Difference between revisions of "Any%"

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(Created page with "<strong>Speedrun Rules</strong><br/> Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the...")
 
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<strong>Speedrun Rules</strong><br/>
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== Speedrun Rules ==
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Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).
 
Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).
  
<strong>Routes</strong>
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== Unglitched Route Segments ==
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 +
These segments are the basic outline of the [[#Classic Route]]'s first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s
 +
 
 +
=== Hammer ===
 +
 
 +
Up to getting Hammer, all routes look roughly the same. You are aiming to come out of
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# Go to [[Rauru]]. If you start moving in [[North Palace]] immediately upon gaining control (whether to the [[North Palace:Left Or Right|left or right]]), then move straight right after exiting, none of the [[Enemy Mobs]] will touch you. Move down towards Rauru when they disappear.
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# Go to the healer and perform a [[Healer Glitch]].
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# In [[Glitch Town]], walk all the way to the right to exit and wrong warp to [[King's Tomb]].
 +
# Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.
 +
# If you want an additional safety, you can pick up the [[1-Up:Grave|grave 1-up]] to the south of the path.
 +
# Enter the [[Death Mountain Exit Bridge]] backwards. Fight the [[Daira]] with either cautious [[Falling Crouch Stabs]] or more aggressive [[Double Hits]] on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in [[Hammer Cave]].
 +
# On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.
 +
# Enter the cave to [[Death Mountain:East Exit|Death Mountain's eastern exit]] and go down to the [[Jumpy Smashy Cave:Backwards]]. See that page for movement strategies through there (soon(tm)).
 +
# Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the [[Death Mountain Maze Exit Cave]], move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.
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# Enter [[Hammer Cave]]
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# Do [[Hammer Cave:Dark Routes]]. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the [[#Classic Route]] you will ideally want a P-Bag off the last [[Daira]] to set up for a shorter grind by getting magic 3.
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# [[Up-A]] immediately upon obtaining the [[Hammer]]. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.
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 +
=== Trophy and Jump ===
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# From North Palace, go north towards [[Trophy Cave]]. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.
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# Do [[Trophy Cave:Dark Movement|Dark Trophy Cave]].
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# Up-A after getting the [[Trophy]].
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# From North Palace, go north-west towards [[Ruto]]. Again, start moving west before reaching the top of the lake to avoid mobs.
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# Use the Trophy to get in to see the [[Old Man]] and obtain the [[Jump Spell]].
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# Up-A after getting Jump.
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 +
=== Medicine, Upstab, and Fairy (Unglitched) ===
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# Do the [[North Palace to Medicine Cave Walk]].
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# Do [[Medicine Cave:Dark Low Health Movement|Dark Medicine Cave]].
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# Up-A upon obtaining [[Medicine]].
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# Do the [[North Palace to Mido Walk]].
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# In [[Mido]], cast Jump before [[Church of Upstab]], jump up to the ledge, enter the church and obtain [[Upstab]].
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# Go left and use the Medicine to obtain [[Fairy]].
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# Up-A on obtaining Fairy.
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 +
=== North Magic Jar ===
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# On exiting [[North Palace]], head down to the [[Magic Cave]] and obtain the [[North Palace Magic Jar]]. If you got 2-3-2 leveling in [[Hammer Cave]], and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the [[Octoroks]] will help avoid their projectiles.
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# Up-A upon obtaining the Jar.
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 +
=== Second Healer Glitch ===
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 +
# Exit [[North Palace]] and head back to [[Rauru]] and the [[Healer]]. Perform [[Healer Glitch]] again. This time, in [[Glitch Town]], perform either a [[Healer Glitch:Normal Door Glitch|normal door glitch (first door 5 times)]] or [[Healer Glitch:Alt Door Glitch|alt glitch (first door, second door, 3 times first door)]] to enable [[Scroll Lock]], then exit left without scrolling.
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== Glitched Segments ==
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 +
After completing the unglitched segments, all routes proceed to enter [[Scroll Lock]] for the rest of the run. This allows for [[Wrong Warp]]<nowiki />s and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.
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 +
More details will be filled in on the [[Scroll Lock]] page, but a short primer on movement in scroll lock is:
 +
 
