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- =======================================
- The Guardian Legend Any% Speedrun Guide
- =======================================
- by vaxherd (latest update: 2024-02-15)
- I've written this guide to give an overview of speedrunning techniques
- for The Guardian Legend and describe the any% route used in the current
- world record run. There are in fact a number of possible routes through
- the game using different weapons, all of which complete the game in
- similarly quick fashion; feel free to experiment and find what works
- best for you.
- Overview and Controls
- ---------------------
- The Guardian Legend is a unique-for-its-time mix of Zelda-style overhead
- adventure and shoot-em-up action. You play as the Guardian, an android
- capable of transforming between human and fighter-ship forms, and your
- goal is to explore the planetoid Naju, defeat the bosses guarding 10
- self-destruct mechanisms, and destroy Naju before it destroys Earth.
- The game world consists of a 24x24-screen walkaround labyrinth and 23
- autoscroller "corridors" (10 required corridors numbered 1-10, 10
- optional corridors numbered 11-20, and 3 unnumbered corridors comprising
- the intro and final escape segments). Gameplay consists of exploring the
- labyrinth to find powerup items, special weapons, and the entrances to
- the corridors, then entering the corridors and defeating the boss at the
- end of each. Corridors 1-10 each have a gimmick blocking the entrance;
- these will be mentioned in the route notes. Each numbered corridor
- (including optional corridors 11-20, though those are all skipped in the
- any% route) also gives an item as a reward for completing it.
- Only the central portion of the labyrinth (Area 0) is open at the
- beginning of the game; the rest, divided into 10 areas according to the
- number of the corridor inside, is blocked off by locked warp panels,
- each requiring a particular key to pass through. The keys are awarded on
- finishing specific corridors (1, 2, 3, 4, 6, 8, and 9), and each key
- opens up one or two new areas. It ends up being fastest to do all
- corridors in numbered order, but (for example) it's entirely possible to
- explore Area 8 before attempting Corridor 7.
- The D-pad on the controller moves the Guardian in 8 directions. TGL uses
- proper diagonal movement and tracks subpixels, so moving diagonally is
- no faster or slower than moving horizontally or vertically (but see
- under Movement Tech below). The Guardian's speed is 1.4 pixels per
- frame (1 frame is 1/60th of a second), increasing to 1.8 pixels/frame at
- shield level 5 or higher.
- The B button shoots the Guardian's main gun. Holding B down allows
- repeat firing, but the rate is extremely slow until you get the first
- rapid-fire item, so it's better to mash B until that point. (Repeat-fire
- rate starts at 5 shots per second, and rapid-fire items increase it to
- 12, 15, 20, 30, then 60 shots per second.) Only 4 total player shots are
- allowed on screen at once, and if a special weapon is active, it uses up
- 1 (or 2, in some cases) of those slots, reducing the number of regular
- shots you can shoot. The width and speed of the shot increases based on
- your current chip count.
- The A button shoots the Guardian's current special weapon. The Guardian
- can collect up to 12 different special weapons, each of which has a
- different effect or attack pattern, though most of them are not very
- useful in the speedrun. With one exception (Enemy Erasers), special
- weapons use "chips" as ammo; chips are also used to purchase items from
- shops in the labyrinth. The Guardian can carry a maximum of 50 chips at
- the start of the game, which can be increased by picking up Red Landers.
- The Select button opens the in-game menu, showing a map of the
- walkaround area and the Guardian's current status and available special
- weapons. Holding Select also activates a couple of hidden features, most
- notably cutscene skip (details below).
- The Start button pauses the game, and is also used to restart after game
- over. Pressing Start before the Guardian's death animation completely
- disappears from the screen will still pause the game, so don't start
- mashing too soon when deathwarping.
- TGL includes a password system which can be used to save and resume a
- game (like Metroid, for example). There are various "save rooms"
- scattered throughout the labyrinth which will give you a password for
- your current game state. Uniquely, the game will also let you check
- what you wrote down by entering it then and there, which is a nice
- solution to the problem of making sure you wrote the password down
- correctly. This naturally has no relevance to the speedrun, except
- possibly for practice if you don't have a way to make save states, but
- casual playthroughs can extend over many hours depending on how
- extensively you explore and how cautiously you play, so it's convenient
- for casual players.
- There's also a secret password "TGL" (or "eierujii" in the Japanese
- version, from "ALG" -- "Another Legend of Guardic", an English
- translation of the Japanese title "Guardic Gaiden") which starts the
- game in a special shooting-only mode, omitting the labyrinth and instead
- awarding special weapons and other powerups based on your score. While
- scoring itself works the same way as usual, the game has a separate
- "item score" counter in this mode which is shown at the end of each
- corridor and used for the powerup check. This counter omits score gained
- from bosses (and actually penalizes you 10 points for every 64 frames,
- or roughly 1 second, that you spend in each boss fight), so you can't
- simply farm score on bosses to get more powerups; you have to instead
- maximize your score in the corridor itself. This makes TGL mode good for
- score-attack runs. (For the curious, my record is 984240 points after
- corridor 10, the last point at which the item score is displayed.)
- Movement Tech
- -------------
- As noted above, TGL uses "proper" diagonal movement, so that when moving
- diagonally, the Guardian's horizontal and vertical speeds are reduced by
- a factor of square-root-of-2. The game also tracks subpixels to 1/256th
- of a pixel, so there is no benefit to techniques like "stutter-stepping"
- seen in other games; the Guardian always moves the same number of
- subpixels per frame. (In fact, because of rounding error, diagonal
- movement is about 0.5% slower than horizontal or vertical movement, but
- this works out to only 1 pixel per screen width or height, so there are
- no cases in which it would be faster to move in cardinal directions.)
- Consequently, you should always move in the straightest possible line to
- your target.
- TGL does not use the Guardian's regular hitbox for detecting collisions
- against walls; instead, it checks whether a single pixel (roughly, the
- center of the top edge of the shadow circle) would hit a block or wall,
- and stops the Guardian at that point. Because of this, it's not always
- obvious where the Guardian has to walk in order to get around an
- obstacle; it may take some practice to get a good feel for positioning.
- In some cases, the Guardian can get stuck moving diagonally past the
- corner of a wall. Pressing diagonally against a wall is slower than
- walking normally in any case, so you should generally give corners a
- bit of space when walking past them.
- When entering a corridor, you should always be on the lowest possible
- pixel which will trigger entering the corridor, since the animation of
- the Guardian jumping into the gate ends as soon as she goes off the
- bottom of the screen. If you look at the light gray tile immediately
- below the gate, you can see two short dark gray lines on the right edge;
- line up the bottom pixel of the Guardian's shadow with the lower gray
- line. Usually you won't have enough time to line up exactly, in which
- case it's better to be slightly above the pixel (so you enter
- immediately) instead of below it.
- In ship form, the Guardian's hitbox is normally twice as wide as in
- humanoid form, but it gets a bit narrower while the Guardian is moving
- left or right, matching the "banking" animation of the ship. This
- applies even when the Guardian is at the edge of the screen, and can be
- especially useful to avoid dying if Optomon traps you at the edge of the
- screen with a seaweed strand.
- When finishing a corridor, always move to the top of the screen before
- losing control during the fanfare, since the exit animation has the
- Guardian fly up to the top of the screen before going back down.
- Health and Zero-Health Hitbox
- -----------------------------
- The Guardian starts out with 64 points of health, shown below the screen
- as a blue bar divided into boxes of 8 points each. This health actually
- represents the strength of the Guardian's shield, which you can see as a
- circle around the Guardian when she gets hit; going down to zero is not
- an immediate game over, but means that the shield is gone (and so the
- next hit *is* game over).
- Health is increased 8 units (1 box) at a time by finding Blue Landers
- or by reaching certain score levels: 30k, 100k, 500k, and each million
- points up to 9M. Either of these (as well as Red Lander pickups) also
- completely refills both health and chips. Refills from score are used to
- avoid farming on two bosses; see Score Routing below.
- The Guardian is invincible whenever her health is changing, whether from
- healing or damage. The speedrun makes heavy use of this to kill bosses
- more quickly.
- An important side effect of being at zero health is that the Guardian's
- hitbox (normally 24x24 pixels in ship form, 12x24 pixels in humanoid
- form) shrinks to 8x8 pixels, the "zero-health hitbox". This makes it
- much easier to dodge enemies and their shots, but it also makes it much
- harder to pick up item drops, especially in autoscroller sections when
- the screen is scrolling quickly. Many a run has been lost to missing a
- health pickup because of the zero-health hitbox.
- Weapon Damage
- -------------
- The Guardian's standard gun deals 1 damage per hit at the start of the
- game. There are three "gun" items available in the game, which increase
- the Guardian's attack level; at levels 2, 3, and 4, regular shots deal
- 2, 3, and 5 (not 4) damage.
- There are also "shield" items which reduce the damage taken by the
- Guardian. Damage is simply divided by the shield level, so going from 1
- to 2 shields halves damage taken by the Guardian, but going from 6 to 7
- shields only cuts an additional 14%. (The current world record route
- only goes up to shield level 6, because level 7 doesn't add enough
- additional safety to be worth the time it takes to get.)
- Special weapon damage varies by weapon; some are based on the Guardian's
- current attack level, while others have fixed damage per special weapon
- level.
- If a non-boss enemy hits the Guardian, the enemy also takes damage (the
- same amount as would be dealt by the standard gun). It can sometimes be
- convenient to damage boost through enemies to kill them rather than
- shooting them down, especially when score routing.
- Bosses have a number of unique features with respect to damage:
- - Bosses only take damage from special weapons on every 8th frame
- (regular shots are unaffected by this rule). Aside from limiting the
- number of hits taken, this also affects where the Guardian has to be
- positioned to hit bosses with the Saber and Cutter Lasers; see under
- Special Weapons below.
- - Damage to bosses is capped at 5 per hit. This also doesn't affect
- regular shots, which max out at 5 damage in any case, but it severely
- limits the damage done by some special weapons; for example, damage from
- a level 1 Fireball is reduced to less than 1/3 of its usual amount.
- - Bosses take no damage at all from contact with the Guardian.
- - When a regular shot hits a boss, it spawns an explosion animation
- which uses up that shot slot, so you can't shoot a new shot until the
- animation finishes (about 20 frames). There are a few regular enemies
- that also have this effect, which you can identify by the "bloop" sound
- that the shots make when they hit the enemy.
- Special Weapons
- ---------------
- Special weapons other than Enemy Erasers consume chips either per use or
- over time (once per second). For weapons which consume chips over time,
- the game has an internal counter which starts at 60 and is decremented
- once per frame per projectile (thus *twice* per frame for Back Fire,
- Area Blaster, and Cutter Laser). When the counter hits zero, chips are
- consumed and the counter is reset to 60, or to 120 for Back Fire / Area
- Blaster / Cutter Laser. Thus it's possible to use those three weapons
- for 1/2 second, or other time-based weapons for 1 second, after a
- deathwarp without using up any chips.
- Most special weapons at level 3, as well as Fireball at level 2, will
- destroy shots, lasers, and other projectiles in addition to enemies.
- Special weapons deal their set amount of damage every frame to enemies
- touching the projectile's hitbox. However, some special weapons' shots
- have limited "health", in that they will disappear after registering
- enough hits on enemies or walls. As an extreme case, the Guardian's
- regular gun shots only have a health of 1, so they disappear as soon as
- they hit something (with a few exceptions, such as the bubble shooters
- in Corridors 1 and 2). Level 1 Fireball (128 health) is a notable
- example in that the limited health allows shooting fireballs into bosses
- much more quickly than would otherwise be possible.
- "ATK" in the descriptions below indicates that the special weapon does
- the same amount as (or a multiple of) the Guardian's regular gun damage.
- The Saber and Cutter Lasers differ from other special weapons in that
- they are actually divided in half, with the near half and the far half
- active on alternating frames. This is particularly relevant to the
- 8th-frame hit mechanic for bosses, because frames on which bosses are
- vulnerable are always near-half frames for these weapons -- thus you
- have to get close to the bosses in order to damage them.
- **Multibullets** (1/3/10 chips/sec, ATK damage) - Rapid-fires large
- energy balls in any of 8 directions, controlled by the D-pad. Not useful
- in the speedrun, or even casually for that matter. Probably just a
- holdover from Zanac.
