out the bottom
  1677. eyeballs, since those will travel in a straight line off the screen,
  1678. while the top ones will follow the Guardian. The eyeballs will
  1679. occasionally drop items; make sure to pick these up (unless you're on
  1680. score route and you're about to hit the level-up).
  1681.  
  1682. Since you picked up the level-3 Cutter upgrade as the Corridor 7 reward,
  1683. the Cutter Laser will now consume 35 chips per second. On score route,
  1684. you'll only have 800 chips to work with, so you'll run out very quickly;
  1685. this is why it's important to control your score to get the level-up
  1686. during the first half of this battle, while eyeballs are still spawning.
  1687. If you start the fight with 478-479k, keep your Cutter on the boss, and
  1688. catch all the eyeball projectiles, you should have just enough chips to
  1689. reach the level-up, and then enough chips after the level-up to get to
  1690. the final (orange) phase, where you should be able to get a red chip
  1691. drop without EE farming.
  1692.  
  1693. If you're not using score route, you'll have 1200 chips here, which
  1694. gives you a bit more of a buffer to work with. You'll still want to
  1695. keep an eye out for red chip drops, because 1200 alone won't carry you
  1696. through the fight.
  1697.  
  1698. Either way, make sure you have enough chips saved up for the middle
  1699. phase of the fight, when only the center eyeball is left and there are
  1700. no more eyeball projectiles. It takes about 7 seconds to deal 256 damage
  1701. and push Grimgrin into the final phase, so you'll need at least 245
  1702. chips once the top eyeballs disappear, and probably a bit more to farm a
  1703. red chip drop from the projectile fountain afterwards.
  1704.  
  1705. During the final phase, keep your Cutter over the central hole at all
  1706. times to destroy projectiles as soon as they spawn, or the game will
  1707. start lagging pretty horrendously. Even when you need to get an item
  1708. drop, if you see that Grimgrin's path will take it over the drop, try to
  1709. stay with Grimgrin and pick up the item then rather than immediately
  1710. dashing for it, so as to reduce lag.
  1711.  
  1712. If you do end up needing to EE-farm for items, remember to do it during
  1713. either the early phases (when eyeball projectiles are still available)
  1714. or the final fountain phase. If you do run out during the middle phase
  1715. when there are no eyeball projectiles, you can spawn a few explosions
  1716. for item drops by hitting Grimgrin with regular shots, or you can slow
  1717. down the EE spam rate to keep the explosions on the screen until
  1718. Grimgrin shoots a new set of bubbles.
  1719.  
  1720. After finishing the fight, if you're not holding Select, remember to
  1721. skip the exit cutscene.
  1722.  
  1723.  
  1724. Area 0 -> Area 9 (hold Select)
  1725. ----------------
  1726. Go up from the Area 8 entrance, then left twice, up 5 rooms to the
  1727. northwest corner, right, and up to the Area 9 entrance.
  1728.  
  1729.  
  1730. Area 9 (hold Select)
  1731. ------
  1732. Follow the path out of the save room. At the intersection with red
  1733. blocks, go up to where the blocks end in a question mark, then continue
  1734. up 2 screens and take the shield powerup from the item box. If you're at
  1735. or close to full health and if there's a conveniently placed enemy, take
  1736. a few boxes of damage here to set up some invincibility at the Red
  1737. Lander in a few rooms. Continue left and down, then through the warp
  1738. panel into the Corridor 19 room.
  1739.  
  1740. OPTIONAL: Go left out of the Corridor 19 room, then down twice to pick
  1741. up an extra Blue Lander (16 seconds).
  1742.  
  1743. Go up from the Corridor 19 room, then left to a room with a Red Lander
  1744. item box and a volleyball festival. If you're at full or close to full
  1745. health, take a hit or two before collecting the Red Lander so you have a
  1746. few seconds of invincibility from the health restore to get through the
  1747. rest of the volleyballs. Go up two screens, left at the arrow
  1748. intersection, and down into the Corridor 9 room.
