Difference between revisions of "Hippie's Hammer Route"
LSDhippie420 (talk | contribs) (Created page with "Notantions: Let SC stand for small count, BC for big count, CXP for current XP and L for levels Bridge section: After doing the healer glitch and arrived at kings tomb not...") |
(Adjusted some spelling and grammar. Added percentages to success rate.) |
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− | + | Notes: | |
Let SC stand for small count, BC for big count, CXP for current XP and L for levels | Let SC stand for small count, BC for big count, CXP for current XP and L for levels | ||
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Bridge section: | Bridge section: | ||
− | After doing the healer glitch and | + | After doing the healer glitch and arriving at king's tomb nothing has been killed so it holds SC = 0, BC = 0, CXP = 0, L:1-1-1 |
Kill the red daira on the first bridge and skip taking life 2 and magic 2 and now it holds SC = 0, BC = 1, CXP = 100, L:1-1-1 | Kill the red daira on the first bridge and skip taking life 2 and magic 2 and now it holds SC = 0, BC = 1, CXP = 100, L:1-1-1 | ||
On the second bridge jump over the two moblins and the lowder so it still holds SC = 0, BC = 1, CXP = 100, L:1-1-1 | On the second bridge jump over the two moblins and the lowder so it still holds SC = 0, BC = 1, CXP = 100, L:1-1-1 | ||
− | + | Octorok cave: | |
− | Since not having obtained the candle it is dark in this cave but | + | Since not having obtained the candle, it is dark in this cave but there are four octoroks in this cave. Kill the first octerock with a low beam and a falling stab. Jump over the second octorok. Kill the third and forth octorok by shooting a beam at them and kill them with a reverse stab. Now it holds SC = 3, BC = 1, CXP = 130, L:1-1-1 |
Hammer cave: | Hammer cave: | ||
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Kill the red daira and take attack 2. Kill the second acheman and before going to the next screen it holds SC = 4, BC = 2, CXP = 40, L:2-1-1 | Kill the red daira and take attack 2. Kill the second acheman and before going to the next screen it holds SC = 4, BC = 2, CXP = 40, L:2-1-1 | ||
− | + | Shoot the third megmat with a beam and kill it by a backward beam. Kill the orange daira and skip taking life 2 and magic 2. Before going down the elevator it holds SC = 5, BC = 3, CXP = 115, L:2-1-1 | |
− | Kill the red | + | Kill the red daira and before going to the next screen it holds SC = 5, BC = 4, CXP = 215, L:2-1-1 |
− | Kill the muy on the center | + | Kill the muy on the center platform and this enemy will be a drop, it is required to be a 50 pbag to get the correct levels, so under the assumption the drop is a 50 pbag it now holds SC = 0, BC = 4, CXP = 265, L:2-1-1 |
− | In the final screen | + | In the final screen there is one orange daira first and a red daira after. The red daira will be a drop and it is required to be a 200 pbag to obtain the the correct levels. Kill the orange and red daria and it holds SC = 0, BC = 0, CXP = 15, L:3-1-1 |
The compensation: | The compensation: | ||
− | After doing | + | After doing an Up A after obtaining the hammer and having the the levels 3-1-1 the orange daira in medicine cave must be killed to get life 2 because the supposed levels after getting the hammer is 3-1-2, but the effect will be the same in the end after getting life 2 from the orange daira in medicine cave. |
Downsides and upsides: | Downsides and upsides: | ||
− | The big downside to this alternative XP route is that it require both a 50 pbag drop and a 200 pbag drop so the the probability for this XP route to working is (1/2)*(1/8) = 1/16 compare to the | + | The big downside to this alternative XP route is that it require both a 50 pbag drop and a 200 pbag drop so the the probability for this XP route to working is (1/2)*(1/8) = 1/16 (6.25%) compare to the original XP route where the chance is 1/2 (50%) for it to work instead. The big upside is that a red daira with a muy close is skipped which is both much safer and save a few seconds. |
Revision as of 20:33, 6 January 2021
Notes:
Let SC stand for small count, BC for big count, CXP for current XP and L for levels
Bridge section:
After doing the healer glitch and arriving at king's tomb nothing has been killed so it holds SC = 0, BC = 0, CXP = 0, L:1-1-1 Kill the red daira on the first bridge and skip taking life 2 and magic 2 and now it holds SC = 0, BC = 1, CXP = 100, L:1-1-1 On the second bridge jump over the two moblins and the lowder so it still holds SC = 0, BC = 1, CXP = 100, L:1-1-1
Octorok cave:
Since not having obtained the candle, it is dark in this cave but there are four octoroks in this cave. Kill the first octerock with a low beam and a falling stab. Jump over the second octorok. Kill the third and forth octorok by shooting a beam at them and kill them with a reverse stab. Now it holds SC = 3, BC = 1, CXP = 130, L:1-1-1
Hammer cave:
Kill the red daira and take attack 2. Kill the second acheman and before going to the next screen it holds SC = 4, BC = 2, CXP = 40, L:2-1-1
Shoot the third megmat with a beam and kill it by a backward beam. Kill the orange daira and skip taking life 2 and magic 2. Before going down the elevator it holds SC = 5, BC = 3, CXP = 115, L:2-1-1
Kill the red daira and before going to the next screen it holds SC = 5, BC = 4, CXP = 215, L:2-1-1
Kill the muy on the center platform and this enemy will be a drop, it is required to be a 50 pbag to get the correct levels, so under the assumption the drop is a 50 pbag it now holds SC = 0, BC = 4, CXP = 265, L:2-1-1
In the final screen there is one orange daira first and a red daira after. The red daira will be a drop and it is required to be a 200 pbag to obtain the the correct levels. Kill the orange and red daria and it holds SC = 0, BC = 0, CXP = 15, L:3-1-1
The compensation:
After doing an Up A after obtaining the hammer and having the the levels 3-1-1 the orange daira in medicine cave must be killed to get life 2 because the supposed levels after getting the hammer is 3-1-2, but the effect will be the same in the end after getting life 2 from the orange daira in medicine cave.
Downsides and upsides:
The big downside to this alternative XP route is that it require both a 50 pbag drop and a 200 pbag drop so the the probability for this XP route to working is (1/2)*(1/8) = 1/16 (6.25%) compare to the original XP route where the chance is 1/2 (50%) for it to work instead. The big upside is that a red daira with a muy close is skipped which is both much safer and save a few seconds.