- **Back Fire** (1/5/40 chips/sec, ATK damage) - Shoots energy waves
- diagonally left and right behind the Guardian. At higher levels, the
- waves have larger hitboxes and move faster. Not used in the speedrun,
- but can be useful as a substitute for Cutter Laser if you're not
- comfortable getting close to bosses. (I used this on the bouncy flower
- minibosses and the final boss as a casual player.)
- **Wave Attack** (3/7/20 chips/sec, 1/2/6 damage) - Shoots an energy wave
- ahead of the Guardian. Not used in the speedrun.
- **Bullet Shield** (3/6/30 chips/sec, ATK damage) - Spawns an energy ball
- that circles the Guardian. This can absorb projectiles even at level 1.
- Not used in the speedrun, but can be helpful casually for beginning
- players.
- **Grenade** (2/5/20 chips/use, 16/32/48 damage) - Launches a grenade
- that explodes a short distance from the Guardian. Not used in the
- speedrun; particularly useless against bosses because of the damage cap
- and the 8-frame rule.
- **Fireball** (4/12/30 chips/use, 16/24/32 damage) - Shoots a fireball
- ahead of the Guardian. At level 1, this is a small ball which disappears
- after registering a few hits; at levels 2 and 3, it's a larger ball with
- infinite health that also destroys projectiles. Level 1 is used on
- several early bosses, and some routes use level 2 later in the game.
- See also Fireball Invincibility under Basic Strategies and Techniques.
- **Area Blaster** (1/8/120 chips/sec, ATK damage) - Spawns two energy
- balls that seek out enemies. The balls move faster and have greater
- health at higher levels. Not used in the speedrun.
- **Repeller** (3/10/30 chips/use, 4/7/10 damage) - Shoots a fireball
- which takes a spiral path ahead of the Guardian. Not used in the
- speedrun, but can serve as a good backup on Optomon if you're not
- comfortable with fireball strats.
- **Hyper Laser** (4/6/30 chips/sec, 1 damage) - Shoots two lasers ahead
- of the Guardian, with a wider range at higher levels. Not used in the
- speedrun, but can be good in casual play for beginners despite the low
- damage output. (I successfully used this on Optomon and Grimgrin when I
- first played the game.)
- **Saber Laser** (4/8/30 chips/sec, 2x/4x/8x ATK damage) - Deploys a
- sword-like laser in front of the Guardian. Used frequently in the first
- half of the speedrun.
- **Cutter Laser** (5/10/35 chips/sec, 2x/4x/8x ATK damage) - Deploys two
- sword-like lasers to the left and right sides of the Guardian. Used
- frequently in the second half of the speedrun.
- **Enemy Eraser** (1 EE/use) - Kills all enemies on screen instantly,
- except bosses and some other strong enemies. Each use causes an 8-frame
- delay. Unlike other special weapons, EEs have a separate ammo pool,
- which can be refilled with EE item pickups found in the walkaround area,
- as corridor rewards, or as item drops. Used at specific points in the
- speedrun to avoid lag, and for farming health/chip drops (see EE Farming
- under Basic Strategies and Techniques).
- Item Drops
- ----------
- Item drops in TGL are not random, but are instead based on a hidden
- "drop counter". Each enemy and projectile has a "drop score" which is
- added to the drop counter when the enemy is killed (some enemies and
- most projectiles have a drop score of 0, so they can't drop any items).
- When the drop counter reaches certain thresholds, the enemy that pushed
- the counter over drops an item:
- - 50: heart (refills 5 boxes of health)
- - 80: red chip (refills 2 boxes of health and 500 chips)
- - 100: blue chip (*)
- - 140: heart
- - 180: heart
- - 220: red chip
- - 230: red chip
- - 256: special (see below) and reset counter to zero
- (*) Blue chips restore 1/4 box of health and 20 chips in the labyrinth,
- but 1 box of health and 10 chips in corridors, perhaps because of a
- last-minute design change that only got applied in one of the two
- modes. In any case, it's usually not worth your time to go after
- these, but see Infinite Blue Chips below for a way to (ab)use them.
- When an item drops, the counter is reset to that threshold, so any
- extra drop points from the enemy that dropped the item are lost.
- The 8th item in the sequence cycles through four different drops: first
- a red chip, then an energy tank (full health refill), then another
- energy tank, and finally an Enemy Eraser ammo refill. If you haven't
- collected any Enemy Erasers from the labyrinth or as a corridor reward
- (the speedrun picks up the first EEs at the Corridor 5 reward), that
- drop turns into another energy tank.
- In corridors, the drop animation will travel forward a short distance
- before actually spawning the item box. This is important to keep in mind
- in cases when the screen stops scrolling (such as the Defense System in
- Corridor 0 or at the end of a boss battle), because if the item spawns
- at the top of the screen, you won't be able to grab it.
- Score Routing
- -------------
- As mentioned above, reaching certain score levels will give the Guardian
- an extra box of health and refill all health and chips. The current WR
- route takes advantage of this to avoid needing to farm health or chip
- drops on Red Grimgrin (Corridor 8) and the final boss. However, this
- requires paying close attention to the score throughout the run and
- adjusting strategies on the fly to stay close to the target score.
- Since the score routing is designed to get level-ups at specific points,
- being ahead of the score target is just as bad as being behind. That
- said, it's generally easier to recover from too much score than too
- little score, since you can just dodge enemies to avoid points, but the
- score route already takes most of the points available so there's not
- much backup if you need more. As a rough guide, I've successfully hit my
- Red Grimgrin target when going into Corridor 8 anywhere from 5k (5000
- points) behind to 20k ahead.
- Score routing is not required to successfully complete a run, or even to
- get a good time; it only helps make a couple of boss fights faster and
- safer. If you don't score route, there's an alternate path between
- Corridors 7 and 8 which picks up an extra Red Lander for 400 more chips
- at a net cost of about 27 seconds; see the "1600 chip route" version of
- the Area 7 -> Area 8 notes.
- Specific score targets are listed in the route details. (As a side note,
- I adjusted these targets slightly after reflection on my most recent
- record run; particularly in the endgame, my comments in the run of being
- at too high a score are based on lower score targets which I've since
- revised upward.)
- Basic Strategies and Techniques
- -------------------------------
- **Block Clip**: The fast walking speed gained from upgrading to shield
- level 5 (four Shield item pickups) enables a glitch in which the
- Guardian can clip horizontally through a 1-tile-wide column of blocks
- in the labyrinth. If you move diagonally toward the seam between two
- blocks in such a column, eventually the Guardian will clip through them.
- Some blocks work better than others, possibly due to subpixel alignment.
- Clipping does not work vertically or through multiple columns of blocks.
- (Coincidentally, the program bug which enables this glitch is also the
- cause of getting stuck when diagonally walking against a wall.)
- **Body Checking**: The near-far flickering nature of the Saber and
- Cutter Laser weapons means that if you move far enough into a boss's
- hitbox with the weapon active (see Special Weapon Invincibility below),
- the laser will only be in the hitbox for 1 out of every 2 frames, and
- the Guardian's regular gun shots can damage the boss on the "far"
- frames. If there aren't any regular gun shots colliding with the boss on
- such a frame, the Guardian will take damage, thus the "body checking"
- moniker. (Because of special damage rules, bosses don't take any damage
- from the Guardian herself, so be sure to shoot the regular gun to take
- advantage of this mechanic.) Among other benefits, this allows cutting
- 1 cycle off the Teramute (Corridor 4) and Glider (Corridor 6) fights.
- **Cutscene Skip**: When entering or exiting a corridor, a short cutscene
- plays showing the Guardian changing between humanoid and ship form. If
- you hold the Select button, the cutscene will be skipped, saving about
- 6 seconds each time -- thus about 2 minutes over the course of a run.
- Select also opens the menu, so you need to either open the menu once and
- hold Select after closing it (good when you need to change special
- weapons anyway), or press Start twice to quickly pause and unpause, then
- press and hold Select during the "unpause" sound effect. In an ideal run
- you should keep Select held down rather than using the pause-unpause
- method, but this can be awkward depending on the type of controller
- you're using (I recommend the "dogbone"-style controller included with
- the AV Famicom).
- **Deathwarping**: When you continue after game over, you respawn in the
- last save room you passed through (or in the central room with the "If
- you are reading this message..." text, if you haven't yet visited a save
- room). The speedrun makes heavy use of deathwarping to avoid having to
- walk all the way out of one labyrinth area to get to the next one.
- Continuing also refills your health and resets your special weapon to
- "NO USE" (nothing equipped), but everything else is unchanged, including
- score (so dying in a corridor generally kills score route), chips, and
- EEs (so dying on the final boss can leave a run uncompletable, or at
- least force you to spend several minutes getting extra Red Landers or
- backup EE ammo).
- **EE Farming**: When you use an EE, the game looks at all objects on the
- screen, checks if they're vulnerable to EEs, and kills them if so. As it
- happens, the explosion of an enemy being defeated or a shot hitting a
- boss (which is also an "object" as far as the game is concerned) is
- treated as vulnerable to EEs, and while it doesn't give any score, it's
- worth 1 drop point. This means that instead of just using a single EE to
- clear out enemies and score their drop points, you can spam several EEs
- in quick succession, and each explosion which hasn't already spawned a
- drop will give you 1 more drop point for each EE you use. With enough
- projectiles on the screen, you can spam a dozen or so EEs to get 4 or 5
- drops at once. In cases like the final boss where there aren't many
- projectiles on the screen, you can add to the count by hitting the boss
- with some regular gun shots (or even another special weapon, if you can
- switch back and get the EE off quickly enough) and spawn drops from the
- explosions of those shots.
- **Fireball Invincibility**: The level 2 Fireball moves at the same speed
- as the Guardian's fast walking speed (1.8 pixels/frame), so once you get
- to shield level 5, you can shoot a fireball while walking and remain
- inside its hitbox as long as you don't change direction. This combined
- with special weapon invincibility (see below) makes the Guardian
- completely unhittable, thus trivializing much of the labyrinth. This is
- not used in the world record any% run, but if you route in a second
- fireball upgrade (such as the one in Area 6), you can use this for
- safety in later walkaround areas, especially Area 10.
- **Infinite Blue Chips**: Blue chips on the ground in the labyrinth (as
- opposed to blue chips from enemy drops) are slightly glitched such that
- if two blocks are diagonally adjacent and a blue chip is lying on the
- opposite side of the touching corners from the Guardian, trying to walk
- through the touching corners will get the health and chip boost from
- picking up the blue chip but not actually clear the blue chip from the
- map, so you can pick it up again every frame. The speedrun makes use of
- this to restore health after Corridor 6.
- **Lag Reduction**: As in many NES games, the game will start to lag
- (slow down) when many objects are on the screen. Different objects cause
- different amounts of lag, but one significant contributor is the
- Guardian's standard gun. It can be tempting to just hold down the B
- button when lots of enemies are around, but this can add a surprising
- amount of time to the run; for example, in the final boss fight alone,
- holding B through the entire fight adds 7-8 seconds of lag. It is of
- course better to suffer lag than to take damage and lose much more time
- to farming health drops, but try to avoid shooting the Guardian's gun
- when you don't need to.
- **Quick Exit**: After fighting a miniboss in the labyrinth, an item will
- drop and a short fanfare will play. The game prevents you from leaving
- the screen while the fanfare is playing, but if you grab the item and
- leave the screen before the fanfare starts, you can skip it entirely,
- saving about 3 seconds. Without fast walking speed, quick exits are only
- possible out the top and bottom, and (with a *very* short window) out
- the left side; the right side is too far away from the item drop
- position. Quick exits are possible in all directions with fast walking
- speed.
- **Quick Menu**: If you press Select to open the menu, then hold a
- direction and Start during the menu-open delay (about half a second),
- the special weapon cursor will move one space in the direction you're
- holding and the menu will close on the first possible frame. For
- example, holding up (or down, if you haven't collected Grenades) when
- the cursor is on "NO USE" will select Saber Laser. If you need to move
- two squares in one direction (such as left twice from Saber Laser to
- Fireball before picking up the Area Blaster), you can hold that
- direction but not Start, then press Select again at least one frame
- after the menu opens; the cursor will move once when the menu opens,
- then again when it closes.
- **Special Weapon Invincibility**: Enemies can only collide with one
- "player object" per frame, whether that's the Guardian herself or a
- weapon shot. Special weapon shots have the highest priority, followed by
- regular weapon shots, with the Guardian at lowest priority. As a result,
- if a special weapon projectile is touching an enemy, (1) the Guardian
- won't take damage from that enemy, and (2) regular shots will pass
- through that enemy. This is used on almost every boss to safely get
- close enough to use special weapons. The flip side is that if the
- special weapon leaves the enemy's hitbox for even one frame, the
- Guardian will take damage (see Body Checking above for why this can
- actually be beneficial).