  1749.  
  1750. OPTIONAL: Go up and left from the arrow screen for an extra Blue Lander
  1751. (45 seconds), or up and left twice for an EE refill (20 seconds), or
  1752. both (55 seconds). If taking the EEs, you can reduce the time loss by
  1753. combining them with the deathwarp after corridor 9.
  1754.  
  1755. The gimmick for opening corridor 9 is to stand on the gate. Yes, that's
  1756. all there is to it. If you're in position to enter the gate, it will
  1757. open for you, so just make sure you don't walk down past the perfect
  1758. pixel and you'll get a first-frame unlock.
  1759.  
  1760. If you're not holding Select from the Grimgrin fight, remember to skip
  1761. the entry cutscene.
  1762.  
  1763.  
  1764. Corridor 9
  1765. ----------
  1766. Score targets: 570k on entry, 610k at pomegranates, 642k at boss
  1767.  
  1768. Corridor 9 starts out with red versions of the flying diamonds seen in
  1769. previous corridors, which are very tough to destroy even with Saber or
  1770. Cutter (they have 255 HP, the most of any enemy in the game other than
  1771. bosses), and large flying skulls and stationary skull statues which spew
  1772. smaller skull projectiles. The skull projectiles in particular are
  1773. noteworthy both because they do significant damage to the Guardian and
  1774. because they usually appear in large bunches, so they're useful for
  1775. advancing the drop sequence. Also watch out for the blue laser ships
  1776. from Corridor 7, which now do even more damage.
  1777.  
  1778. A bit farther along, the blue bullet-shooting ships from Corridor 3
  1779. make a reappearance. As before, their shots are very painful, so be
  1780. especially careful to watch your health here. If things get tight,
  1781. clearing the ships and bullets with EEs is a perfectly viable backup.
  1782. Runner Schmidtty also discovered that if you position yourself slightly
  1783. below the center of the screen and hold your Cutters out, you can
  1784. destroy both the blue ships and their shots before they hit you -- but
  1785. you still need to be careful of the spinners and flying heads.
  1786.  
  1787. These are followed by a new tall monster-like enemy which bounces up and
  1788. down, shooting lasers vertically toward the Guardian. These cannot be
  1789. destroyed by EEs, so if you had to use EEs on the blue ships, switch
  1790. back to Cutter here. If you're behind on score route, you can kill the
  1791. lasers themselves with Cutter for 1000 points each.
  1792.  
  1793. The second half of the corridor features blue versions of the
  1794. pomegranates from Corridors 3 and 4. These explode almost as soon as
  1795. they enter the screen, and if you let the projectiles fly around they'll
  1796. add lag, so quick-menu to EEs (right 1) and use an EE to take out the
  1797. projectiles as soon as the pomegranates explode. There are a total of 15
  1798. pomegranates leading up to the end of the corridor.
  1799.  
  1800. While handling the pomegranates, also keep an eye on your drop count.
  1801. You'll want at least one health drop during the boss fight; I try to
  1802. get to a count of around 200, so I get two red chips and an energy tank
  1803. while fighting the boss. After the pomegranates are a couple of flying
  1804. skulls (5 drop points per skull projectile) and 7 floating mouth balls
  1805. (8 drop points each), so aim for the 140-point heart drop around the
  1806. time you finish the pomegranates. If you're too far off to adjust at
  1807. the end of the corridor, you can use EE farming to push the drop
  1808. counter along.
  1809.  
  1810. BOSS: Blue Eyegore (512 HP)
  1811.  
  1812. Blue Eyegore is another giant face boss, but rather than fly all over
  1813. the place like Grimgrin, he simply floats up and down the center of the
  1814. screen, shooting skull projectiles from the sides and lasers down the
  1815. middle.
  1816.  
