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

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[[File:LTTP toh10-16 DM climb 1.png|500px]]
[[File:LTTP toh10-16 DM climb 1.png|500px]]


Alternatively you can choose to skip the spinspeed section by navigating through the caves. When you come out the other side it takes a few seconds for the boulders to start spawning so you can getthrough the rest of the lower area without ever having to worry about them at all.
Alternatively you can choose to skip the spinspeed section by navigating through the caves. When you come out the other side it takes a few seconds for the boulders to start spawning so you can get through the rest of the lower area without ever having to worry about them at all.




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=== Moon Pearl Bomb Jump ===
=== Moon Pearl Bomb Jump ===
This is another one of those tricks that is a staple of the NMG routes. It works in all versions but it only saves around 15 seconds with good movement and can easily cost you over a minute if you get it wrong. Keep this in mind if you don't find the high risk to be worth the effort. Basically what we're going to do is use a [[Speedrun:A Link to the Past/Damage Boost|Damage Boost]] from a bomb to cross over the pit in front of the [[Moon Pearl]] without having to drop down from the floor above.
[[File:LTTP toh23-1 moon pearl.png|400px]] [[File:LTTP toh23-2 moon pearl.png|400px]]
Move left out of the door and dash down. This will cancel [[Speedrun:A Link to the Past/Stair Lag|Stair Lag]] and get you closer to the pots. This section with the mini moldorms is known as the '''Petting Zoo'''. Pick up the last pot on the left and throw it down. If you hit the moldorm on the left like in this first example your path will usually be clear to the left side.
[[File:LTTP toh23-3 moon pearl.png|400px]] [[File:LTTP toh23-4 moon pearl.png|400px]]
It's a good idea to try and hold onto the pot until you can line up your shot like this one. You also have the option to charge a sword spin as you enter which has a very good chance of clearing the enemies out of your path. In any case don't worry too much about taking damage here if you have at least a few hearts left since we have the option to grab health refills on the next floor.
[[File:LTTP toh23-5 moon pearl.png|400px]]
Normally you grab the top pot here for faster movement to the moon pearl. There is a heart in the bottom pot if you need it but it is often risky to stay inside the petting zoo any longer than necessary. You can also exit the top as shown and grab the heart pot from the left side if you are very low on health.
[[File:LTTP toh23-6 moon pearl.png|400px]] [[File:LTTP toh23-7 moon pearl.png|400px]]
Follow this route on the left side of the torch then face '''Down''' below the pit and hold your sword out.
[[File:LTTP toh23-8 moon pearl.png|400px]] [[File:LTTP toh23-10 moon pearl.png|400px]]
Holding the sword out slows down Link's movement so you can back up more slowly. The lowest position that will work for the damage boost is shown here on the left at vertical coordinate '''4C5'''. You have a range of 6 [[Speedrun:Speedrun Terms/Pixel|Pixels]] that work for this, all the way up to '''4C0'''. If you go any higher than this you will fall through two floors all the way back down to the main lobby. This results in a time loss of nearly one minute so be very careful when backing up.
In the left image you can see that the edge of the pit is lined up with the bottom of Link's ear and the top of his shield. If you got this far, stop backing up and move on to the next step. If you happened to land on one of the '''top two''' pixels and you are at least as high up as the image on the right with Link's ear '''above''' the brown colored texture, you can skip a step in a bit. It's not necessary to go for this but it's nice when it happens.
[[File:LTTP toh23-11 moon pearl.png|400px]] [[File:LTTP toh23-12 moon pearl.png|400px]] [[File:LTTP toh23-13 moon pearl.png|400px]]
The reason this trick is difficult is because it requires very specific timing without a good [[Speedrun:Speedrun Terms/Visual Cue|Visual Cue]]. After you place the bomb, it will start to flash after just a bit over 2 seconds. After placing the bomb you want to face to the left so you can bonk the wall and also avoid grabbing the bomb. The timing is anywhere from about 1.7 seconds up to around 2.5 which is a pretty generous window but it's tricky because you can't react to the bomb flashing fast enough to make the jump.
My suggestion if you're musically inclined is to pick a song that you like around 135-140 BPM with an upbeat driving rhythm like Thunderstruck by ACDC or Higher Ground by RHCP. Drop the bomb on beat 1 and start your dash on beat 5. This should land early in the timing window so you don't waste extra time but also take long enough that you don't risk going too early.
[[File:LTTP toh23-14 moon pearl.png|400px]] [[File:LTTP toh23-15 moon pearl.png|400px]] [[File:LTTP toh23-17 moon pearl.png|400px]]
If you made the jump, grab the moon pearl and dash down on the left side, then follow this path to collect the next bomb. You may have to fight the mini moldorm if he blocks your path.
[[File:LTTP toh23-18 moon pearl.png|400px]] [[File:LTTP toh23-19 moon pearl.png|400px]] [[File:LTTP toh23-20 moon pearl.png|400px]] [[File:LTTP toh23-21 moon pearl.png|400px]]
Sometimes you'll get some really bad movement patterns from these Kodongos. The lower fireball is unavoidable, but if you get a high fireball like this one you can sometimes still slash him. You can also hold your sword out to the left and use a '''diagonal movement''' to clip into the rail slightly and sneak through without waiting. Once you get this far walk the rest of the way to the stairs.