- **Text Advance**: If you hold Select in a message room (including
- shops), pressing B will advance the text past the end of the current
- message and let you read the other messages in the game. This has no
- relevance to the speedrun except in that you'll probably notice it at
- the shop next to Corridor 4 if you switch subweapons before reaching
- the shop and keep Select held down. This also triggers the only known
- gameplay difference (such as it is) between the Japanese and English
- versions of the game, in that in the English version, if you advance
- past the last message it starts over at the first one, while in the
- Japanese version, it starts filling the screen with junk.
- **Triple Purchase**: If you hold Start while in a shop with three items,
- you'll be able to buy all three (assuming you have the chips for them)
- instead of just one. This is not used in the any% speedrun, but 100%
- takes advantage of it.
- Things to Watch Out For
- -----------------------
- **Death Softlock**: If you open the menu on the same frame the Guardian
- dies, the game will softlock. If this happens, it's usually when you're
- trying to switch to EEs to farm health on a boss, so try not to wait
- until the last moment before farming. This is the only known serious bug
- in the game. (This glitch was also observed happening when opening the
- menu after closing the password screen while warping out from a save
- room, courtesy of LackAttack.)
- **Deleted Drops**: If an enemy dies while partly offscreen, any item it
- was supposed to drop may fail to spawn, causing the item to be skipped.
- This is particularly noticeable with the flying mushrooms in corridor 3,
- where you can miss a drop by killing a mushroom at the very edge of the
- screen.
- **Endless Laser**: For enemies in corridors which fire lasers, sometimes
- a laser will extend itself to the top of the screen just as it scrolls
- off the bottom. This does not happen often on the any% route, but 100%
- usually has to deal with it in Corridor 14. There is no way to fix these
- (other than using a special weapon like level 3 Cutter or level 2
- Fireball to destroy the laser outright), but typically the glitch goes
- away on its own after a few screens' worth of scrolling.
- **Leftover Bullets**: Normally, killing a boss also destroys all other
- enemies and projectiles on the screen. But if a boss spawns a projectile
- on the same frame you kill it, that projectile doesn't get destroyed.
- This is especially important to keep in mind for Optomon, who you
- usually fight with zero health, and the final boss, who shoots very
- quickly in his final phase. It's entirely possible (and has happened!)
- for the final boss to kill a run during the victory fanfare -- indeed,
- the current 49:26 WR run had to dodge a leftover missile to avoid this
- fate. For an example on Optomon, see: https://www.twitch.tv/videos/14967241
- Other Glitches
- --------------
- **Corridor 7 Entry**: The gimmick for unlocking Corridor 7 is described
- in the game as "enter the corridor room several times", but the actual
- check in the game's code requires that you enter four times _from the
- same warp panel_ (specifically, it requires that the last 7 screen
- transitions are in opposite directions, i.e. left/right or up/down).
- I've occasionally seen this confuse new players who cycle between the
- two room exits over and over and can't get the corridor to unlock.
- **Laser Damage**: All laser-type projectiles are set to a default damage
- of 1 (1/8 of a health box). This may or may not be intentional for cases
- such as Eyegore (the corridor 9 and 10 boss), but is almost certainly a
- bug with respect to the Hyper Laser subweapon. Hyper Laser is coded to
- deal 2 damage per frame at level 1, 4 damage at level 2, and 16(!) at
- level 3, but because of wrong code order in the Hyper Laser setup code,
- the damage is reset to the default of 1, making the subweapon mostly
- useless.
- **Message Screen Corruption**: This Japanese-version-specific glitch is
- a minor bug with the hidden feature allowing you to read all text in the
- game by holding Select and repeatedly pressing B in any message room
- (see Text Advance above). If you advance past the last message in the
- game (the Corridor 10 hint), the screen will get corrupted; this does
- not appear to affect gameplay itself, but things like the status bar can
- become unreadable. This glitch was fixed in the English release.
- **Stuck Gate**: If you use an Enemy Eraser in the gate room for any of
- Corridors 5, 6, 8, 9, or 10, it destroys the invisible object which
- controls the gate opening. This has particularly been noted to trip up
- casual players trying to follow the "use a special weapon" hint for
- Corridor 6. Leaving and re-entering the gate room fixes the glitch.
- =============
- Route details
- =============
- Corridor 0
- ----------
- Score target: 7500 at turret pairs
- Timing starts when you gain control of the Guardian (SDA timing), which
- is 0.78 seconds (47 frames) after pressing Start at "NEW GAME".
- The game starts off with a short autoscroller section leading up to one
- of the worst bosses in the run from a speedrunning perspective. Use the
- autoscrolling part of the corridor to set up for a heart drop on the
- boss; you can either count kills after the blue chip drop (all enemies
- are 2 drop points, except the orange diamonds which are 3, so 8-10 kills
- is usually good) or aim for a score target as an approximation (on my
- route, I look for 7200 to 7500 points when entering the final segment
- with 4 pairs of turrets). If you dodge the flying rocks up to the first
- rock circle and then shoot everything, you should get the blue chip drop
- around the end of the third rock circle.
- The first heart will drop while the screen is still scrolling very
- quickly, so if you're not comfortable grabbing it, you can instead aim
- to pick up the heart after the blue chip (at 140 drop points) and prime
- the following heart for the boss fight.
- Don't get the drop counter too close to the heart drop because if you
- spawn it while shooting down the small turrets in the corners, it can
- drop off the top of the screen and leave you unable to grab it.
- Never try to shoot down the spinners. They have 128 health, so they
- take 128 shots to destroy at attack level 1, and they deal 4 boxes of
- damage per hit. They do give 1000 points and 8 drop points, so they're
- useful later when you can actually destroy them. For now, just say no.
- BOSS: Defense System (8 HP x 11, 4 HP x 4)
- The Defense System is 11 large and 4 small turrets shooting a constant
- barrage of bullets. The turrets are only vulnerable when they are firing
- at the Guardian, making the fight considerably less trivial than it
- might otherwise seem. The most important thing in fighting it is to not
- miss, because each shot that doesn't hit a turret (or a turret shot)
- uses up a shot slot until the shot goes off the top of the screen.
- Generally, you always want to start by taking out the two small turrets
- in the top left corner, since they open up early. After that, just try
- to keep shooting at turrets which are open, and watch for the heart
- drop. When you do grab the heart, you'll have 40 frames of invincibility
- from the health refill, so you can attack more aggressively for a
- moment.
- Exact strats for the Defense System are largely a matter of personal
- preference. One effective strategy (and the one that I use) is to shoot
- right between two columns of turrets, because the shots will hit turrets
- in both columns and there's less risk of a shot missing everything. The
- timing of the turrets is consistent, so you can also look for a movement
- pattern that always puts you in front of an open turret.
- Played casually, the Defense System is not actually all that difficult,
- since the bullets will spawn item drops you can use to keep your health
- up. Killing it quickly, however, is much more challenging because you
- don't want to waste time shooting the bullets; the more aggressively you
- focus on the turrets, the more bullets will hit you and the quicker
- you'll die. Probably around 80% of my own runs die here just because I'm
- not willing to take a slow split this early in the run.
- Area 0
- ------
- OPTIONAL: Go right from the first room (message room) and take the
- rapid-fire upgrade from the item box. This costs about 9 seconds but
- saves you from having to mash the B button up to the middle of Area 2.
- I always take this because I like to be nice to my hands.
- Go down twice from the first room to the "S" room, then left twice. Pick
- up the Saber Laser from the item box. Go left then up, ignoring the
- miniboss. Continue up through the "W" room and take the Red Lander from
- the next room. Go up once more, then left into the Corridor 1 gate room.
- During the warp animation, quick-menu to Saber Laser (left 1), and hold
- Select after closing the menu to skip the entry cutscene for Corridor 1.
- The gimmick for opening Corridor 1 is to shoot the gate. Move next to
- the gate and hold A and B to hit it with both Saber and regular shots to
- open it more quickly. The gate can't actually be hit until 1 second
- after you enter the room, so don't start shooting too early or you'll
- miss a few hits while your stray shots travel across the rest of the
- room. (As a guide, it takes about 1 second to reach the center of the
- gate if you walk straight out of the warp panel.)
- There are several corridors, including Corridor 1, in which you can keep
- holding the Select button through the entire corridor to skip the exit
- cutscene. I've marked these with "(hold Select)" next to the corridor
- name in the notes. If you don't feel comfortable holding Select
- throughout the entire corridor, you can instead use the pause-unpause
- method to skip the cutscene at the end of the corridor.
- Corridor 1 (hold Select)
- ----------
- Score targets: 47k after bubble shooter trio, 71k at boss
- Corridor 1 is something of a "tutorial" corridor, giving new players a
- chance to get used to TGL's shooting mode with a wider variety of
- enemies than the rocks and turrets in corridor 0. As such, enemies are
- spread relatively thinly, and the corridor itself is rather slow-paced;
- in fact, Corridor 1 is the longest corridor in the game aside from the
- final boss rush, clocking in at almost three and a half minutes.
- If you're not score routing, you can do pretty much anything you want
- here, as long as you make sure to reach the boss with full health. Also
- be careful to avoid lag; TGL is generally good at not lagging even with
- many sprites on the screen, but larger enemies, such as the fish when
- they turn sideways, can start lagging the game if too many are on screen
- at once.
- If you are score routing, you'll want to scrounge as much score as you
- can from the enemies in the corridor. This obviously means shooting down
- everything you can, but it also means farming shots off of enemies such
- as the plant turrets and trench diggers by not killing them until
- they're about to go off the screen. Some particularly noteworthy cases
- include:
- - Bubble shooters: There are a few large bulb-shaped plants which shoot
- colored bubbles. The bubbles take 2 hits to kill with level-1 attack
- power, but they're worth 200 points each, so line up right next to the
- plant and try to shoot as many bubbles as you can. But be careful not to
- get too close to the plant itself; the plant does no contact damage on
- its own, which means your shots will pass through the plant and keep
- damaging it on every frame, and you'll kill it too quickly if you're not
- careful. (You do want to kill the plant before it goes offscreen,
- though, since it's worth 500 points.)
- - Trench diggers: These red eyeball-like enemies pop up out of the
- ground and start moving forward, digging trenches in the ground as they
- go and shooting tiny tadpole-like things at the Guardian. The tadpoles
- are worth 100 points each, so you should leave the trench diggers alive
- as long as you can. The trench diggers won't immediately disappear off
- the bottom of the screen, but will instead keep digging forward for a
- set distance, so make sure not to kill them early.
- The end of the corridor is marked by a rapid-fire string of fish on both
- sides of the screen followed by a pair of bubble shooters in the middle.
- The fish will quickly lag the game if you let them turn sideways, so
- take them out as they spawn; on score route, also kill the trench digger
- when the fish start spawning. If you're on score route, you should get a
- heart drop here, so be sure to pick it up if you're not at full health.
- Note that after the bubble shooters, there's about 20 seconds of empty
- time before the boss.
- BOSS: Fleepa (80 HP)
- Fleepa repeatedly swoops down toward the Guardian, spawning small
- "tadpole" projectiles like those from the trench diggers. The tadpoles
- can make Fleepa a challenge for casual players, but it dies quickly to
- the Saber Laser. For an even faster kill, body-check Fleepa as much as
- your health will allow. A good kill will take Fleepa out as it returns
- to the top of the screen on the second bounce.
- If you didn't hold Select through the entire corridor, don't forget to
- skip the exit cutscene.
- Area 1
- ------
- Take the Corridor 1 reward (Repeller) and exit through the top warp
- panel. If you finished Fleepa with 0 health, remember that the
- zero-health hitbox means you have to walk closer to the item to grab it.
- After leaving the Corridor 1 room, walk up 1, left 3, down 3, and right
- 1 room to a miniboss. Beware of the blue and green "volleyball" enemies
- on the first screen and a few screens farther in, since both of them
- will deal multiple boxes of damage to the Guardian. There's no need for
- the item box (Back Fire) that's sitting on the ground along the way, but
- you can use it on the Blue Walker miniboss if you want (see below).
- MINIBOSS: Green Crab (32 HP, Fireball). This enemy walks up and down the
- screen to line up with the Guardian, occasionally shooting a fountain of
- bubbles which arc roughly toward the Guardian's position. If you stand
- on the right side of the boss, the bubbles will never hit you; but this
- particular version of the crab miniboss will die to the Saber Laser
- before it even gets a shot off. Kill it, take the Fireball and exit
- down. You should be able to get a quick exit unless the crab spawned at
- the edge of the screen.