  1817. There are a couple of ways to approach this fight. My current strategy
  1818. is to move the Guardian so the nose of the ship is around the outer
  1819. corner of the boss's eye (either side), then follow the boss up and down
  1820. the screen while holding A and B. You'll take damage from the eyeballs
  1821. (and potentially the lasers, but that's not a problem, as described
  1822. below), but if your drop sequence is set up properly, you'll recover
  1823. enough health to survive the battle. The Cutters will also take out some
  1824. of the boss's lasers, which give you 1000 points each and help you reach
  1825. the target of 690k for entering Corridor 10.
  1826.  
  1827. If you're not score routing, another option is to just ride the lasers
  1828. and bask in their glow while hammering the boss with Saber or Fireball.
  1829. The lasers look scary, but in fact they only do 1 damage at a time, and
  1830. you get 15 frames of invulnerability after taking a hit. As long as you
  1831. make sure to always take damage from the lasers and not the skulls (or
  1832. boss), you don't have to worry about your health. However, doing this
  1833. loses the option of killing the lasers for score, so it doesn't work
  1834. well with score routing.
  1835.  
  1836.  
  1837. Area 9 -> Area 10
  1838. -----------------
  1839. Leave the Corridor 9 room and deathwarp on the droplets. They don't do a
  1840. lot of damage, but it's still faster to deathwarp there than to do two
  1841. screen transitions to a screen with stronger enemies.
  1842.  
  1843. Walk down from the Area 9 entrance, right twice to the "N" room, and up
  1844. to the Area 10 entrance. Try not to get caught on (or clip into) the red
  1845. blocks.
  1846.  
  1847. Unlike the other areas with multiple branching paths and hidden items,
  1848. Area 10 is a single long path from the entrance to Corridor 10, so
  1849. follow it and try to avoid taking too much damage, because everything
  1850. (even rocks, which fall in some of the labyrinth rooms here) can and
  1851. will wreck you. There's a single energy tank about halfway through the
  1852. area which you can pick up if you're low on health, but it won't
  1853. respawn if you die, so picking it up and then dying can ruin any
  1854. further attempts at the corridor.
  1855.  
  1856. There are a couple of places along the path where a red wall divides the
  1857. path in two, and one side leads to a dead end. If you're confident in
  1858. your block clip, it can be faster to take the dead-end path and clip out
  1859. rather than walk around the intended way.
  1860.  
  1861. Shortly before the Corridor 10 room is a miniboss with a backup EE drop.
  1862.  
  1863. OPTIONAL MINIBOSS: Glider (96 HP, EE refill). Identical to the boss of
  1864. corridor 6, and you can fight it the same way. It probably makes more
  1865. sense to take this after Corridor 10 since you can combine body-checking
  1866. with the death warp.
  1867.  
  1868. The gimmick for opening Corridor 10 is to "keep shooting"; you have to
  1869. hold the B button down for 11 seconds (more precisely, 10 seconds
  1870. starting from 1 second after entering the room) for the gate to unlock.
  1871. Quick-menu to Cutter (left 2) on the way in.
  1872.  
  1873.  
  1874. Corridor 10 (hold Select, if you dare)
  1875. -----------
  1876. Score targets: 690k on entry, 730k at trench diggers, 750k at boss
  1877.  
  1878. Corridor 10 asks questions of those who brave it. Hard questions. _Very_
  1879. hard questions. If you're not up to the challenge, Corridor 10 will chew
  1880. you up, spit you out, and dine on your tears.
  1881.  
  1882. Right off the bat, you'll be assaulted by skull turrets, falling rocks,
  1883. and rock circles. The rock circles are especially dangerous; each one
  1884. deals 16 damage (2 boxes of health) to the Guardian, and if you're not
  1885. careful you can easily end up with almost no health going into the
  1886. Gauntlet. I usually try to dodge the rock circles rather than destroy
  1887. the rocks; if you alternately lure them to the top and bottom corners of
  1888. the screen, it's not too hard to stay out of their way.
