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- 1-5
- LL
- U. U.
- 1-4
- jump on 5th brick
- 2-1
- watch out for boulders! (beginning)
- U. M...
- 2-2
- RR
- 2-3
- watch out for boulders! (beginning)
- 2-4
- LRRR
- D...
- 2-2 II
- R
- Zal fight: left, left (small att)
- trigger left spike
- 2-7
- L#L#R
- 2-8
- R
- D...
- watch out for vase
- 2-9
- shoot diamond up-left (right of Zal HP)
- land on left latch (no extensions), go down after shot
- 3-2
- L
- damage boost through enemy
- 3-3
- tk: R1
- U...
- first pocket only (fast!)
- 3-4
- L
- 3-5
- tk: L1(1.5)
- 3-2 II
- L#
- M0...
- 3-5 II
- tk: L1(1.5) L1(^1)
- 3-6
- tk: R1 R1 R2
- 3-7
- jump left on 2nd coin
- 3-8
- tk: M2(fire)
- ceiling clip (column jump)
- 3-9
- L
- U...
- 4-1
- tk up from pole
- shield enemy
- L1# barrier skip
- 4-2
- watch out for sawblades!
- watch cutscenes early
- ceiling clip (slide, mash)
- 4-3
- after slide, jump on last coin
- U0
- 4-4
- drop, stationary, jump, 1-swing
- 4-5
- R#L
- 4-3 II
- after slide, jump on last coin
- U. D0
- 4-5 II
- R#LRR
- only rub left elastic corruption (2nd only)
- 4-6
- U0
- 4-7
- RR
- after right boulder elevator, optimal kills and jump left
- 4-8
- LLLL
- 4-9
- don't move from middle in phase 1 (no tk!)
- for next phases, drop down late
- 5-3
- high jump to slide (from edge)
- longfall grab (jump from slide)
- longfall grab (middle pole)
- 5-4
- fireball 3 to destroy wall
- jump over elevator
- 5-5
- die after first two checkpoints
- wait for non-fiery cycle
- 5-2 II
- reverse wheels
- 5-7
- death abuse when low on health
- 5-6
- R
- use portals instead of running
- tk: R3(jump)
- 5-8
- ceiling clip (slowly move right, jump left)
- 6-1
- LR
- 6-2
- LL
- tk: R1
- snatch: M4
- 6-3
- phase 1: take hit and freeze
- phase 2: wallrun
- phase 3: fly and knockback
Comments
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- L/R represents which enemy to fight first in each fight. For example LR means for the first fight in that level, kill the left enemy first, and for the second fight kill the right enemy first. # means eat the enemy or otherwise kill it with magic powers like tk.
- The U/M/D notation represents ceiling clips:
- - U (up) means stand up-right before jumping to the wall where the ceiling clip will be done
- - D (down) means hang down and wait fully for the hanging down animation to finish
- - though I believe you only need to wait when it's a solid ledge; for a hollow ledge if I remember correctly waiting and not waiting yields the same outcome
- - M (middle) means hang down and jump immediately before the hanging down animation finishes
- - . means after jumping to the wall, wait as long as possible without beginning to slide, then wallrun up and as quickly as possible jump back (with exactly one input for the wallrun and exactly one input for the jump)
- - ... means after jumping to the wall, spam wallrun inputs and transition into spamming jump inputs
- - 0 means jump straight back without wallrunning
- - 0... means after jumping to the wall, wait as long as possible without beginning to slide, then spam wallrun inputs and transition into spamming jump inputs
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