- Take the Cutter Laser from the item box in the room below the miniboss,
- then head roughly northwest (up 1, left 1, up 1, left 2, up 1, left 1,
- up 1) and take the warp panel on the right, leading to the Corridor 11
- room. When returning to the blue/green volleyball room, it's safer to
- move as far left as you can on the screen below before moving up to
- trigger the screen transition, so you don't risk damage from the
- volleyballs if they spawn on the left side of the screen.
- Warp up out of the Corridor 11 room, then go left and up to a miniboss.
- Quick-menu to Fireball (left 2) during the boss alarm.
- MINIBOSS: Blue Walker (48 HP, Red Lander). This is a surprisingly nasty
- enemy which follows the Guardian along cardinal directions, shooting
- small indestructible bullets which do 2 boxes of damage. Three Fireball
- shots (sometimes two, if you can get in enough regular shots as well)
- will take it out, but if you shoot on cardinal directions, there's a
- risk that the fireball will survive passing through the miniboss and
- you'll have to wait several seconds for it to go offscreen. If you
- shoot diagonally, the fireball should always die inside the miniboss,
- allowing you to immediately shoot another one.
- If you're not comfortable with Fireball strats, an alternative is to
- take the Back Fire from the item box in the blue/green volleyball room
- on the way to the crab miniboss and use that instead. Note that if you
- do pick up Back Fire, you'll need to use a 2-step instead of 1-step
- quick menu when switching from NO USE to Fireball later.
- Grab the boss reward, return to the screen below the miniboss (taking
- the quick exit if possible), and deathwarp. Note that contact damage
- from the Guardian will kill a single enemy before the Guardian herself
- dies; try to group two or more enemies together so you don't have to
- walk in search of a second one. The volleyballs do more damage than the
- small spiders.
- Area 2
- ------
- After deathwarping, you'll be in the message room at the center of the
- labyrinth. Walk left 3 rooms to the "W" room, then down 1 and left 1.
- Go through the warp panel to a save room, then down from the save room
- into Area 2.
- From the entrance, go down, left, up, left, and down again to the room
- with the gate for Corridor 12. Ignore it and continue down out of the
- corridor room, then down and right to a miniboss. Quick-menu to Fireball
- (right 1) during the boss alarm, and keep holding Select until you reach
- Corridor 2 so you can skip the entry cutscene without needing an extra
- pause.
- MINIBOSS: Blue Crab (64 HP, attack powerup). Similar to the green crab
- in Area 1, but this one has more health and fires faster, so it will get
- off some bubbles before it dies. Make sure to stand on the right side
- (if possible) to avoid damage, cook it with fireballs, grab the reward,
- and exit back to the left.
- If the crab spawns near the center of the screen, it's possible to get a
- quick exit, but the timing is very tight.
- From the miniboss room, go left 3 rooms and take the Rapid Fire powerup,
- then continue left 2 more rooms to the bottom-left corner of the area.
- Go up 3 rooms and right 1 to a miniboss.
- MINIBOSS: Blue Walker (48 HP, Red Lander). Identical to the one in Area
- 1, but this time we have an attack powerup, so the miniboss should
- consistently go down in two fireballs. With level 2 attack, you can also
- use Saber combined with body-checking for a very fast kill as long as
- you're close to full health; this is a good option if you're not
- comfortable with shooting fireballs diagonally, but it's slightly slower
- than an optimal fireball kill after taking menuing into account.
- Continue right 2 more rooms, take the Blue Lander from the item box,
- then go down 1, left 1, and down through the warp panel to the Corridor
- 2 room. Be careful of the red volleyballs, which do massive damage like
- the blue and green ones. Note that you can grab the Blue Lander by
- shooting along the top edge of the bottom row of blocks, since the item
- box's hitbox extends slightly below the other blocks -- this saves the
- time of having to shoot down through the bottom blocks after picking up
- the Blue Lander.
- Note that it's possible to take the reverse path around this loop of
- rooms, doing Corridor 2 before getting the Red and Blue Landers and then
- deathwarping right after fighting the miniboss. By my timing, this is
- about half a second slower than doing Corridor 2 last, but you can still
- get a good time with either path.
- The gimmick for opening Corridor 2 is to touch each of the 4 red panels
- surrounding the gate. Any part of the Guardian's hitbox counts, so touch
- the top panels with the Guardian's head and the bottom panels with her
- feet to open the gate as quickly as possible.
- If you're not holding Select, remember to skip the entry cutscene.
- Corridor 2 (hold Select)
- ----------
- Score targets: 85k on entry, 93k after plant quads, 115k after bubble
- shooters, 143k at boss
- This corridor is a bit busier than Corridor 1 in terms of enemy
- placement, but still not a significant challenge. The fish, plant
- turrets, and bubble shooters from Corridor 1 make a reappearance; now
- that we have attack level 2, the bubbles go down in one hit, making it
- much easier to farm score. There's also a second type of bubble shooter
- which flies across the screen; it's only worth 200 points, so on score
- route, it can sometimes be worth it to just let it fly offscreen and
- farm its bubbles (also 200 points) instead.
- For score route, you'll want to farm points as in Corridor 1. The
- bubble shooters are the biggest source of score, but also try to take
- out as many of the flying starfish as possible in the second half of
- the corridor.
- There are three pairs of bubble shooters marking the end of the
- corridor. Plan to be at high but not full health (7-8 is usually a good
- place to be) for a quicker deathwarp after the corridor.
- BOSS: Crawdaddy (144 HP)
- Crawdaddy floats up and down the screen, shooting small lobsters at
- the Guardian. As with Fleepa, the fight can get a bit ugly if you let
- the projectiles stack up, but special weapons will make quick work of
- it. Start the fight with the Guardian overlapping Crawdaddy's eyes,
- then press and hold A and B just before the boss solidifies, and
- follow the boss's movement up and down. Special weapon invincibility
- will keep you safe for most of the fight; you'll take a few boxes of
- health on the downswing as the second fireball leaves the boss's
- hitbox, but unless you started the fight with very low health, you
- should be fine. You can adjust the fireball timing on the fly to take
- extra damage if you went into the fight with full health.
- Area 2 -> Area 3
- ----------------
- After completing Corridor 2, exit up and deathwarp on the red
- volleyballs.
- From the Area 2 save room, take the warp panel on the right to Area 0,
- then go right and down, and take the warp panel down to the Area 3 save
- room.
- Area 3
- ------
- Exit the save room down, then go down, left, down 2, and left 3 rooms,
- passing through the Corridor 13 room into Corridor 3.
- OPTIONAL: Instead of going straight into Corridor 3, continue going down
- and pick up the shield powerup and Red Lander before the corridor
- instead of after. This costs about 20 seconds but makes Optomon slightly
- safer, since seaweed strands do "only" 4 boxes of health instead of 8.
- You can also use the Cutter Laser on the Corridor 3 boss to recover much
- of that time; see the notes below.
- The gimmick for opening Corridor 3 is... to wait... and wait... and
- wait. The gate opens 21 seconds after entering the room, so use the time
- to line yourself up on the perfect entry pixel, dance around, whatever
- grabs your fancy.
- Quick-menu to Fireball (right 1) or Cutter Laser (left 1) during the
- entry animation, depending on your choice of boss strategy.
- Corridor 3
- ----------
- Score targets: 151k on entry, 166k at first rock ring
- This corridor starts to introduce some more difficult enemies, notably
- including the "pomegranates" which show up near the end of the level and
- explode into 16 projectiles if you don't destroy them quickly enough.
- Damage as a whole starts to ramp up here, since the game expects you to
- have picked up at least one shield powerup before entering the corridor.
- The corridor starts out with 6 plant turrets. On score route, if you're
- behind target, you can farm the plant shots by running into them for 200
- points each; the shots do 1 box of damage, so the first heart drop will
- recover the damage from 5 shots.
- The next set of plant turrets is accompanied by small blue ships which
- shoot at the Guardian. The blue ships' shots look identical to the plant
- turret shots, but they're actually trolls which do twice as much damage
- and only give you 10 points. You can tell them apart because the blue
- ships' shots move in straight lines, while the plant turrets' shots arc
- up and back down. If you see a blue ship shot approaching and you can't
- dodge it, it's better to eat a plant turret shot and use the damage
- invincibility to boost through the blue ship shot.
- The blue ships are followed by two rock circles and another set of plant
- turrets. If you didn't take the shield powerup, you should get the two
- consecutive heart drops (at 140 and 180 drop points) by the end of the
- plant turrets. This is important to keep in mind because you generally
- won't have enough drop points to wrap around past the three red chips to
- the next heart, so you'll only have 6 boxes of healing before the boss.
- If you got the shield powerup early, the rock rings will only have 4
- instead of 16 rocks, so the second heart may come a bit later.
- Next up is a section of falling rocks which ends in three pomegranates
- sitting on the ground. You need to be near the top of the screen in
- order to get enough shots on the pomegranates to kill them before they
- explode, but the closer you are to the top, the greater risk that you
- get hit by a falling rock, and you absolutely want to be at full health
- for the boss. Be especially careful after picking up the third red chip,
- since you won't have any more healing if you get hit.
- The corridor ends with one more set of plant turrets. You can safely
- stay on one side and just destroy the turrets there.
- BOSS: Optomon (256 HP)
- Optomon is the boss that says, "You think you're good at this game? I
- LAUGH IN YOUR FACE." I suspect every new TGL player gets stuck here for
- a good long while; I myself spent two weeks as a casual player trying to
- find a workable strat before I ended up at Hyper Laser (which,
- ironically, is the lowest-damage special weapon). In the speedrun,
- Optomon is the first gatekeeper of the run, the first boss that will
- really test your movement.
- Optomon has two forms of attack: he shoots bubbles from his eye which
- deal 2 boxes of damage, and he drops long strings of seaweed which do
- 8(!) boxes of damage. Touching Optomon himself also does 8 boxes of
- damage. (With the shield powerup, these are reduced to 1 box and 4 boxes
- respectively.) The shots move in a straight line toward the Guardian's
- position when the shot was fired, and the seaweed strands fall down the
- screen in a straight line either slowly or quickly.
- At first glance, Optomon seems like a highly random boss with no good
- strategy except to pray for good RNG, but in fact the only random
- element is the speed of the seaweed strands; the timing of both the
- strands and the bubble shots is constant, so you can learn movement
- patterns which will avoid them. If you want to play it safe, you can
- stay near the bottom of the screen, time fireball shots to hit Optomon,
- watch out for fast seaweed strands, and be careful not to get trapped
- against the edge of the screen by a slow strand where you might not be
- able to avoid bubbles or a fast strand.
- However, TGL runner Mattrick_ developed a clever strategy in which we
- go right up to Optomon and spam fireballs in his face (well, eye). It
- turns out that a level-1 fireball will expire while still within
- Optomon's hitbox (if it doesn't go out the side), so as long as you
- hold the A button to keep shooting fireballs, special weapon
- invinicibility will protect you from damage from Optomon himself, though
- not from seaweed. The pattern I use is to start at the right edge of
- Optomon's sprite, hold A and B just as the boss solidifies, and lead
- Optomon's movement (moving just ahead of him so he can't get ahead of
- the fireballs) until the second time he reaches the left edge of the
- screen. If I don't miss any fireballs, I'll usually be able to take
- Optomon down to 30-40% health during those first sweeps without dying,
- and after that, I fall back to safer strats.
- If you took the shield from Area 3 before entering the corridor,
- another option is to use the Cutter Laser and attack from the side, as
- practiced by runner Schmidtty. A good Cutter kill will only take about
- 10 seconds, so if you can't get a fireball kill before the boss music
- loops, Cutter may actually save time overall despite the 20-second cost
- of the early shield.
- Whichever way you choose, quick-menu to Saber (right 2 from Fireball or
- left 1 from Cutter) during the exit animation.
- Area 3 again
- ------------
- Take the energy tank to refill your health (which is probably empty),
- exit the Corridor 3 room to the right, pass through the Corridor 13 room
- again, then go right, down 2, and left to a miniboss.
- MINIBOSS: Green Flower (64 HP, shield powerup). This guy bounces around
- like crazy and does 3 boxes of damage each time he hits you. Pull out
- your Saber and let him bounce across it, and shoot your regular gun for
- a bit of extra body-check damage on the bounces. If you get here with 6
- or less health (especially if coming here before Corridor 3), grab the
- Red Lander to the north first as a health refill.