  1889.  
  1890. As the rocks taper off, the background scroll speed will ramp up to
  1891. around the same speed as the beginning of Corridor 0. Remember trying
  1892. to get that first heart drop? Now you have to do that while dodging or
  1893. killing a flood of some of the toughest enemies in the game. This is
  1894. the Gauntlet, and the second gatekeeper of the run. I highly recommend
  1895. practicing the Gauntlet on its own until you get familiar with the
  1896. enemy patterns and timings, or you will have many runs that end in
  1897. disappointment here.
  1898.  
  1899. The first half of the Gauntlet is the most critical part; after a few
  1900. red diamonds and laser ships, the screen will start to fill with blue
  1901. rocks (from Corridor 5) and bouncing laser shooters (from Corridor 9).
  1902. Both of these are immune to EEs, which prevents you from cheesing the
  1903. Gauntlet by just erasing everything. You'll have to take them out with
  1904. Cutter, watch carefully for drops, and line yourself up under the drops
  1905. to shoot them and pick them up as soon as they solidify. You should
  1906. normally get the two consecutive heart drops (140 and 180) during this
  1907. section; you can survive missing one if your movement is good, but
  1908. missing both is usually fatal.
  1909.  
  1910. Once you get past the blue rocks and laser shooters, the remainder of
  1911. the enemies _are_ vulnerable to EEs, so if your health is low, don't
  1912. hesitate to switch over and clear the enemies out. But beware of the
  1913. pomegranates, which don't die to EEs until they explode.
  1914.  
  1915. If you survive the Gauntlet, you'll be rewarded with flying skull
  1916. shooters, and you can farm the skull projectiles for drops which will
  1917. now be easier to pick up. Try to recover as much health as you can, but
  1918. be careful of the rocks which will start to fall again.
  1919.  
  1920. The skull shooters are followed in short order by the trench diggers
  1921. from Corridor 1. These trench diggers shoot nail-like projectiles which
  1922. home in on the Guardian but move in irregular patterns, making them
  1923. diffcult to shoot down. They're worth 500 points each, so you can farm
  1924. them if you're short on score route, but like everything else in this
  1925. corridor, they hit hard, so this is a dangerous strategy. If you can
  1926. afford to, or if you're not score routing, take out the diggers as soon
  1927. as you can.
  1928.  
  1929. After the diggers, you'll have a few seconds to catch your breath, but
  1930. don't get caught unawares by the four blue laser ships. These are
  1931. followed by 8 skull turrets which signal the end of the corridor. As in
  1932. Corridor 9, try to get your drop counter to around 200 when you reach
  1933. the boss.
  1934.  
  1935. BOSS: Red Eyegore (768 HP)
  1936.  
  1937. Red Eyegore is similar to his blue cousin, but instead of skulls, he
  1938. fires nails at the Guardian. As with the trench diggers, the nails fly
  1939. in irregular patterns and do significant damage, so this fight can
  1940. quickly go south if you're not careful, or even just unlucky.
  1941.  
  1942. I originally used a strategy similar to Blue Eyegore, lining up the nose
  1943. of the Guardian with the side horn of Red Eyegore rather than the corner
  1944. of the eye, and dancing up and down a bit while following the boss to
  1945. try and take out the nails more quickly. Runner Schmidtty instead
  1946. suggested lining up with the eye itself, similarly to Blue Eyegore but
  1947. slightly more toward the "pupil" of the eye, and I've adopted this
  1948. approach as well since it seems more consistent.
  1949.  
  1950. As with Blue Eyegore, you can also ride the lasers if you're not score
  1951. routing.
  1952.  
  1953. If you're not holding Select, don't forget to skip the exit cutscene.
  1954.  
  1955.  
  1956. Area 0 -> Escape
  1957. ----------------
  1958. Deathwarp immediately on exiting Corridor 10 (or after the backup EE
  1959. miniboss, if you take that).
  1960.  
