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

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(Created page with "== Agahnim's Tower Overworld == Now that we have our three Pendants of Virtue the intensity from the previous segment drops off quite a bit while we collect the Master Sword and head off to visit Agahnim for the first time. The pace stays pretty quick for the tower climb portion but we won't be doing any difficult trick setups here. === Obtaining the Master Sword === 400px 400px File:LTT...")
 
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== Agahnim's Tower Climb ==
== Agahnim's Tower Climb ==
[[File:LTTP AT13-1 lobby.png|400px]] [[File:LTTP AT13-2 lobby.png|400px]]
Now that we have the [[Pegasus Boots]] we can just dash through this room. Start on the left side of the torches to avoid any bad [[Speedrun:Speedrun Terms/RNG|RNG]] from the guards.
[[File:LTTP AT14-1 lobby.png|400px]] [[File:LTTP AT14-2 lobby.png|400px]]
Move diagonally '''Down+Left''' out of the door and dash out when you get to the second level. Normally you wouldn't dash a very short distance because of how long it takes to charge up a dash. Anything under 5 tiles really isn't worth it. The door transition is farther than it looks though, it's about 8 tiles away so dashing is worth it here.
[[File:LTTP AT15-1 lobby.png|400px]] [[File:LTTP AT15-2 lobby.png|400px]]
Walk until you get about half a tile below the corner before dashing so you don't bonk the top wall on the way over. Slash the magic barrier to enter the tower.
[[File:LTTP AT16 entry 2.png|400px]] [[File:LTTP AT17-1 bnc.png|400px]] [[File:LTTP AT17-2 bnc.png|400px]]
Dash up through this empty room to find two [[Ball_and_Chain_Soldier|Gold Ball and Chain Troopers]]. Face down and hold '''Down+B''' to tap the sword on the door. This will get their attention and they will start walking toward you. Don't forget to let go of the dpad and let the sword charge after you hear the first tap.
[[File:LTTP AT17-3 bnc.png|400px]] [[File:LTTP AT17-4 bnc.png|400px]]
Wait for the two guards to get closer together. As soon as you see their feet touch you want to back up to the rail and release your sword spin. This is similar to what we did in the [[Speedrun:A_Link_to_the_Past/Any%25_(NMG,_No_S%2BQ)/Escape#Into_the_Basement|Hyrule Castle Basement]] to collect the first key. Both guards bounce back and take spin damage twice which takes them both out in one attack.
[[File:LTTP AT17-5 bnc.png|400px]] [[File:LTTP AT18-1 prizepack.png|400px]]
Hold a sword charge as you enter the next room, then move diagonally '''Down+Right''' until you get to about here and spin to kill both guards.
[[File:LTTP AT18-2 prizepack.png|400px]] [[File:LTTP AT18-3 prizepack.png|400px]] [[File:LTTP AT18-4 prizepack.png|400px]]
After you collect the key, use a '''Left''' input moving back toward the door to stay on vertical coordinate '''CB8'''. This will allow you to turn and do a [[Speedrun:A Link to the Past/Keydash|Keydash]] from here. You can usually collect any items that drop on the way up.
[[File:LTTP AT19-1 dark 1.png|400px]] [[File:LTTP AT19-2 dark 1.png|400px]] [[File:LTTP AT19-3 dark 1.png|350px]]
The [[Sword Knight]] in this room will start chasing you immediately, making it impossible to just move diagonally to the door. If you start by walking left until you get past the red carpet you can usually just ignore him without getting hit.
[[File:LTTP AT20-1 dark maze.png|225px]] [[File:LTTP AT20-2 dark maze.png|225px]] [[File:LTTP AT20-3 dark maze.png|400px]] [[File:LTTP AT20-4 dark maze.png|400px]]
The dark maze is one of the more difficult rooms in this segment, especially if you managed to get here with sword beams. Using sword beams will instantly alert all of the guards and you'll have to fight your way out. With some luck we can avoid a couple unwanted encounters. Follow these paths to the key and then back through to the key door. I indicated walking in '''black''' so it's easier to see. The only necessary dash is the one through the first [[Chasupa]]. You can stop this dash as soon as you hit it to avoid bonking. Otherwise just move quickly to reduce your chances of being detected and only attack if something is blocking your path.
[[File:LTTP AT21-1 dark 3.png|400px]] [[File:LTTP AT21-2 dark 3.png|400px]]
In this room you can just hold '''Up+Right''' all the way to the door to avoid both guards.
[[File:LTTP AT22-1 dark 4.png|400px]] [[File:LTTP AT22-2 dark 4.png|400px]]
This room is similar to the first dark room but easier. Nudge into the statue with a diagonal '''Down+Left''' and hold the diagonal until you get to the door.
[[File:LTTP AT23-4 dark pits.png|225px]]
This is a general idea of the route you'll follow for this room but you'll have to react to some random enemy movements along the way. The guard in the center will start by moving around in a cardinal direction and you'll need to figure out where he is when you start crossing over to the left side.
[[File:LTTP AT23-1 dark pits.png|400px]] [[File:LTTP AT23-3 dark pits.png|400px]] [[File:LTTP AT23-2 dark pits.png|400px]]
If he moved to the '''right''', he'll be sitting under this torch where you can just knock him off the edge. If he moved any other direction he'll be hanging out near the left side where he spawned from. When you look to the left you'll need to decide if you should knock him into the top or bottom pit on your way through. If you miss the pit it takes two slashes in total to kill him. It's possible that the guard above you will get all the way over before you have time to start dashing. Knock him out of the way if he gets too close.
[[File:LTTP AT23-5 dark pits.png|400px]]
It's also possible to just get unlucky and get knocked into the pit anyway. Don't worry it happens to everyone.


== Boss: Agahnim ==
== Boss: Agahnim ==
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