- After killing the miniboss, go up one screen and grab the Red Lander (if
- you didn't take it first), then deathwarp.
- If you grabbed the shield powerup and Red Lander before Corridor 3, just
- walk right from Corridor 3 to the butterfly room and up to the
- down-arrow room, and deathwarp there.
- Area 0 -> Area 4
- ----------------
- After the deathwarp, walk up to the W room, then right to the message
- room, up to the N room, right twice, and up to the Area 4 entrance.
- Going through the message room is about 2 seconds faster than walking
- around the outer edge of Area 0.
- In the room below the Area 4 entrance, be careful if you walk along the
- top edge of the screen, because your shots will be absorbed by the
- corner wall and you won't be able to destroy the blocks in your way.
- Stay about half a tile below the wall at the screen transition to avoid
- this.
- Area 4
- ------
- Hold B and walk up-right from the save room. On the next screen up, move
- right along the bottom to avoid the red wall. Once past the red wall,
- immediately move up and right, entering the screen to the right and
- following the left wall up to the entrance to Corridor 14.
- OPTIONAL: Instead of going straight up, go right 1 screen to a Blue
- Lander, then back left and up to the Corridor 14 room (9 seconds).
- Go up from the Corridor 14 room, quick-menuing to Saber Laser (up 1) as
- you do so, then up again and take the Cutter Laser upgrade from the item
- box. If you just use the regular gun to destroy the blocks, you'll lose
- a handful of frames either from being stuck on the block to the right or
- from walking straight up from the item box when you could have gone
- diagonally up and right. If you time an A tap just right, you can use
- the Saber to destroy the blocks more quickly and save time, but be
- careful not to hold A down for more than 1 second in total because that
- will consume chips and leave you unable to buy the Blue Lander in the
- shop. (If you do use up chips, you can grab one of the blue chips on the
- floor in the "up arrow" room to recover, but be careful of the red
- volleyballs.)
- From the Cutter box, go right twice and up twice. Quick-menu to Saber if
- you haven't done so already, then enter the shop and buy the Blue Lander
- on the left. BE CAREFUL here; if you walk straight left from the
- entrance, you'll pick up the totally useless Bullet Shield, you'll be
- out of chips, and the Blue Lander will be gone! Make sure to walk down a
- bit before moving left.
- The gimmick for opening Corridor 4 is to ask the shopkeeper next door
- for help. If you repeatedly exit and reenter the shop, then the 4th time
- you enter, you'll get the unlock sound effect and the corridor will be
- unlocked. Use the Saber along with the regular gun to open the warp
- panel faster. (You can in fact do this at any shop to unlock Corridor 4,
- but there's no need to enter any other shop in the any% route. If you
- were to skip the Blue Lander in this shop [3 seconds], you could
- potentially save a fraction of a second by using the shop along the
- south edge of Area 2, but it's unclear if dropping that Blue Lander
- would cost more time due to less body-checking ability and a greater
- risk of having to farm health than would be saved from skipping it.)
- Corridor 4 (hold Select)
- ----------
- Score targets: 193k on entry, 224k at boss
- This corridor has a similar difficulty level to Corridor 3. It includes
- more pomegranates, some of which pop almost immediately, and the return
- of the spinners from Corridor 0, which we can finally destroy using the
- Saber Laser. The level itself also scrolls more quickly, which is
- important for picking up drops -- once drops solidify, they're locked to
- the background, so you have less time to shoot and grab the item.
- Drop management is important in this corridor. Depending on whether you
- plan to pick up the attack powerup or not (see below), you want to get
- an energy tank drop either right after or right before the boss fight.
- My target for getting a post-boss drop is to hit 8-10 pomegranate seeds
- after the 230 red chip (the second of the two consecutive red chips).
- BOSS: Teramute (256 HP)
- Teramute is a surprisingly trivial boss following up Optomon. All he
- does is teleport randomly around the screen, shooting a spread of
- fireballs each time he solidifies. You can simply sit under his nose,
- impale him with your saber (which also takes out the fireballs), and
- win in 4 cycles. But if you want to go fast, you can use body-checking
- to cut one cycle off that time (and also dump health if you're planning
- to skip the optional attack powerup).
- If you position the Guardian directly on top of Teramute's head, you can
- get Saber hits as well as body-checking damage. Do that for the first
- two cycles, which will drain the Guardian's health to near empty, then
- move down out of the boss's hitbox for the third cycle. If you're aiming
- for an energy tank drop, you should plan to get it from the fireballs
- rather than Teramute himself, since the Teramute drop can float off the
- top of the screen and become unhittable.
- Area 4 again
- ------------
- OPTIONAL (but recommended): You can pick up an extra attack powerup
- here, which will make late-game corridors (especially Corridor 10) safer
- and likely somewhat faster at a pickup cost of about 20 seconds. Walk
- left from the warp panel, then down-left through the red volleyball room
- and left into the miniboss room. If you didn't get a health refill in
- Corridor 4, you can get infinite blue chips from the item boxes in the
- red volleyball room. I don't recommend skipping this until you're
- comfortable with the Gauntlet in Corridor 10, and even then, it's
- unclear how much net time save one could expect; for example, it seems
- impossible to get the quick kill on Corridor 21 Fleepa with attack
- level 2, which costs 6 seconds over an optimal attack-3 run.
- MINIBOSS: Blue Flower (112 HP, attack powerup). Basically the same as
- Green Flower, but slower. Why is the slower one in a harder area? Who
- knows. Just take it out with Saber. Dump as much health as possible to
- speed up the deathwarp afterwards.
- After the miniboss, walk back to the right and deathwarp on the red
- volleyballs.
- If not getting the attack powerup, just walk straight down from the warp
- panel and deathwarp.
- Area 0 -> Area 5
- ----------------
- Exit the save room down, then walk down and right to the Area 5
- entrance.
- OPTIONAL: Kill the miniboss to the left of the Area 5 entrance for a
- Blue Lander (11 seconds).
- In the save room, walk up and around the left side of the Blue Lander
- NPC instead of through the center of the room to save about 10 frames
- (credit to ZakkytheGoatragon for finding this while developing his TAS
- of TGL).
- Area 5
- ------
- After leaving the save room, walk right until you reach the Corridor 15
- room. Be especially careful of the volleyballs in the room before the
- corridor, since they hit hard.
- OPTIONAL: Go 2 screens right from the Corridor 15 room for an extra Blue
- Lander (16 seconds).
- Go 4 screens up from the Corridor 15 room for a miniboss. Quick-menu to
- Cutter (left 1).
- MINIBOSS: Crystal Flower (208 HP, shield powerup). The Crystal Flower
- alternately moves horizontally and vertically toward the Guardian,
- occasionally shooting a homing projectile that does a solid amount of
- damage. However, if you can lure it onto the green blocks that close the
- exits when the boss spawns, it will get stuck and become almost unable
- to move, letting the Guardian take it out easily.
- Start the fight standing immediately above the Flower, facing left or
- right so one of the Cutters is damaging it. As soon as the Flower starts
- moving up, dodge left or right and lure it up to the top of the screen.
- Unless it spawned very low on the screen, by the time it finishes its
- vertical cycle it should be stuck on the green tiles, and you can stand
- next to it and let the Cutter do its work (but make sure not to let it
- get so close that it starts damaging the Guardian).
- After the miniboss, go right 2 screens to the Corridor 5 room. The hint
- for Corridor 5 is "shoot into the corridor"; the actual gimmick is that
- you have to shoot the sign that says "Corridor 5". There's an invisible
- object on top of the "Corridor" sign, and doing enough damage to it
- opens the corridor. The hitbox actually extends slightly below the
- "Corridor" sign (credit to Zakky for finding this), so the fastest way
- to deal the damage is to hold the Cutters out while standing slightly
- below the sign facing up or down, so that the lasers are on the top tile
- row of the floor. You can also take advantage of the otherwise-annoying
- bug of getting stuck while diagonal-walking against a wall; walk
- slightly forward into the room and then diagonally up, and when you
- reach the Corridor sign you should get stuck with both your regular gun
- and the Cutter dealing damage.
- Quick-menu to Saber (left 1) while entering.
- Corridor 5 (hold Select)
- ----------
- Score targets: 245k on entry, 275k at first volcano, 287k at boss
- Corridor 5 is fairly quiet (all the better to enjoy the great music).
- The flying starfish from Corridor 2 and birds from Corridor 3 make a
- reappearance, and there are two new enemies of note.
- The first new enemy, which shows up in two waves at about the 1/3 and
- 2/3 points of the corridor, is a blue rock which slowly floats toward
- the Guardian. It doesn't shoot any projectiles and seems fairly harmless
- at first glance, but it has fairly high health, high enough that even
- Saber or Cutter take a good fraction of a second to destroy one. The
- blue rock is also immune to Enemy Erasers, which will become very
- important to keep in mind in Corridor 10. Note that hitting more than
- two or three at once with Saber/Cutter will add lag, so be sure to take
- them out as they spawn rather than letting them all pile up first.
- The second new enemy is a volcano, two of which appear at the end of the
- corridor. This enemy is unique to the "ice" environments (Areas 5 and 6)
- and constantly spews small green rocks in random arcs. The rocks are
- good for grinding score or drop points if you need them, but they can
- pile on damage (and lag) quickly if you're not careful.
- The corridor itself is fairly straightforward, but as usual, keep your
- health as high as possible when entering the boss.
- BOSS: Zibzub (224 HP)
- Zibzub behaves almost like an inverted version of Corridor 1's Fleepa,
- bouncing up from the bottom of the screen instead of down from the top.
- He can be destroyed with the Saber and body-checking the same way. Be
- careful to stay directly under Zibzub, since he'll accelerate to the
- side otherwise and make the fight much more frustrating.
- You'll want to deathwarp after the corridor, so dump as much health as
- you feel comfortable dumping during the boss fight. Keep in mind that
- you'll also be destroying projectiles, so you'll probably run over at
- least one drop during the fight.
- Area 5 -> Area 6
- ----------------
- Deathwarp on the crabs outside the Corridor 5 room.
- From the save room, go left twice, down twice, and right twice to the
- Corridor 6 room. Quick-menu to Cutter (left 2) while warping in.
- The hint for Corridor 6 says to use a special weapon to open the gate.
- The actual gimmick is to have your chip count decrease while in the gate
- room, so with chips-per-second weapons, you have to wait for a chip tick
- before the gate will open. Also, as with other gate rooms, the game
- doesn't start checking until 1 second after you enter the room, so if
- you hold A for Cutter as soon as you enter the room, the the first tick
- (at half a second) will be missed and you'll have to wait for the second
- tick (at 1.5 seconds). Ideally, you should press A half a second after
- entering; I use a music cue to estimate the timing. If done perfectly,
- the gate should open at the same time as if it was already unlocked.
- Corridor 6
- ----------
- Score targets: 298k on entry, 350k at 2nd set of blue rocks, 372k at
- boss
- Corridor 6 is both slower and (much!) busier than Corridor 5, despite
- being part of the same "ice" area. The only new enemy is an orange
- crystal which appears in flocks which dash toward the Guardian, but the
- corridor is full of other enemies -- most notably the volcanoes which
- appeared at the end of Corridor 5.
- The volcanoes here will add tremendous lag if any other enemies
- (including other volcanoes) are on screen, so you should learn their
- locations and destroy them as soon as they appear, unless you want to
- farm the projectiles (which you should only do when nothing else is on
- screen). Generally speaking, any enemy which is not a volcano is a trap
- designed to lure you away from upcoming volcanoes and fill your life
- with lag. For the same reason, try to avoid shooting the Guardian's
- main gun and rely on the Cutter Laser to take out enemies and volcano
- projectiles.
- Even if you're not on score route, you should try to farm at least some
- volcanoes, because you'll want to pick up an EE drop in Corridor 7.
- If you get through the third drop cycle (second energy tank drop), you
- should be good.
- Quick-menu to Saber (left 1) at the boss alarm, and hold Select through
- the end of the corridor for the cutscene skip.
- BOSS: Glider (96 HP)
- The Glider is a small bat-like boss which swoops around the screen,
- occasionally shooting small missiles at the Guardian. The low health
- value makes it seem trivial to defeat, but the Glider is invulnerable
- except while shooting, so casual players can find it a surprisingly
- difficult enemy.