  1961. Walk down once from the Area 10 entrance to the "N" room, then left
  1962. twice and down twice to the Corridor 21 entrance. If you're low on chips
  1963. (lower than 300 or so), you may instead want to hit the chip refill 2
  1964. screens right and 1 screen down from the central message room. (If
  1965. you're on the 1200 chip route and you have to detour here, you might as
  1966. well also pick up the Red Lander in the adjacent shop after refilling.)
  1967.  
  1968. As long as you've completed all of Corridors 1-10, Corridor 21 will be
  1969. unlocked as soon as you enter the room. Just go to the perfect pixel
  1970. and enter the corridor. Quick-menu to Saber (up 1) on the way in.
  1971.  
  1972.  
  1973. Corridor 21
  1974. -----------
  1975. Score targets: 835k-845k on entry, 895k after Clawbot, 910k at Grimgrin,
  1976. 955k at Bombarder, 975k-980k on exit
  1977.  
  1978. This corridor is a boss rush of Fleepa (Corridor 1), Zibzub (Corridor
  1979. 5), Blue Clawbot (Corridor 14), Red Optomon (Corridor 16), Blue
  1980. Grimgrin (Corridor 18), and Red Bombarder (Corridor 19). The bosses
  1981. still have the same stats as before, so Fleepa in particular is trivial.
  1982. However, if you body-check well enough, you can take advantage of how
  1983. this corridor works to spawn Zibzub 6 seconds faster.
  1984.  
  1985. In Corridor 21, each boss is tied to a segment of scrolling background.
  1986. At the end of the segment, the game checks whether the boss is still
  1987. alive, and if so, it jumps back to the beginning of that segment of
  1988. background; otherwise it advances to the next one, which spawns the next
  1989. boss. In the specific case of Fleepa, the segment is 6 seconds long, and
  1990. there's just enough time to kill the boss before the end of the first
  1991. loop if you body-check well (though this may not be possible at attack
  1992. level 2). You'll know you missed the quick spawn if you see a second
  1993. ridge appear on the left side of the screen after killing Fleepa.
  1994.  
  1995. Zibzub likewise goes down the same way as before, with a saber up his
  1996. nose. But be careful of the falling rocks -- each one does over a box of
  1997. health in damage, and it's the rocks that make this corridor a real
  1998. challenge.
  1999.  
  2000. This is the first appearance of Clawbot in the any% run. Clawbot has a
  2001. giant claw which occasionally opens up to fire a huge laser, but it
  2002. can't do anything about attacks from the side, so just quick-menu to
  2003. Cutter (right 1), waltz up to the side of the base (not the claws), sit
  2004. back and enjoy the damage. Do make sure to keep firing your regular gun
  2005. to take out the rocks, and grab item drops as they fall. If you plan to
  2006. use Cutter on Red Bombarder (see below), you can hold Select after
  2007. menuing to Cutter for the cutscene skip at the end of the corridor.
  2008.  
  2009. As you damage Clawbot, the claws will first turn orange and then fall
  2010. off, drifting toward the bottom of the screen. Each claw is worth 4000
  2011. points, so on score route, check your score after killing Clawbot
  2012. (target 895k) and kill one or both of the claws if you're behind.
  2013.  
  2014. Incidentally, Clawbot's background segment is a whopping 12.5 seconds
  2015. long, and it takes about 15.5 seconds to kill Clawbot using the Cutter
  2016. Laser, which is why there's such a long delay before the next boss
  2017. spawns. In 100%, you can use the main gun at attack level 4 alongside
  2018. level 3 Fireball to squeeze in just enough damage to kill Clawbot before
  2019. the background loops.
  2020.  
  2021. Red Optomon is basically the same as the original Optomon fight, but now
  2022. we have level 3 Cutter and much higher defense. Touching Optomon or the
  2023. seaweed will still do fairly large amounts of damage, but if you line
  2024. the Cutters up with roughly the middle of Optomon's eye, you'll be able
  2025. to slide through Optomon (using special weapon invincibility) without
  2026. taking damage from the seaweed strands.