=== Preparing For Moldorm ===
=== Preparing For Moldorm ===
This floor contains quite a few hostile enemies but there's an opportunity to refill your health with the many recovery hearts under pots, or if you are in need of fairies they are available at a slightly larger time cost.
[[File:LTTP toh24-1 bumper skip.png|400px]] [[File:LTTP toh24-2 bumper skip.png|400px]] [[File:LTTP toh24-3 bumper skip.png|400px]] [[File:LTTP toh24-4 bumper skip.png|400px]]
I need to mention briefly that if you are '''skipping''' the bomb jump you should dash under the pots, then dash down onto the floor switch and enter this pit from the '''top''' side. Follow the movement from the previous section starting from opening the moon pearl chest.
[[File:LTTP toh24-5 bumper skip.png|400px]] [[File:LTTP toh24-6 bumper skip.png|400px]]
Walk around the bumper and use this warp tile as a visual reference for how high up you need to be to dash above the pots. If you just need a few hearts use the ones on the back side so you are shielded from the beetles trying to move toward you.
[[File:LTTP toh24-7 bumper skip.png|400px]] [[File:LTTP toh24-8 bumper skip.png|400px]]
If you need a fairy or two to survive the boss fight, use this pit at the top of the room. The warp tile will take you back to the top of the tower.