- As with other bosses that don't move sideways while shooting, simply
- sitting under the boss with the Saber out will kill it. In the specific
- case of the Glider, you can move ahead of time to the points in the
- Glider's movement cycle where it will become vulnerable: above the "I"
- in "CHIP", above the tens digit of the SHOT count, and in the space
- between the chip count and the word "SHOT".
- If you have enough health, you can body-check the boss to kill it in
- two cycles. Even body-checking will only damage the boss while it is
- shooting, so wait for it to reach the proper points in its cycle and
- move into its hitbox while holding the Saber out.
- Note that the two-cycle kill is very tight with level 2 attack; you need
- to be aggressive about body-checking the Glider and use up all your
- health in order to win on the second cycle. With level 3 attack, there's
- a bit more leeway since body-checking does several more points of damage
- each time.
- Area 6 -> Area 7
- ----------------
- There's nothing we need in Area 6 (unless you skip score routing and get
- the Red Lander, but that's not until after Corridor 7), so go straight
- back out to Area 0, then go left 1 and down 3 screens and enter Area 7
- to the right. But if you want extra safety, you can get a shield from a
- miniboss a short way into Area 6 from the corridor (right 2 and up 1
- from the corridor room), and if you prefer to use level 2 Fireball,
- that's also available a few rooms in (right 4, up 1).
- In the first room down from the Area 7 save room, break a single block
- diagonally from one of the blue chips and use the infinite blue chip
- glitch to refill your health. You don't need to get all the way to full
- health, since you'll be picking up 2 shield powerups which will give you
- 4 boxes of health in total.
- Break through the blocks and continue along the path. Be careful of the
- red volleyballs, which can take out over half your health with one hit.
- At the first intersection room (with an arrow to the right), follow the
- arrow to the right, then go up through the warp panel to the Corridor 17
- room.
- From Corridor 17, go out the right side, then down, right, up, right
- twice (through the lying arrow), and down to a miniboss. If your health
- is low, perhaps because a red volleyball caught you, you can grab the
- Repeller upgrade in the room right of Corridor 17 for 2 health with no
- time loss if you shoot along the top edge of the bottom row of 3 blocks
- (as with the Blue Lander in Area 2).
- MINIBOSS: Red Crab (96 HP, shield powerup). Just like the blue crab in
- Area 2, the right side of the crab is safe, so stick a Saber in it and
- call it done. If the boss spawns all the way on the right edge of the
- screen, either enter and exit the shop to force a respawn, or put your
- Saber diagonally up across the crab's claw from the left side (requires
- stopping on a diagonal, which is difficult, and wrecks score route
- because of all the bubbles you'll destroy). Grab the shield powerup and
- leave through the bottom, snagging a quick exit if the spawn allows.
- Continue down 3 more rooms to another powerup. This will give you shield
- level 5, which increases the Guardian's walking speed by about 30%. Walk
- left 2 more screens and enter the warp panel to the Corridor 7 room.
- The gimmick for opening Corridor 7 is to enter the room 4 times, so go
- back and forth over the warp panel 6 more times to unlock the gate. As
- with the shop in Area 4, using Saber will help open the warp panel
- faster. (As noted under Other Glitches, there's a minor bug in that the
- check fails if you don't enter from the same warp panel all 4 times.)
- Quick-menu to Cutter (right 1) while entering the corridor.
- Corridor 7 (hold Select)
- ----------
- Score targets: 385k on entry, 394k after laser ships, 410k at boss
- The game's difficulty starts noticeably ramping up at this point. As
- soon as you enter the corridor, you'll be assaulted by laser-shooting
- ships which deal over 3 boxes of damage _per hit_. Staying in an open
- area can be dangerous since you can get trapped by lasers; my strat is
- more or less to hide in the corner, hold A and B, and pray. You should
- try and kill some ships if you can to advance the drop counter.
- Halfway through the corridor, you'll encounter another new enemy which
- looks like a small green squid. This enemy doesn't attack at all, but it
- has the unique ability to block all of the Guardian's shots, even
- normally unblockable shots like the level-2 fireball. The only way to
- destroy them is to run into them with the Guardian herself. These
- enemies will prevent you from attacking anything behind them, so get rid
- of them as soon as you can.
- If you farmed enough drop points in Corridor 6, you should get an EE
- ammo drop around the time the flying bubble shooters from Corridor 2
- make a reappearance. Make sure not to miss the drop, since you may
- need the ammo in Corridor 8.
- On score route, keep in mind that the eyeballs are worth 800 points
- each, so you can farm or avoid them as needed for score control.
- BOSS: Eye Growth (384 HP x 4, 96 HP x lots)
- The Eye Growth is not a single boss, but rather a set of eyeball turrets
- similar to the Defense System at the beginning of the game. There are
- four central large turrets arranged in a diamond, with numerous smaller
- ones around them. Regular enemies will also continue spawning during the
- fight, so be careful in particular of any laser ships that appear.
- The large turrets act like other bosses with respect to damage, but the
- small turrets are treated as ordinary enemies, which means damage is not
- capped and the Cutter will damage them on every frame, taking them out
- quickly. Take advantage of this to wipe out the small turrets and reduce
- the number of projectiles before focusing on the large turrets.
- You can save a couple of seconds by leaving one of the small turrets in
- the top corners (left or right) alive, then killing it along with the
- final large turret, which saves the time of moving over to kill it first
- and then returning to the center of the screen. To make this work,
- you'll want to be sure to keep one saber on the opposite-side large
- eyeball as you take out the small turrets on that side. (For example, if
- you leave the top-right turret alive, start from the bottom right and
- move left then up, damaging the left large turret as you move up the
- left side.) This will help ensure that the large turret nearest that
- corner is the last one left alive, so you can hit both it and the small
- turret at the same time. Credit to Zakky for this strat.
- If you're on score route, be aware that the first volley of eyeballs
- will disappear as more of the turrets scroll into view, so make sure to
- kill them early if your score is low. Also, since the eyeballs are
- still 800 points each, any delay in finishing off the boss will quickly
- push up your score; in particular, if your health gets low and you have
- to move away from the boss for safety, you can quickly rack up another
- 10k or 20k points, which can be very difficult to recover from in time
- for Red Grimgrin in Corridor 8.
- Finally, be careful when moving to the top of the screen for the exit
- animation, because random enemies will keep spawning right up until you
- lose control. If you're low on health, you may want to move a bit down
- the screen for safety and just accept the second or so of time loss.
- The route diverges here depending on whether you're doing score route or
- not, so see the appropriate section below.
- Area 7 -> Area 8 (score route)
- ------------------------------
- Walk right from the Corridor 7 room and deathwarp.
- OPTIONAL: Instead of deathwarping in the room to the right, walk up,
- left, down, and left ~~through the forest of maze~~ to an EE item box.
- Clip through the red blocks, break the yellow blocks, get the EEs, and
- deathwarp.
- Walk left out of the save room into Area 0, continue left past the "S"
- room (4 rooms), then walk down and enter the Corridor 8 gate room. We
- won't enter Corridor 8 right away, but we can open it up now for a
- faster entry when we return.
- The gimmick for Corridor 8 is to set your special weapon to "NO USE" and
- press A. It's a mystery who's sitting in the shadows watching the
- Guardian uselessly press her special weapon trigger, but since we just
- deathwarped, we're already on NO USE. As with other corridors, the gate
- can't actually be unlocked until 1 second after entering the room, so
- press A after 1 second; the easiest way to gauge timing is to recall the
- timing of the gate opening sound for Corridor 7 and press A at the same
- point in the music.
- Continue into Area 8; go down 1 screen (ignore the item, which is an
- energy tank) and right 2 screens to a miniboss. Quick-menu to Saber (up
- 1).
- MINIBOSS: Sir Red the Flower (256 HP, Red Lander)
- Sir Red the Flower, who gets the honorific from his status as killer of
- runs, is smarter than his green and blue brethren in that he bounces
- toward you instead of just randomly around the screen. This can make him
- more dangerous, but it also allows us to lure him into a pattern which
- essentially turns the fight into a damage race, and as long as you lock
- in the pattern soon enough, the Guardian will always win.
- There are two possible loops into which we can lock Sir Red, a
- horizontal one and a vertical one. In the horizontal loop, which was
- used in the first sub-50-minute any% run, we want Sir Red to bounce up
- toward the Guardian, hit her at the peak of the bounce, turn around, and
- land back at the same place. However, just standing there holding A and
- B won't deal enough damage and you'll lose the damage race. Instead, you
- need to move forward (toward Sir Red) a few pixels on each bounce, which
- will both let more of your regular shots hit (essentially body-checking)
- and force Sir Red backward. But don't go too far on each step, or you'll
- disrupt the pattern and Sir Red will start hitting twice on each bounce
- instead of once.
- There are various ways to start the horizontal loop, but what I've found
- most consistent is to stick out the Saber so the end of it touches the
- top left or right corner of Sir Red's sprite (whichever leaves more room
- to move forward); usually he'll fall into the loop after one or two
- bounces. If he spawns too close to the edge of the screen (either on top
- where I can't get above him, or near the left or right side where
- regular gun shots will be blocked by walls), I'll usually leave and
- re-enter and blame the time loss on bad RNG.
- With that bit of history out of the way, TGL runner Schmidtty worked out
- a new "pole dance" strat which locks Sir Red into a vertical loop
- instead. The vertical loop is a bit more risky in that if you ever let
- Sir Red out of the loop it's harder to recover, but you deal damage more
- quickly than in the horizontal loop, making it a faster strat once you
- learn it.
- For the vertical loop, we instead stand right below Sir Red as he spawns
- and face him, holding the Saber out. Sir Red will usually take a small
- bounce and fall down toward the Guardian; walk up through him so the
- Guardian is standing above the point where the bounce lands (it may take
- some practice to get a good feeling for this positioning and timing).
- Sir Red should bounce straight or almost straight up through the
- Guardian; keep the Saber out, and tap up on the D-pad when Sir Red lands
- so the Guardian moves a few pixels upward, which is important to ensure
- that the next bounce is also a high one. If your timing is off or you
- don't move far enough, Sir Red will start doing tiny bounces which leave
- him sitting on the Guardian and constantly draining her health.
- If Sir Red spawns near the bottom of the screen, you can instead start
- above him, which should cause a large bounce upward, and walk downward
- through the bounce. Once you cross through Sir Red, you can start doing
- the vertical loop as usual.
- For either pattern, if you get a bad spawn, clip through the left wall
- of green blocks and re-enter the room. You can also escape during the
- fight if it looks like you'll run out of health and grab the energy tank
- 2 screens to the left (only once, obviously).
- Once you finish off Sir Red, return to the Corridor 8 room and enter the
- corridor. Quick-menu to EEs (right 2) on the way in.
- Area 7 -> Area 8 (1600 chip route)
- ----------------------------------
- There are two Red Landers in Area 6 you can take in place of Sir Red in
- Area 8, at an overall cost (extra time taken minus time saved) of about
- 27 seconds. These are useful if you're not comfortable fighting Sir Red,
- or if you're not score routing and you don't want to have to farm for
- drops on later bosses.
- OPTIONAL: Pick up the safety EEs as on the score route, but don't
- deathwarp.
- Walk back to the Corridor 17 room (up, left, up 3 times; or from the
- optional EEs, right once and up 4 times), then continue up through an
- empty room and a save room into Area 6. Walk up, left, and down to a
- dead-end miniboss room.
- MINIBOSS: Red Crab (96 HP, Red Lander). Identical to the one in Area 7.
- Kill it with Cutter (which you should already have equipped), take the
- Red Lander, and go. Since you now have fast walking speed, quick exit
- should be free, but if you miss it, walk as far right as possible during
- the fanfare before touching the top edge of the screen, to avoid wasting
- movement time after the screen transition.
- Return up and right, then go up through the Corridor 16 room and follow
- the path to a shop. The item in the room before the shop is an energy
- tank; don't waste your time with it since the Red Lander will refill any
- health you've lost.
- BE CAREFUL when entering the shop not to just walk left! The Red Lander
- is the leftmost item, so walk down, left, and up to grab it (just like
- with the Blue Lander in the Area 4 shop).
- Walk left out of the shop, then down twice to the Area 7 entrance, left
- 4 past the "S" screen, and down into the Corridor 8 room. Quick-menu to
- NO USE (right 2), press A to open the gate, and quick-menu to EEs (left
- 1) on the way into the corridor.