  2027.  
  2028. Blue Grimgrin is a weaker version of his red cousin (1152 instead of
  2029. 1664 HP), so he won't take as long to reach the orange stage. Even so,
  2030. this is easily the most dangerous fight of the boss rush, again because
  2031. of the rocks raining down. Take full advantage of healing invincibility
  2032. from heart and chip drops, and especially make sure not to miss the
  2033. energy tank which should drop around the midpoint of the fight.
  2034.  
  2035. On score route, you should be at around 910k points when you reach
  2036. Grimgrin. You can try to farm eyeballs if low or avoid killing them (at
  2037. the cost of severe lag) if high, but both are risky. Aim for 955k after
  2038. killing Grimgrin (Grimgrin himself is 20k).
  2039.  
  2040. The final enemy of the boss rush is Red Bombarder, another first-time
  2041. appearance in the any% run. The Bombarder randomly teleports around the
  2042. screen, spawning 16 homing missiles each time. Compared to Optomon and
  2043. Grimgrin, the Bombarder is trivial as long as you don't let too many
  2044. missiles catch you.
  2045.  
  2046. It's possible to continue with Cutter for Bombarder and save 2 seconds
  2047. of menuing time, but Saber makes it easier and safer to body-check the
  2048. boss and shorten the fight by 2-3 cycles (at 5 seconds per cycle).
  2049. Saber also has a much lower chip cost, ensuring you stay close to full
  2050. chips for the final boss, so I recommend using Saber here. Bombarder's
  2051. hitbox is surprisingly small; you need to be centered horizontally and
  2052. slightly above center vertically to get the body-checking bonus damage.
  2053. (If you do use body-checking, make sure to watch your health!)
  2054.  
  2055. In preparation for the final boss, you'll want to end the corridor with
  2056. the drop counter around 180-200 depending on your current chip count, so
  2057. keep an eye on your position in the drop sequence and either kill or
  2058. dodge rocks as needed. You can take the 180 heart here or pick it up
  2059. from the rocks at the beginning of Corridor 22, whichever is more
  2060. convenient for your current drop counter. Also be aware that rocks will
  2061. continue falling right up until you lose control, so you'll add a bit to
  2062. your drop counter and score even after killing the boss.
  2063.  
  2064. On score route, you should be in the 975k-980k range on leaving the
  2065. corridor. At 980k and with full chips at the start of the fight, you can
  2066. beat the final boss without needing any red chip pickups; at 975k you'll
  2067. need one red chip before the level-up; above 980k you'll need a red chip
  2068. after the level-up (and long enough after that you can take the entire
  2069. 500 chips without hitting the max of 1200).
  2070.  
  2071. If you switched to Saber for Bombarder, quick-menu back to Cutter
  2072. (right 1) and hold Select after losing control.
  2073.  
  2074.  
  2075. Corridor 22 (final boss)
  2076. ------------------------
  2077. This "corridor" (identified as 22 when you play in the score-attack
  2078. "TGL" mode) starts out with a shower of rocks that quickly peters out.
  2079. You can use these to adjust your drop counter or score as needed, but
  2080. try not to take damage from them because you need all your health for
  2081. the final boss. When you reach the boss, your drop counter should be
  2082. around 190 (higher if your chip count is below 800 or so), and on score
  2083. route your score should be around 980k.
  2084.  
  2085. BOSS: It (2176 HP)
  2086.  
  2087. The final boss, a.k.a. "It", is a monstrosity with an appropriately
  2088. monstrous amount of health. To make things worse, it only shoots
  2089. projectiles at a slow rate until it reaches low health and the
  2090. projectiles don't give many drop points, so not only is it easy to run
  2091. out of chips (especially when using Cutter), but when you do, it's hard
  2092. to farm for a chip drop.
