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- Rules of Cavern of Remembrance RTA as described verbatim on the speedrun.com page for all game versions:
- - Runs are done as RTAs only
- - Timing begins when the background music starts after dropping into the Cavern of Remembrance and ends on activating the computer in the Garden of Assemblage
- - No room may be entered beforehand with the exception of the Depths
- - All legitimately-obtained items, equipment, and accessories are allowed
- - You may grind for synth items in the Depths as many times as you want beforehand
- - Use of the "Ace Space" out of bounds glitch is banned
- - Critical difficulty must be selected at the title screen
- - Sora and his party members must remain at Level 1
- - Megalixirs, Megaethers, Elixirs are not allowed
- - Summons are not allowed
- - Video proof with a timer on-screen required (Recommended http://livesplit.org/)
- FAQ
- Why are Summons not allowed?
- Some Summons like Stitch and Genie (Master and Final in particular I believe) would make the run too easy with Stitch being an attack blocker and MP restorer, and Genie being pretty much a powerhouse of damage if used properly.
- Why are you spamming Magnet and Thunder so much?
- Magnet is a special magic that comes out as a finisher in a combo, which can allow for a follow-up finisher if you have any Finishing Pluses equipped, of which I have 2 (from playing on Critical Mode, and from Rumbling Rose). I have 4 Shock Charm+s equipped on Sora, each of which increase Thunder damage by 20%. If at any time I'm not using the Magnet + Thunder + Thunder combo, I'm most likely dealing with enemies immune to Thunder such as the recolored Lance Soldiers or the Sorcerer Nobodies.
- How are you using Master form to elevate yourself?
- Going into and reverting from a form allows you to use Aerial Dodge, which acts as a sort of double jump. As long as you can sustain your altitude while recovering drive gauge, or going into, and coming out of drives, you can gain height almost indefinitely*.
- How does the Reflect -> Magnet combo work in Final Form?
- By provoking enemies to attack you, you can use Reflect in the air and use Magnet after an enemies hits the Reflect. This causes them to be both damaged by Reflect itself, as well as the Magnet repeatedly since the Reflect damage is also pushing enemies out of the Magnet. If done properly, this can be a devastating maneuver and very useful in particularly the 2nd forced Heartless fight and final Nobody fight.
- How are you refilling your Drive gauges all at once with that item?
- It's a High Drive Recovery (obtained through item synthesis), which were buffed in Final Mix to refill all Drive gauges instead of 3. Regular Drive Recoveries were also buffed to refill 3 gauges instead of 1.
- How does Comet work in conjunction with Magnet -> Thunder combos?
- Other than pretty effectively, it's pretty much the same idea as the aerial Reflect -> Magnet combos used in Final Form, except with the added bonus of invulnerability for the Limit's duration.
- *= By indefinitely, I mean "as long as you have Drive Recoveries or High Drive Recoveries."
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