- Corridor 8
- ----------
- Score targets: 435k on entry, 450k at 2nd wave of circle rocks, 463k at
- side eyeballs, 478500 (+/-500) at boss
- Remember those green shot-absorbing squid that popped up in the second
- half of Corridor 7? They spawn throughout this entire corridor, along
- with a barrage of other enemies that will do their best to drain your
- health before Red Grimgrin, who himself is not a pushover by any means.
- Fortunately, everything in this corridor aside from the large eyeball
- turrets is vulnerable to Enemy Erasers, so just use an EE every time
- the screen fills up, both to avoid damage and to reduce lag. My rough
- guideline is to EE whenever there are 3 large enemies (birds or
- mushrooms) on screen, and otherwise as needed to avoid damage.
- When score routing, if you entered with 435k points, straightforward use
- of EEs should keep you on track throughout the corridor. If you were
- high, try to dodge enemies as long as possible to get back on target;
- the squid seem to take priority over other enemies, so if you can get
- enough of them following you around (without touching them, obviously),
- it will become a bit easier to continue dodging, until they eventually
- float off screen. It's a lot harder to catch up if you entered with a
- low score, but more aggressive EE use will keep enemy slots free and
- potentially get you some extra spawns for a few thousand more points.
- Quick-menu to Cutter (left 1) at the boss alarm, and (if you feel
- comfortable doing so) hold Select through the boss fight to skip the
- exit cutscene.
- It's also possible to play this corridor with Cutter, but in my tests,
- the lag introduced by having so many enemies on screen (especially when
- the larger ones start appearing) was about a second longer than the
- delays from EE use and from switching back to Cutter for the boss. You'd
- also have to arrange for a red chip drop to refill your chips before the
- boss, which on score route means much less leeway for error in getting
- the level-up at 500k.
- BOSS: Red Grimgrin (1664 HP)
- Red Grimgrin is a giant flying face with five eyeballs all shooting at
- the Guardian. The top and bottom eyeballs shoot... more eyeballs, while
- the center one shoots ordinary (10-point) bullets. As you damage
- Grimgrin, first the bottom pair (at 1024 HP), then the top pair (at 768)
- of eyeballs will disappear; finally (at 512) the center eyeball will
- break, Grimgrin will turn orange, and it will start spewing a fountain
- of projectiles from the newly exposed center hole.
- Throughout the entire fight, the Guardian's main gun adds a significant
- amount of lag; try to avoid shooting when possible and rely on Cutter
- instead.
- During the first part of the fight, focus on damaging Grimgrin while
- also taking out the eyeball projectiles as they spawn. If you position
- the Guardian roughly over the center eyeball, the hitboxes of the Cutter
- should be able to take out both the top and bottom eyeball projectiles.
- If you're behind on score, be especially sure to take out the bottom
- eyeballs, since those will travel in a straight line off the screen,
- while the top ones will follow the Guardian. The eyeballs will
- occasionally drop items; make sure to pick these up (unless you're on
- score route and you're about to hit the level-up).
- Since you picked up the level-3 Cutter upgrade as the Corridor 7 reward,
- the Cutter Laser will now consume 35 chips per second. On score route,
- you'll only have 800 chips to work with, so you'll run out very quickly;
- this is why it's important to control your score to get the level-up
- during the first half of this battle, while eyeballs are still spawning.
- If you start the fight with 478-479k, keep your Cutter on the boss, and
- catch all the eyeball projectiles, you should have just enough chips to
- reach the level-up, and then enough chips after the level-up to get to
- the final (orange) phase, where you should be able to get a red chip
- drop without EE farming.
- If you're not using score route, you'll have 1200 chips here, which
- gives you a bit more of a buffer to work with. You'll still want to
- keep an eye out for red chip drops, because 1200 alone won't carry you
- through the fight.
- Either way, make sure you have enough chips saved up for the middle
- phase of the fight, when only the center eyeball is left and there are
- no more eyeball projectiles. It takes about 7 seconds to deal 256 damage
- and push Grimgrin into the final phase, so you'll need at least 245
- chips once the top eyeballs disappear, and probably a bit more to farm a
- red chip drop from the projectile fountain afterwards.
- During the final phase, keep your Cutter over the central hole at all
- times to destroy projectiles as soon as they spawn, or the game will
- start lagging pretty horrendously. Even when you need to get an item
- drop, if you see that Grimgrin's path will take it over the drop, try to
- stay with Grimgrin and pick up the item then rather than immediately
- dashing for it, so as to reduce lag.
- If you do end up needing to EE-farm for items, remember to do it during
- either the early phases (when eyeball projectiles are still available)
- or the final fountain phase. If you do run out during the middle phase
- when there are no eyeball projectiles, you can spawn a few explosions
- for item drops by hitting Grimgrin with regular shots, or you can slow
- down the EE spam rate to keep the explosions on the screen until
- Grimgrin shoots a new set of bubbles.
- After finishing the fight, if you're not holding Select, remember to
- skip the exit cutscene.
- Area 0 -> Area 9 (hold Select)
- ----------------
- Go up from the Area 8 entrance, then left twice, up 5 rooms to the
- northwest corner, right, and up to the Area 9 entrance.
- Area 9 (hold Select)
- ------
- Follow the path out of the save room. At the intersection with red
- blocks, go up to where the blocks end in a question mark, then continue
- up 2 screens and take the shield powerup from the item box. If you're at
- or close to full health and if there's a conveniently placed enemy, take
- a few boxes of damage here to set up some invincibility at the Red
- Lander in a few rooms. Continue left and down, then through the warp
- panel into the Corridor 19 room.
- OPTIONAL: Go left out of the Corridor 19 room, then down twice to pick
- up an extra Blue Lander (16 seconds).
- Go up from the Corridor 19 room, then left to a room with a Red Lander
- item box and a volleyball festival. If you're at full or close to full
- health, take a hit or two before collecting the Red Lander so you have a
- few seconds of invincibility from the health restore to get through the
- rest of the volleyballs. Go up two screens, left at the arrow
- intersection, and down into the Corridor 9 room.
- OPTIONAL: Go up and left from the arrow screen for an extra Blue Lander
- (45 seconds), or up and left twice for an EE refill (20 seconds), or
- both (55 seconds). If taking the EEs, you can reduce the time loss by
- combining them with the deathwarp after corridor 9.
- The gimmick for opening corridor 9 is to stand on the gate. Yes, that's
- all there is to it. If you're in position to enter the gate, it will
- open for you, so just make sure you don't walk down past the perfect
- pixel and you'll get a first-frame unlock.
- If you're not holding Select from the Grimgrin fight, remember to skip
- the entry cutscene.
- Corridor 9
- ----------
- Score targets: 570k on entry, 610k at pomegranates, 642k at boss
- Corridor 9 starts out with red versions of the flying diamonds seen in
- previous corridors, which are very tough to destroy even with Saber or
- Cutter (they have 255 HP, the most of any enemy in the game other than
- bosses), and large flying skulls and stationary skull statues which spew
- smaller skull projectiles. The skull projectiles in particular are
- noteworthy both because they do significant damage to the Guardian and
- because they usually appear in large bunches, so they're useful for
- advancing the drop sequence. Also watch out for the blue laser ships
- from Corridor 7, which now do even more damage.
- A bit farther along, the blue bullet-shooting ships from Corridor 3
- make a reappearance. As before, their shots are very painful, so be
- especially careful to watch your health here. If things get tight,
- clearing the ships and bullets with EEs is a perfectly viable backup.
- Runner Schmidtty also discovered that if you position yourself slightly
- below the center of the screen and hold your Cutters out, you can
- destroy both the blue ships and their shots before they hit you -- but
- you still need to be careful of the spinners and flying heads.
- These are followed by a new tall monster-like enemy which bounces up and
- down, shooting lasers vertically toward the Guardian. These cannot be
- destroyed by EEs, so if you had to use EEs on the blue ships, switch
- back to Cutter here. If you're behind on score route, you can kill the
- lasers themselves with Cutter for 1000 points each.
- The second half of the corridor features blue versions of the
- pomegranates from Corridors 3 and 4. These explode almost as soon as
- they enter the screen, and if you let the projectiles fly around they'll
- add lag, so quick-menu to EEs (right 1) and use an EE to take out the
- projectiles as soon as the pomegranates explode. There are a total of 15
- pomegranates leading up to the end of the corridor.
- While handling the pomegranates, also keep an eye on your drop count.
- You'll want at least one health drop during the boss fight; I try to
- get to a count of around 200, so I get two red chips and an energy tank
- while fighting the boss. After the pomegranates are a couple of flying
- skulls (5 drop points per skull projectile) and 7 floating mouth balls
- (8 drop points each), so aim for the 140-point heart drop around the
- time you finish the pomegranates. If you're too far off to adjust at
- the end of the corridor, you can use EE farming to push the drop
- counter along.
- BOSS: Blue Eyegore (512 HP)
- Blue Eyegore is another giant face boss, but rather than fly all over
- the place like Grimgrin, he simply floats up and down the center of the
- screen, shooting skull projectiles from the sides and lasers down the
- middle.
- There are a couple of ways to approach this fight. My current strategy
- is to move the Guardian so the nose of the ship is around the outer
- corner of the boss's eye (either side), then follow the boss up and down
- the screen while holding A and B. You'll take damage from the eyeballs
- (and potentially the lasers, but that's not a problem, as described
- below), but if your drop sequence is set up properly, you'll recover
- enough health to survive the battle. The Cutters will also take out some
- of the boss's lasers, which give you 1000 points each and help you reach
- the target of 690k for entering Corridor 10.
- If you're not score routing, another option is to just ride the lasers
- and bask in their glow while hammering the boss with Saber or Fireball.
- The lasers look scary, but in fact they only do 1 damage at a time, and
- you get 15 frames of invulnerability after taking a hit. As long as you
- make sure to always take damage from the lasers and not the skulls (or
- boss), you don't have to worry about your health. However, doing this
- loses the option of killing the lasers for score, so it doesn't work
- well with score routing.
- Area 9 -> Area 10
- -----------------
- Leave the Corridor 9 room and deathwarp on the droplets. They don't do a
- lot of damage, but it's still faster to deathwarp there than to do two
- screen transitions to a screen with stronger enemies.
- Walk down from the Area 9 entrance, right twice to the "N" room, and up
- to the Area 10 entrance. Try not to get caught on (or clip into) the red
- blocks.
- Unlike the other areas with multiple branching paths and hidden items,
- Area 10 is a single long path from the entrance to Corridor 10, so
- follow it and try to avoid taking too much damage, because everything
- (even rocks, which fall in some of the labyrinth rooms here) can and
- will wreck you. There's a single energy tank about halfway through the
- area which you can pick up if you're low on health, but it won't
- respawn if you die, so picking it up and then dying can ruin any
- further attempts at the corridor.
- There are a couple of places along the path where a red wall divides the
- path in two, and one side leads to a dead end. If you're confident in
- your block clip, it can be faster to take the dead-end path and clip out
- rather than walk around the intended way.
- Shortly before the Corridor 10 room is a miniboss with a backup EE drop.
- OPTIONAL MINIBOSS: Glider (96 HP, EE refill). Identical to the boss of
- corridor 6, and you can fight it the same way. It probably makes more
- sense to take this after Corridor 10 since you can combine body-checking
- with the death warp.
- The gimmick for opening Corridor 10 is to "keep shooting"; you have to
- hold the B button down for 11 seconds (more precisely, 10 seconds
- starting from 1 second after entering the room) for the gate to unlock.
- Quick-menu to Cutter (left 2) on the way in.
- Corridor 10 (hold Select, if you dare)
- -----------
- Score targets: 690k on entry, 730k at trench diggers, 750k at boss
- Corridor 10 asks questions of those who brave it. Hard questions. _Very_
- hard questions. If you're not up to the challenge, Corridor 10 will chew
- you up, spit you out, and dine on your tears.
- Right off the bat, you'll be assaulted by skull turrets, falling rocks,
- and rock circles. The rock circles are especially dangerous; each one
- deals 16 damage (2 boxes of health) to the Guardian, and if you're not
- careful you can easily end up with almost no health going into the
- Gauntlet. I usually try to dodge the rock circles rather than destroy
- the rocks; if you alternately lure them to the top and bottom corners of
- the screen, it's not too hard to stay out of their way.
- As the rocks taper off, the background scroll speed will ramp up to
- around the same speed as the beginning of Corridor 0. Remember trying
- to get that first heart drop? Now you have to do that while dodging or
- killing a flood of some of the toughest enemies in the game. This is
- the Gauntlet, and the second gatekeeper of the run. I highly recommend
- practicing the Gauntlet on its own until you get familiar with the
- enemy patterns and timings, or you will have many runs that end in
- disappointment here.