 +
* If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.
 +
* If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of [[Wrong Warp|wrong warping]].
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* If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.
 +
* In all cases, walking all the way to the right will take you through the room's right exit.
 +
* Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).
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 +
=== Glove ===
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# Do the [[North Palace to Palace 2 Walk]].
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# Inside the palace, do the following movement:
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## Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)
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## Exit Left
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## Exit Left
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## You are now on the left end of the [[Treacherous Bot Bridge Room]], on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.
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## Exit left
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## Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).
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## Exit left
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## Exit left (this is the [[Middle Finger Room]]
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## Grab the [[Glove]] and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.
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## Exit left to exit the palace.
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=== Death Mountain Jar and Maze Warp ===
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# Do the [[Palace 2 to Saria Walk]]
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# On entering [[Saria]], immediately scroll right and exit left to enter [[Glitch Town]]. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the [[100%]] routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.
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# In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.
 +
# Enter [[Death Mountain]] and follow the [[Death Mountain:Glitched Path|glitched path through it]].
 +
# Go towards [[Hammer Cave]], but instead of entering it go above it and over to the [[Death Mountain Magic Cave]], break the [[Boulder]] and enter from the top (this is important!).
 +
# Once inside, cast fairy upon obtaining the [[Death Mountain Magic Jar]].
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# Perform a [[Fairy Feet]] on the left edge of the screen. Exiting this screen will [[Wrong Warp]] you to [[Maze Island]].
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=== Maze Jar and North-East Hyrule Exit ===
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 +
# If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.
 +
# Go to the [[Maze Island Magic Cave]] and obtain the [[Maze Island Magic Jar]] (cast fairy on obtaining this one, but do not perform a fairy feet here).
 +
# Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)
 +
# Exit Maze Island and head towards the [[North-East Hyrule Bat Cave]]. You can either slink encounters by heading directly through or perform a kind of half-[[Green Mile]]. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.
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 +
=== The Grind (Classic Route Only) ===
 +
 
 +
More to come.

Revision as of 15:29, 16 June 2021

Speedrun Rules

Timing starts with control in North Palace. Time ends with control loss shortly after killing Dark Link (Make sure to hold right after the final hit until Link stops moving).

Unglitched Route Segments

These segments are the basic outline of the #Classic Route's first part, where they are all done unglitched. They are mostly unchanged other than some small details in the newer routes, so those routes will be defined in terms of these segment.s

Hammer

Up to getting Hammer, all routes look roughly the same. You are aiming to come out of

  1. Go to Rauru. If you start moving in North Palace immediately upon gaining control (whether to the left or right), then move straight right after exiting, none of the Enemy Mobs will touch you. Move down towards Rauru when they disappear.
  2. Go to the healer and perform a Healer Glitch.
  3. In Glitch Town, walk all the way to the right to exit and wrong warp to King's Tomb.
  4. Hold left on exiting the King's Tomb tile and walk all the way to the path on the left, enemy mobs shouldn't touch you unless you delayed pressing left. If you aren't too concerned about time, you can go back into king's tomb quickly to reset the spawn, which should be faster and safer than taking one of the brutal grave encounters.
  5. If you want an additional safety, you can pick up the grave 1-up to the south of the path.
  6. Enter the Death Mountain Exit Bridge backwards. Fight the Daira with either cautious Falling Crouch Stabs or more aggressive Double Hits on the first screen. You will usually get your first level up off the Daira. Preferably you should take attack 2, but if you got hit taking life 2 can help make sure you have beams in Hammer Cave.
  7. On the second screen, jump over the moblins, ideally turning around mid-air to do a falling crouch stab to push them back. If you still have beams, throwing a beam back at the second one can help avoid a possible spear throw.
  8. Enter the cave to Death Mountain's eastern exit and go down to the Jumpy Smashy Cave:Backwards. See that page for movement strategies through there (soon(tm)).
  9. Upon exiting the jumpy smashy cave, go down towards the bottom ledge of Death Mountain, and go one extra tile below it. As you approach the Death Mountain Maze Exit Cave, move up a tile after a slight hesitation. This should help you avoid the enemy mobs that will spawn here. Exact timing will depend on your movement through the Jumpy Smashy Cave, though.
  10. Enter Hammer Cave
  11. Do Hammer Cave:Dark Routes. By the time you enter the last room of Hammer Cave, you should have levels 2-2-2. For the #Classic Route you will ideally want a P-Bag off the last Daira to set up for a shorter grind by getting magic 3.
  12. Up-A immediately upon obtaining the Hammer. You should have 2-2-2 or 2-3-2, depending on the following parts of the route.

Trophy and Jump

  1. From North Palace, go north towards Trophy Cave. If you deviate one tile west before you reach the top of the lake, you will avoid enemy mobs up to the entrance to the cave.
  2. Do Dark Trophy Cave.
  3. Up-A after getting the Trophy.
  4. From North Palace, go north-west towards Ruto. Again, start moving west before reaching the top of the lake to avoid mobs.
  5. Use the Trophy to get in to see the Old Man and obtain the Jump Spell.
  6. Up-A after getting Jump.

Medicine, Upstab, and Fairy (Unglitched)

  1. Do the North Palace to Medicine Cave Walk.
  2. Do Dark Medicine Cave.
  3. Up-A upon obtaining Medicine.
  4. Do the North Palace to Mido Walk.
  5. In Mido, cast Jump before Church of Upstab, jump up to the ledge, enter the church and obtain Upstab.
  6. Go left and use the Medicine to obtain Fairy.
  7. Up-A on obtaining Fairy.

