Speedrun:A Link to the Past/Any% (NMG, No S+Q)/Desert Palace: Difference between revisions

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== Back of Desert Palace ==
== Back of Desert Palace ==
[[File:LTTP 42dp 1 dp outside.png|400px]] [[File:LTTP 42dp 2 dp outside.png|400px]]
Walk down and dash against this slope, then pick up the rock to reenter the dungeon.
[[File:LTTP 43dp dp2 entrance.png|400px]]
Walk over and push this block to the right to access the next room. It doesn't seem like it but dashing in this room is slower than walking.
[[File:LTTP 44dp 1 keydash.png|400px]] [[File:LTTP 44dp 2 keydash.png|400px]]
This room introduces several interesting hidden game mechanics. It's one of those spots where you get to feel like a real speedrunner because it's not possible to understand what's happening just by watching. The first step is to exit this doorway with a '''Left''' input. This will cause Link to snap to the left on the lowest possible vertical position. It's very important to be touching the wall for the next part. Grab the pot and move left a bit to collect the small key.
[[File:LTTP 44dp 3 keydash.png|400px]] [[File:LTTP 44dp 4 keydash.png|400px]]
Go back to the doorway with a '''Right''' input and start charging up a dash. It's important to do a dashturn here by pressing the '''Up''' input while the dash is charging. This will keep you on the same vertical position. If you did everything correctly Link will do a [[Speedrun:A Link to the Past/Keydash|Keydash]]. The reason this works is because of the [[Speedrun:Speedrun Terms/Grid|Grid]] system we learned about earlier. Objects in this game are aligned on a grid of 16px tiles. Because Link dashes 4 [[Speedrun:Speedrun Terms/Pixels|Pixels]] per [[Speedrun:Speedrun Terms/Frame|Frame]], if we are a multiple of 4 pixels away from a locked door we can simply dash through it. You can set this up by aligning with any wall or object in the room.
[[File:LTTP 45dp short hallway.png|400px]]
Hold down and dash to the next room.
[[File:LTTP 46dp 1 popos 1.png|400px]] [[File:LTTP 46dp 2 popos 1.png|400px]]
Here we have another kill room. Start by moving left and the dashturn down when you overlap with the first popo. This game has a very annoying mechanic that makes it impossible to use the sword for a brief moment after dashing through an enemy. When you turn to the left to face the second popo you will need to delay you '''B''' press juuuust slightly.
[[File:LTTP 46dp 3 popos 1.png|400px]] [[File:LTTP 46dp 4 popos 1.png|400px]]
At this point you want to walk under the beamos and start deciding how to kill the last two enemies. If they both sit in front of the door it makes your decision very easy. Usually if they split up/down you will kill the bottom one first and then dash up to kill the last one. The only rule is never bonk the top wall. It's always slower than walking back down.
[[File:LTTP 47dp 1 popos 2.png|400px]] [[File:LTTP 47dp 2 popos 2.png|400px]]
The room also has a few hidden game mechanics. Start by moving '''Down+Right''' until you are below this torch and then dash left. This movement is for a couple different reasons. It's possible to hold straight down and get in position faster, but it is only very slightly faster. Using a diagonal instead gives you significantly more time to react to your [[Speedrun:Speedrun Terms/Visual Cue|Visual Cue]] which is a tradeoff that even the best speedrunners prefer.
The second thing we are doing here is manipulating the camera position like we did for the [[Speedrun:A_Link_to_the_Past/Any%25_(NMG,_No_S%2BQ)/Escape#Mini-Boss:_Ball_and_Chain_Trooper|Ball and Chain Trooper]]. Again it's slightly faster to dash '''Above''' the torch, but this will [[Speedrun:Speedrun Terms/Aggro|Aggro]] the popos at the top of the room right away and force you to deal with random enemy movements. We get around this by delaying their 2 second activation time for as long as possible.
[[File:LTTP 47dp 3 popos 2.png|400px]] [[File:LTTP 47dp 4 popos 2.png|400px]]
Cancel your dash when you pass the last torch and lift up this pot for the small key. There are hearts in the outer pots but it's a huge risk to go for them. Take the safe route and rely on your bottled fairies. Here we're going to do another keydash. This time you can align with either the top of the pots '''OR''' the left side of the torch. Try to make sure you nudge the torch just a bit so you don't miss it. If you struggle with the [[Speedrun:Speedrun Terms/RNG|RNG]] on this one you can choose to walk around the right side of the torch for a small time loss. Again even at a very high level of speedrunning, these small intentional time losses can be seen to improve overall consistency.
[[File:LTTP 48dp 1 tiles 2.png|400px]] [[File:LTTP 48dp 2 tiles 2.png|400px]]
Dash up to the locked door, then collect the small key and walk back over.
[[File:LTTP 49dp 1 torches.png|500px]]
This room has a few different options for routing depending on what refills you need.
[[File:LTTP 49dp 2 torches.png|500px]]
If you have 30 arrows and full health, dash over and light the torches in this order. If you have arrows but need the two hearts, you can walk to the left instead.
[[File:LTTP 49dp 3 torches.png|500px]] [[File:LTTP 49dp 4 torches.png|400px]]
These are the routing options for collecting the arrows with and without the hearts. One helpful note for the arrow route is to delay moving down until the eye is fully opened. This timing will manipulate the [[Eyegore]] to walk '''Right''' instead of down, leaving a clear path for you to walk.


== Boss: Lanmolas ==
== Boss: Lanmolas ==
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