Changes

2,257 bytes added ,  00:03, 16 December 2007
this level is broken--gee, that sounds familiar to me
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'''Mission 1'''
 
'''Mission 1'''
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A version difference here favors the Dreamcast version by about 15 seconds.
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There are two vastly different ways to play this level: a "natural" path that somewhat resembles a level, and an "exploit" path that skips practically everything and turns the level into one massive hover session.  Due to the difficulties involved in the exploit, both paths will be explained.
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''Natural path''
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A version difference at the end here favors the Dreamcast version by about 15 seconds.
    
Lock on to one of the beetle enemies guarding the first door as you're falling, then shoot the second one as you land.  Run through the door and down the hallway, locking on to the two enemies at the second locked door.  You don't need to shoot out the box to make a staircase; just jump at the spring from the side and you'll be launched up to the pulley.  The time you want to beat at the spring is 11.1 seconds; failure to do so means you'll have to wait for the circling beetle to pass or hover around it, costing more time.  Go to the second pulley, and jump and hover forward as soon as the screen jitters to indicate you've reached the top.
 
Lock on to one of the beetle enemies guarding the first door as you're falling, then shoot the second one as you land.  Run through the door and down the hallway, locking on to the two enemies at the second locked door.  You don't need to shoot out the box to make a staircase; just jump at the spring from the side and you'll be launched up to the pulley.  The time you want to beat at the spring is 11.1 seconds; failure to do so means you'll have to wait for the circling beetle to pass or hover around it, costing more time.  Go to the second pulley, and jump and hover forward as soon as the screen jitters to indicate you've reached the top.
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GameCube players have to take the traditional route going down the long shaft and destroying the spots on the generator, but can still aim for 3:00.
 
GameCube players have to take the traditional route going down the long shaft and destroying the spots on the generator, but can still aim for 3:00.
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Record video: [http://soniccenter.org/videos/Psyknux_EE1_14972.wmv 2:29.72 by Psyknux]
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Best video using this path: [http://soniccenter.org/videos/Psyknux_EE1_14972.wmv 2:29.72 by Psyknux]
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''Exploit path''
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Stay on course up to the first checkpoint.  Walk down the hallway, and when you get to the fork that lets you move forward to hit a switch that unlocks the path to your right, stop.  Now move left, up against the wall.
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There's a hatch here that has no dynamite on it.  Notice the red lines at the edge; you want to stand near the red line closest to the path you just came from.  Push into the wall attempting to stay on the line, and...sometimes you inexplicably fall through the floor.  You don't die, you just...fall through the floor.  Now you can hover.  The path to your right obviously isn't blocked anymore; it's just open space, but if you try to approach it directly you'll hit a kill plane and die.  Better to go around it first.  As you keep going, you'll find that you've sunk below all the surfaces you can land on, so things may look bleak.  Don't worry, just keep on going.
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By the way, if you ever attempt this path, it helps to learn the general shape of Eternal Engine.  You won't be able to see all of it what with how low you've sunk, but it will vastly improve your sense of direction.
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Eventually, after several seconds where you have no guiding landmarks whatsoever--only the background--if you headed in the right direction, you may come across a tower.  Unlike everything else, this extends low enough that you can reach it.  And wouldn't you know...it's the tower at the very end of the level!  You can either reenter it and try to take out the generator, or you can hover around to one side and attempt to hit the goal ring from the top (note, though, that given the different angle of approach it's a lot harder to do this than it is with the Dreamcast shortcut on the natural path).  Pick your path and finish the level faster than ever.
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Record video: [http://soniccenter.org/videos/2-4-13-1-10012.avi 1:40.12 by SadisticMystic]
    
'''Mission 2'''
 
'''Mission 2'''
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Play out the natural mission 1 path, staying in the center of hallways to collect rings.  There are 21 before the first checkpoint, for a bonus of 5 (plus 5 in the same room for 31); 47 before the second checkpoint for a bonus of 10; and 65 by the third for a bonus of 20.
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Play out the "natural" mission 1 path, staying in the center of hallways to collect rings.  There are 21 before the first checkpoint, for a bonus of 5 (plus 5 in the same room for 31); 47 before the second checkpoint for a bonus of 10; and 65 by the third for a bonus of 20.
    
Now as you navigate the catwalks, on the second level up, you'll notice a place you can drop down and hit a switch.  Do that, then hover back to the start of the catwalks and go back in the level, toward checkpoint 3.  You'll notice that a door got opened.  In that room, behind black boxes, you'll find a 1-up on the left and 20 rings on the right.  Make a note of the position of the 20 rings.
 
Now as you navigate the catwalks, on the second level up, you'll notice a place you can drop down and hit a switch.  Do that, then hover back to the start of the catwalks and go back in the level, toward checkpoint 3.  You'll notice that a door got opened.  In that room, behind black boxes, you'll find a 1-up on the left and 20 rings on the right.  Make a note of the position of the 20 rings.
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'''Mission 5'''
 
'''Mission 5'''
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Speedrun-wise, this plays almost identically to mission 1.  The only changes in strategy are that the box covering the first spring has to be shot out to give you enough height on the bounce, and that the first switch has moved from behind the center boxes to underneath the left box.  Other than that, the changes just require more precision to pass or add more dynamite to discourage random shooting.
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Speedrun-wise, this plays almost identically to mission 1.  The only changes in strategy are that the box covering the first spring has to be shot out to give you enough height on the bounce, and that the first switch (if you elect to use the natural path) has moved from behind the center boxes to underneath the left box.  Other than that, the changes just require more precision to pass or add more dynamite to discourage random shooting.
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Record video: [http://soniccenter.org/videos/Psyknux_EE5_15222.wmv 2:32.22 by Psyknux]
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Best video: [http://soniccenter.org/videos/Psyknux_EE5_15222.wmv 2:32.22 by Psyknux]
    
[[Category:SA2 Strats]]
 
[[Category:SA2 Strats]]