North Magic Jar

  1. On exiting North Palace, head down to the Magic Cave and obtain the North Palace Magic Jar. If you got 2-3-2 leveling in Hammer Cave, and are doing this last of the unglitched collections, you can cast fairy to just quickly move through the room and grab it. Otherwise just move through the room as quickly as you can. There's no need to kill anything here in Any%. Slight hesitations when jumping between the Octoroks will help avoid their projectiles.
  2. Up-A upon obtaining the Jar.

Second Healer Glitch

  1. Exit North Palace and head back to Rauru and the Healer. Perform Healer Glitch again. This time, in Glitch Town, perform either a normal door glitch (first door 5 times) or alt glitch (first door, second door, 3 times first door) to enable Scroll Lock, then exit left without scrolling.

Glitched Segments

After completing the unglitched segments, all routes proceed to enter Scroll Lock for the rest of the run. This allows for Wrong Warps and quick left exits of screens. It is often important to specify exactly what kind of movement is necessary in a room with Scroll Lock enabled, because you might get hard or soft-locked if you do the wrong thing and wrong warp into a wall or mountain.

More details will be filled in on the Scroll Lock page, but a short primer on movement in scroll lock is:

  • If you enter a room from the left, you are essentially in that room normally as long as you keep moving to the right. Exiting to the left without scrolling will take you to that room's left exit.
  • If you scroll to the right a bit, exiting left will no longer take you to the left exit, but the current room's down exit. The exact consequences of this vary depending on the type of screen and where it is in the world, but this is the main mechanism of wrong warping.
  • If you enter a room from the right, the visuals on the screen will appear as if you'd entered on the right, but you will actually be positioned as if you had entered the leftmost 'page' of the room on the right (clarify?). From there, it is the same as entering from the left -- moving left without scrolling will take you through the room's left exit, scrolling right a bit and then exiting left will take you to the down exit.
  • In all cases, walking all the way to the right will take you through the room's right exit.
  • Note that you will not *fall* to the room below from a scroll right, exit left. You will enter it as if you were coming into it from the right (as described above).

Glove

  1. Do the North Palace to Palace 2 Walk.
  2. Inside the palace, do the following movement:
    1. Scroll right, exit left on the entry screen (this takes you to the room below, that you'd normally access by the elevator)
    2. Exit Left
    3. Exit Left
    4. You are now on the left end of the Treacherous Bot Bridge Room, on the leftmost breakblock platform, so quickly jump over the lava pit and exit left.
    5. Exit left
    6. Scroll the screen right until the elevator is the leftmost thing on the screen and exit left (this will take you to the room below).
    7. Exit left
    8. Exit left (this is the Middle Finger Room
    9. Grab the Glove and scroll the screen to the right so the (invisible) left wall is past the edge of the screen, and exit left. This will wrong warp you to the entrance.
    10. Exit left to exit the palace.

Death Mountain Jar and Maze Warp

  1. Do the Palace 2 to Saria Walk
  2. On entering Saria, immediately scroll right and exit left to enter Glitch Town. Note that, if you're looking for safeties as a new runner, you can obtain Life here, but you would be hard pressed to be able to use it. See the 100% routes for more information on doing this. If you need to heal up before going into death mountain, you can also exit left twice without scrolling and you'll find the healer to your right. Simply scroll right, exit left after talking to her to continue along this route.
  3. In Glitch Town, scroll right and exit left again to exit on the far side of Saria without crossing the bridge.
  4. Enter Death Mountain and follow the glitched path through it.
  5. Go towards Hammer Cave, but instead of entering it go above it and over to the Death Mountain Magic Cave, break the Boulder and enter from the top (this is important!).
  6. Once inside, cast fairy upon obtaining the Death Mountain Magic Jar.
  7. Perform a Fairy Feet on the left edge of the screen. Exiting this screen will Wrong Warp you to Maze Island.

Maze Jar and North-East Hyrule Exit

  1. If you performed the fairy feet successfully, you will exit the maze room you warped to on the bottom, overlapping a mountain tile. You can go straight down from here. If you missed it, you will have to go around a bit.
  2. Go to the Maze Island Magic Cave and obtain the Maze Island Magic Jar (cast fairy on obtaining this one, but do not perform a fairy feet here).
  3. Continue out to the shortest path to exit Maze Island. Unlike in non-glitched categories, the fastest path actually includes an extra encounter near the bottom, but since you enter it from the right it is very quick. (illustrations?)
  4. Exit Maze Island and head towards the North-East Hyrule Bat Cave. You can either slink encounters by heading directly through or perform a kind of half-Green Mile. If you go to the 1-up encounter it is faster to skip it, but you can take it for a safety if you want.

The Grind (Classic Route Only)

More to come.