== Boss: Moldorm ==
== Boss: Moldorm ==
[[Moldorm]] really sticks to the theme of this segment so far which is getting bounced around and falling into pits. One of the more difficult aspects of this fight is that his health resets every time you fall and so you have to start over until you're able to get 6 hits in a row. It's also much more like to fall on the last hit because he gets significantly faster for this last phase.
Again like the [[Speedrun:A_Link_to_the_Past/Any%25_(NMG,_No_S%2BQ)/Desert_Palace#Boss:_Lanmolas|Lanmolas]] fight, you'll be dealing with a lot of random movements so Moldorm is a lot less [[Speedrun:Speedrun Terms/Scripted|Scripted]] and more focused on learning how to react. This fight is every bit as hard as it looks so don't worry if it takes you several tries to finish it. You can always go back for a fairy refill if you run out of heart pots.
[[File:LTTP toh25-1 moldorm.png|400px]] [[File:LTTP toh25-6 moldorm.png|400px]]
Start by dashing down this slope, then dash over to the pit entrance and dash in.
[[File:LTTP toh25-4 moldorm.png|400px]] [[File:LTTP toh25-9 moldorm.png|400px]]
This is a very common pattern that you'll see all the time when first entering the fight. Moldorm will be coming down directly toward you. It helps to know a little about how his movement pattern works so you understand what's happening. He basically has three movements. He can target Link, turn left or right, or head off in a random direction. If Moldorm is headed in a straight line like this the easiest thing to do is just get behind him. Eventually he will have to turn and you'll be free to go for the tail.
[[File:LTTP toh25-21 moldorm.png|400px]] [[File:LTTP toh25-22 moldorm.png|400px]] [[File:LTTP toh25-23 moldorm.png|400px]] [[File:LTTP toh25-24 moldorm.png|400px]]
If Moldorm is hanging out in the main part of the floor it's a good idea to give him plenty of space and wait for him to turn around. He will expose the tail eventually. Here I tried to go for it because it looked like he was moving '''Up+Right''' but he turned and I had to bail. He quickly gave me another opportunity on the next turnaround.
[[File:LTTP toh25-10 moldorm.png|400px]] [[File:LTTP toh25-11 moldorm.png|400px]] [[File:LTTP toh25-7 moldorm.png|400px]]
If it's unclear where Moldorm will be moving to next it's always a good idea to have your sword out and face away from the nearest pit edge. This way, even you he bumps into you, you can hold the opposite direction from the pit and still bounce back. You really just want to avoid facing toward a pit when he's close to you because you have no defense then and are relying only on luck. Occasionally you will get a bad bounce and get knocked in but it's also very likely that you'll get a good bounce and be able to salvage an extra hit out of a bad situation.
[[File:LTTP toh25-11 moldorm.png|400px]] [[File:LTTP toh25-12 moldorm.png|400px]] [[File:LTTP toh25-13 moldorm.png|400px]]
In this case here if you're pretty confident you know where he's going you can line up and charge a dash. You always want to be slightly higher than center. This is because Moldorm only has a very small hitbox right in the center of his head. You can see that the sword hits it here but Link's body missed it. You get the hit easily because the tail always follows where the head leads. It is still '''possible''' to get knocked out of your dash here. There's always a certain amount of risk to dashing but in cases like this it's usually very safe.
[[File:LTTP toh25-14 moldorm.png|400px]]
There's only one strict rule to this fight. It's pretty much always considered risky to dash up or down because it significantly increases your chances of getting knocked back into a pit.
[[File:LTTP toh25-2 moldorm.png|400px]] [[File:LTTP toh25-5 moldorm.png|400px]] [[File:LTTP toh25-8 moldorm.png|400px]]
One extra not about entering the fight: usually it will be safe to get in but sometimes Moldorm will camp at the bottom and block you from entering. It's possible to get bounced back up to the top or even into the pit when this happens. Wait until he turns around and starts to move away from the ledge in this case.
[[File:LTTP toh25-15 moldorm.png|400px]] [[File:LTTP toh25-16 moldorm.png|400px]] [[File:LTTP toh25-17 moldorm.png|400px]]
Sometimes going for a dash doesn't work out, but in this case I was able to wait for him to turn around and find an opportunity to use the spin for damage. This doesn't count as extra though, you still need 6 hits.
[[File:LTTP toh25-18 moldorm.png|400px]] [[File:LTTP toh25-19 moldorm.png|400px]] [[File:LTTP toh25-20 moldorm.png|400px]]
A lot of times Moldorm will get stuck in the left side. It's usually not worth it to chase after him in there because there isn't enough space to dodge and the center pit will send you down two floors instead of just one. We can use the fact that Moldorm has to target Link eventually to bait him down to the bottom and then adjust up a little to have a really nice dash setup.
This is also just a good general approach to the second phase of the fight. Give him plenty of space and go for the dash when he targets you. It's much easier to stay out of the way if you give him a few extra tiles. If this last hit connects you'll be awarded the final pendant.
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