  2093.  
  2094. The boss shoots two types of projectiles: a missile that homes in on
  2095. the Guardian and a bubble that follows an arc up and back down the
  2096. screen. The missiles do 1 box of damage, can be destroyed in 1 hit from
  2097. any weapon, and give 800 points and 2 drop points. The bubbles have a
  2098. high amount of health, do almost 3(!) boxes of damage, and give only 200
  2099. points and 1 drop point. (The boss itself also does close to a box of
  2100. damage if you run into it.) So this fight is all about avoiding the
  2101. bubbles while staying close enough to continuously damage the boss and
  2102. also not running out of chips.
  2103.  
  2104. When the fight starts, wait for the boss to solidify before putting the
  2105. Cutters out just to save chips, since the final boss's fade-in time is
  2106. unusually long. Once the boss starts moving, try to keep one Cutter over
  2107. the bottom edge of the boss's eyeball at all times, as this will let you
  2108. destroy the missiles as soon as they spawn. Then just follow the boss as
  2109. it moves across the screen, and do the best you can do avoid the
  2110. bubbles. If you see a bubble headed toward you, you can safely cross
  2111. through the boss with special weapon invincibility, so switch sides as
  2112. needed.
  2113.  
  2114. Also make sure not to miss any item drops, though sometimes it can make
  2115. sense to let a drop sit for a while; if a red chip drops but your chips
  2116. are already close to full, you might want to wait a few seconds (letting
  2117. the Cutters continue to consume chips) and then dash down to grab the
  2118. red chip so you get more benefit from it. If you end up needing to farm
  2119. during this phase, you can get a few extra explosions for farming by
  2120. switching to EEs and immediately using them while explosions from your
  2121. Cutter hits on the boss are still onscreen.
  2122.  
  2123. On score route, if you start the fight at 980k, you should expect to get
  2124. the level-up near the beginning of the second loop of the boss music. If
  2125. you started the fight with full chips or set up your drop counter
  2126. properly, you should have just enough chips to make it to the level-up
  2127. without having to farm.
  2128.  
  2129. Once the boss gets down to 512 health, it turns orange and starts
  2130. shooting projectiles faster. If you're low on chips (especially when not
  2131. on score route), this is when EE-farming becomes much more feasible. If
  2132. you do have to farm, try and spawn a lot of items and then grab them all
  2133. at once, so the health refill invincibility protects you from the
  2134. bubbles which will probably be hitting you as you collect the items.
  2135.  
  2136. At 256 health, the boss turns red and starts spamming projectiles even
  2137. faster. If you're not careful here, bubbles can drain your health before
  2138. you realize what happened, but on the flip side, you only need 52 more
  2139. Cutter hits or about 7 seconds (plus lag) to kill the boss, so as long
  2140. as you stay on target and keep an eye on the bubbles, you should be home
  2141. free.
  2142.  
  2143. Timing stops after the victory fanfare when you lose control of the
  2144. Guardian, so there's no need to move to the top of the screen after
  2145. killing the boss. But be careful of leftover bullets!
  2146.  
  2147.  
  2148. Credits/shoutouts to:
  2149. ---------------------
  2150. - Theseawolf1 (previous WR holder), Mattrick_, ZakkytheGoatragon,
  2151. fridaywitch, and other TGL runners who first routed the game.
  2152.  
  2153. - Extra credit to Zakky for putting together a great TAS and finding
  2154. some time saves applicable to realtime runs as well.
  2155.  
  2156. - ShinerCCC, for pointing out the lag caused by regular gun shots.
  2157.  
  2158. - Schmidtty, for several new strats and for being the second any% runner
  2159. to join the sub-50 club.
  2160.  
  2161. - The Admiral on GameFAQs, for a detailed writeup of weapon, boss, and
  2162. other stats:
  2163. https://www.gamefaqs.com/boards/587320-the-guardian-legend/64314055
  2164.  
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