- The first half of the Gauntlet is the most critical part; after a few
- red diamonds and laser ships, the screen will start to fill with blue
- rocks (from Corridor 5) and bouncing laser shooters (from Corridor 9).
- Both of these are immune to EEs, which prevents you from cheesing the
- Gauntlet by just erasing everything. You'll have to take them out with
- Cutter, watch carefully for drops, and line yourself up under the drops
- to shoot them and pick them up as soon as they solidify. You should
- normally get the two consecutive heart drops (140 and 180) during this
- section; you can survive missing one if your movement is good, but
- missing both is usually fatal.
- Once you get past the blue rocks and laser shooters, the remainder of
- the enemies _are_ vulnerable to EEs, so if your health is low, don't
- hesitate to switch over and clear the enemies out. But beware of the
- pomegranates, which don't die to EEs until they explode.
- If you survive the Gauntlet, you'll be rewarded with flying skull
- shooters, and you can farm the skull projectiles for drops which will
- now be easier to pick up. Try to recover as much health as you can, but
- be careful of the rocks which will start to fall again.
- The skull shooters are followed in short order by the trench diggers
- from Corridor 1. These trench diggers shoot nail-like projectiles which
- home in on the Guardian but move in irregular patterns, making them
- diffcult to shoot down. They're worth 500 points each, so you can farm
- them if you're short on score route, but like everything else in this
- corridor, they hit hard, so this is a dangerous strategy. If you can
- afford to, or if you're not score routing, take out the diggers as soon
- as you can.
- After the diggers, you'll have a few seconds to catch your breath, but
- don't get caught unawares by the four blue laser ships. These are
- followed by 8 skull turrets which signal the end of the corridor. As in
- Corridor 9, try to get your drop counter to around 200 when you reach
- the boss.
- BOSS: Red Eyegore (768 HP)
- Red Eyegore is similar to his blue cousin, but instead of skulls, he
- fires nails at the Guardian. As with the trench diggers, the nails fly
- in irregular patterns and do significant damage, so this fight can
- quickly go south if you're not careful, or even just unlucky.
- I originally used a strategy similar to Blue Eyegore, lining up the nose
- of the Guardian with the side horn of Red Eyegore rather than the corner
- of the eye, and dancing up and down a bit while following the boss to
- try and take out the nails more quickly. Runner Schmidtty instead
- suggested lining up with the eye itself, similarly to Blue Eyegore but
- slightly more toward the "pupil" of the eye, and I've adopted this
- approach as well since it seems more consistent.
- As with Blue Eyegore, you can also ride the lasers if you're not score
- routing.
- If you're not holding Select, don't forget to skip the exit cutscene.
- Area 0 -> Escape
- ----------------
- Deathwarp immediately on exiting Corridor 10 (or after the backup EE
- miniboss, if you take that).
- Walk down once from the Area 10 entrance to the "N" room, then left
- twice and down twice to the Corridor 21 entrance. If you're low on chips
- (lower than 300 or so), you may instead want to hit the chip refill 2
- screens right and 1 screen down from the central message room. (If
- you're on the 1200 chip route and you have to detour here, you might as
- well also pick up the Red Lander in the adjacent shop after refilling.)
- As long as you've completed all of Corridors 1-10, Corridor 21 will be
- unlocked as soon as you enter the room. Just go to the perfect pixel
- and enter the corridor. Quick-menu to Saber (up 1) on the way in.
- Corridor 21
- -----------
- Score targets: 835k-845k on entry, 895k after Clawbot, 910k at Grimgrin,
- 955k at Bombarder, 975k-980k on exit
- This corridor is a boss rush of Fleepa (Corridor 1), Zibzub (Corridor
- 5), Blue Clawbot (Corridor 14), Red Optomon (Corridor 16), Blue
- Grimgrin (Corridor 18), and Red Bombarder (Corridor 19). The bosses
- still have the same stats as before, so Fleepa in particular is trivial.
- However, if you body-check well enough, you can take advantage of how
- this corridor works to spawn Zibzub 6 seconds faster.
- In Corridor 21, each boss is tied to a segment of scrolling background.
- At the end of the segment, the game checks whether the boss is still
- alive, and if so, it jumps back to the beginning of that segment of
- background; otherwise it advances to the next one, which spawns the next
- boss. In the specific case of Fleepa, the segment is 6 seconds long, and
- there's just enough time to kill the boss before the end of the first
- loop if you body-check well (though this may not be possible at attack
- level 2). You'll know you missed the quick spawn if you see a second
- ridge appear on the left side of the screen after killing Fleepa.
- Zibzub likewise goes down the same way as before, with a saber up his
- nose. But be careful of the falling rocks -- each one does over a box of
- health in damage, and it's the rocks that make this corridor a real
- challenge.
- This is the first appearance of Clawbot in the any% run. Clawbot has a
- giant claw which occasionally opens up to fire a huge laser, but it
- can't do anything about attacks from the side, so just quick-menu to
- Cutter (right 1), waltz up to the side of the base (not the claws), sit
- back and enjoy the damage. Do make sure to keep firing your regular gun
- to take out the rocks, and grab item drops as they fall. If you plan to
- use Cutter on Red Bombarder (see below), you can hold Select after
- menuing to Cutter for the cutscene skip at the end of the corridor.
- As you damage Clawbot, the claws will first turn orange and then fall
- off, drifting toward the bottom of the screen. Each claw is worth 4000
- points, so on score route, check your score after killing Clawbot
- (target 895k) and kill one or both of the claws if you're behind.
- Incidentally, Clawbot's background segment is a whopping 12.5 seconds
- long, and it takes about 15.5 seconds to kill Clawbot using the Cutter
- Laser, which is why there's such a long delay before the next boss
- spawns. In 100%, you can use the main gun at attack level 4 alongside
- level 3 Fireball to squeeze in just enough damage to kill Clawbot before
- the background loops.
- Red Optomon is basically the same as the original Optomon fight, but now
- we have level 3 Cutter and much higher defense. Touching Optomon or the
- seaweed will still do fairly large amounts of damage, but if you line
- the Cutters up with roughly the middle of Optomon's eye, you'll be able
- to slide through Optomon (using special weapon invincibility) without
- taking damage from the seaweed strands.
- Blue Grimgrin is a weaker version of his red cousin (1152 instead of
- 1664 HP), so he won't take as long to reach the orange stage. Even so,
- this is easily the most dangerous fight of the boss rush, again because
- of the rocks raining down. Take full advantage of healing invincibility
- from heart and chip drops, and especially make sure not to miss the
- energy tank which should drop around the midpoint of the fight.
- On score route, you should be at around 910k points when you reach
- Grimgrin. You can try to farm eyeballs if low or avoid killing them (at
- the cost of severe lag) if high, but both are risky. Aim for 955k after
- killing Grimgrin (Grimgrin himself is 20k).
- The final enemy of the boss rush is Red Bombarder, another first-time
- appearance in the any% run. The Bombarder randomly teleports around the
- screen, spawning 16 homing missiles each time. Compared to Optomon and
- Grimgrin, the Bombarder is trivial as long as you don't let too many
- missiles catch you.
- It's possible to continue with Cutter for Bombarder and save 2 seconds
- of menuing time, but Saber makes it easier and safer to body-check the
- boss and shorten the fight by 2-3 cycles (at 5 seconds per cycle).
- Saber also has a much lower chip cost, ensuring you stay close to full
- chips for the final boss, so I recommend using Saber here. Bombarder's
- hitbox is surprisingly small; you need to be centered horizontally and
- slightly above center vertically to get the body-checking bonus damage.
- (If you do use body-checking, make sure to watch your health!)
- In preparation for the final boss, you'll want to end the corridor with
- the drop counter around 180-200 depending on your current chip count, so
- keep an eye on your position in the drop sequence and either kill or
- dodge rocks as needed. You can take the 180 heart here or pick it up
- from the rocks at the beginning of Corridor 22, whichever is more
- convenient for your current drop counter. Also be aware that rocks will
- continue falling right up until you lose control, so you'll add a bit to
- your drop counter and score even after killing the boss.
- On score route, you should be in the 975k-980k range on leaving the
- corridor. At 980k and with full chips at the start of the fight, you can
- beat the final boss without needing any red chip pickups; at 975k you'll
- need one red chip before the level-up; above 980k you'll need a red chip
- after the level-up (and long enough after that you can take the entire
- 500 chips without hitting the max of 1200).
- If you switched to Saber for Bombarder, quick-menu back to Cutter
- (right 1) and hold Select after losing control.
- Corridor 22 (final boss)
- ------------------------
- This "corridor" (identified as 22 when you play in the score-attack
- "TGL" mode) starts out with a shower of rocks that quickly peters out.
- You can use these to adjust your drop counter or score as needed, but
- try not to take damage from them because you need all your health for
- the final boss. When you reach the boss, your drop counter should be
- around 190 (higher if your chip count is below 800 or so), and on score
- route your score should be around 980k.
- BOSS: It (2176 HP)
- The final boss, a.k.a. "It", is a monstrosity with an appropriately
- monstrous amount of health. To make things worse, it only shoots
- projectiles at a slow rate until it reaches low health and the
- projectiles don't give many drop points, so not only is it easy to run
- out of chips (especially when using Cutter), but when you do, it's hard
- to farm for a chip drop.
- The boss shoots two types of projectiles: a missile that homes in on
- the Guardian and a bubble that follows an arc up and back down the
- screen. The missiles do 1 box of damage, can be destroyed in 1 hit from
- any weapon, and give 800 points and 2 drop points. The bubbles have a
- high amount of health, do almost 3(!) boxes of damage, and give only 200
- points and 1 drop point. (The boss itself also does close to a box of
- damage if you run into it.) So this fight is all about avoiding the
- bubbles while staying close enough to continuously damage the boss and
- also not running out of chips.
- When the fight starts, wait for the boss to solidify before putting the
- Cutters out just to save chips, since the final boss's fade-in time is
- unusually long. Once the boss starts moving, try to keep one Cutter over
- the bottom edge of the boss's eyeball at all times, as this will let you
- destroy the missiles as soon as they spawn. Then just follow the boss as
- it moves across the screen, and do the best you can do avoid the
- bubbles. If you see a bubble headed toward you, you can safely cross
- through the boss with special weapon invincibility, so switch sides as
- needed.
- Also make sure not to miss any item drops, though sometimes it can make
- sense to let a drop sit for a while; if a red chip drops but your chips
- are already close to full, you might want to wait a few seconds (letting
- the Cutters continue to consume chips) and then dash down to grab the
- red chip so you get more benefit from it. If you end up needing to farm
- during this phase, you can get a few extra explosions for farming by
- switching to EEs and immediately using them while explosions from your
- Cutter hits on the boss are still onscreen.
- On score route, if you start the fight at 980k, you should expect to get
- the level-up near the beginning of the second loop of the boss music. If
- you started the fight with full chips or set up your drop counter
- properly, you should have just enough chips to make it to the level-up
- without having to farm.
- Once the boss gets down to 512 health, it turns orange and starts
- shooting projectiles faster. If you're low on chips (especially when not
- on score route), this is when EE-farming becomes much more feasible. If
- you do have to farm, try and spawn a lot of items and then grab them all
- at once, so the health refill invincibility protects you from the
- bubbles which will probably be hitting you as you collect the items.
- At 256 health, the boss turns red and starts spamming projectiles even
- faster. If you're not careful here, bubbles can drain your health before
- you realize what happened, but on the flip side, you only need 52 more
- Cutter hits or about 7 seconds (plus lag) to kill the boss, so as long
- as you stay on target and keep an eye on the bubbles, you should be home
- free.
- Timing stops after the victory fanfare when you lose control of the
- Guardian, so there's no need to move to the top of the screen after
- killing the boss. But be careful of leftover bullets!
- Credits/shoutouts to:
- ---------------------
- - Theseawolf1 (previous WR holder), Mattrick_, ZakkytheGoatragon,
- fridaywitch, and other TGL runners who first routed the game.
- - Extra credit to Zakky for putting together a great TAS and finding
- some time saves applicable to realtime runs as well.
- - ShinerCCC, for pointing out the lag caused by regular gun shots.
- - Schmidtty, for several new strats and for being the second any% runner
- to join the sub-50 club.
- - The Admiral on GameFAQs, for a detailed writeup of weapon, boss, and
- other stats:
- https://www.gamefaqs.com/boards/587320-the-guardian-legend/64314055
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