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

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== Obtaining the Book ==
== Obtaining the Book ==


[[File:LTTP 1dp 1.png|400px]]
[[File:LTTP 1dp 1.png|700px]]


We're going to start by visiting [[Sahasrahla]] to turn in the [[Pendant of Courage]].
We're going to start by visiting [[Sahasrahla]] to turn in the [[Pendant of Courage]].
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Our first objective upon entering Desert Palace is to collect the [[Power Glove]] from the main front section of the dungeon. This will give us access to the back section that is locked behind heavy stones. Start by going left and dashing up between the first and second pillars. I know it looks like this [[Leever]] is going to [[Speedrun:Speedrun Terms/Spawn|Spawn]] on top of you, but his [[Speedrun:Speedrun Terms/Hitbox|Hitbox]] won't be active until long after you're gone.
Our first objective upon entering Desert Palace is to collect the [[Power Glove]] from the main front section of the dungeon. This will give us access to the back section that is locked behind heavy stones. Start by going left and dashing up between the first and second pillars. I know it looks like this [[Leever]] is going to [[Speedrun:Speedrun Terms/Spawn|Spawn]] on top of you, but his [[Speedrun:Speedrun Terms/Hitbox|Hitbox]] won't be active until long after you're gone.
[[File:LTTP 24dp 2 desert entrance.png|400px]] [[File:LTTP 24dp 3 desert entrance.png|400px]]
Walk '''Left''' between this gap and collects the '''Arrows''' from the bottom pot. Move left a bit more to throw the pot at this leever as it spawns. You can be quite a bit lower than you would think as shown here. Make sure to exit this screen with a dash on the right side. We want the full sword charge for the next enemy.
[[File:LTTP 25dp north hallway.png|400px]] [[File:LTTP 25dp 2 north hallway.png|400px]]
Hold the sword charge until you get to this [[Devalant]] enemy and spin to kill it. '''WALK''' up to the top and dash left. It's only very slightly faster to dash up here and you risk getting stuck in the top door if you miss the timing.
[[File:LTTP 27dp 1 keybonk.png|400px]] [[File:LTTP 27dp 2 keybonk.png|400px]]
Hold '''Up+Left''' on the dpad until you get in between the torch and the wall, then start a dash and bonk the left wall. This setup works because you still hit the torch with your bonk and it moves you slightly closer to the key.
[[File:LTTP 27dp 3 keybonk.png|400px]]
Walk above the torch to collect your key, then either walk down on the left side or dash on the right side of the [[Beamos]].
[[File:LTTP 28dp northwest hall 2.png|400px]] [[File:LTTP 29dp north hall 2.png|400px]]
Dash right for the next two screens.
[[File:LTTP 30dp northeast hall.png|400px]] [[File:LTTP 31dp key door.png|400px]]
Dash through this screen and walk down to the key door.
[[File:LTTP 32dp 1 compass.png|400px]]
The compass chest room is another one that requires all enemies to be killed before moving on. These enemies will start in a fixed position and stay there for about two seconds, then we have to react to random movements after that.
[[File:LTTP 32dp 2 compass.png|400px]] [[File:LTTP 32dp 3 compass.png|400px]] [[File:LTTP 32dp 4 compass.png|400px]]
The first step is to walk up and slash this [[Popo]]. I like to use cardinal movements here because the spacing is pretty tight and it's a bit harder than it looks. Once you get to this point you can start charging a dash and turn right to kill the next one. The statue will nudge you into place.
[[File:LTTP 32dp 5 compass.png|400px]]
Next you'll have to react to whatever random movement the last enemy gives you. In this case he moved closer to the door which saves us some time.
[[File:LTTP 32dp 6 compass.png|400px]]
This room is really only very annoying when you take too long to kill the first popo and you get a downward movement from the second one and miss it on the dash through. You can prevent this by just walking instead but you can possibly get hit by the beamos if you do.
[[File:LTTP 33dp 1 big key.png|400px]] [[File:LTTP 33dp 2 big key.png|400px]] [[File:LTTP 33dp 3 big key.png|400px]]
This screen is a great opportunity to menu buffer to the lamp. If the path is blocked you can use this time in the menu to figure out how to adjust to avoid damage. Collect your [[Big Key]] then walk down far enough to see the cannonballs so you can time your dash down.
[[File:LTTP 34dp compass 2.png|400px]] [[File:LTTP 35dp backtracking.png|700px]]
Walk back through the compass room then backtrack to the west side of the dungeon, collecting the arrow pot as you go if you have fewer than '''20'''.
[[File:LTTP 36dp 1 circle pots.png|400px]] [[File:LTTP 36dp 2 circle pots.png|400px]]
Grab this first arrow pot then reveal the switch and step on it to unlock the doors.
[[File:LTTP 36dp 3 circle pots.png|400px]] [[File:LTTP 36dp 4 circle pots.png|400px]]
Grab the next pot from the '''Left''' side and hold '''Up+Right''' on the dpad to collect the arrows as you move toward the door. You should be able to avoid the beamos with good movement. The timing isn't too tight on this one.
[[File:LTTP 37dp 1 power glove.png|400px]] [[File:LTTP 37dp 2 power glove.png|400px]]
Collect your [[Power Glove]] and start making your way to the next section of the dungeon. Dashing and walking out are about equally fast here. The fastest movement is to dash from two stairs above the bottom as shown here. This will speed up your movement by cancelling the lag that you get from exiting the stairs.
[[File:LTTP 38dp 1 circle pot 2.png|400px]] [[File:LTTP 38dp 2 circle pot 2.png|400px]]
Activate the switch again and move down to dash out. The top half of beamos statues do not exist in the game.
[[File:LTTP 39dp northwest hall 4.png|400px]]
Hold '''Down+Right''' until you get past the corner of the wall then exit the screen as far right as possible. You don't absolutely need to be touching the wall in this case but it's a good spot to aim for.
[[File:LTTP 40dp 1 west hall.png|400px]] [[File:LTTP 40dp 2 west hall.png|400px]]
Dash down safely on the right side of the sand trap and go through the left exit.
[[File:LTTP 41dp 1 dp1 exit.png|400px]] [[File:LTTP 41dp 2 dp1 exit.png|400px]]
There is a fairy room here if you push this block. You can use this as an opportunity to restock or you can just collect your first fairies here if you prefer. If you are already stocked up just walk to the lower exit instead.


== 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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