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Difference between revisions of "User:BeatrizPride6"
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'''Mission 2''' | '''Mission 2''' | ||
− | There are two drastically different ways of doing this mission, which are believed to be almost equivalent in their time potential. They will be referred to here as the "traditional" route and the "exploit" route. The current record was set on the exploit route, but there may be room to improve on it with either one. | + | There are two drastically different ways of doing this mission, which are believed to be almost equivalent in their time potential. They will be referred to here as the "traditional" route and the "exploit" route, of which the latter is Dreamcast-exclusive. The current record was set on the exploit route, but there may be room to improve on it with either one. |
''Traditional method'' | ''Traditional method'' | ||
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Run to the mystic shrine, and try to come to a complete stop just as you get there. You don't want to be running when you get there, as B would then cause a punch instead of the Mystic Melody, wasting time. Try to play the melody at about 4 seconds, then turn the camera to face the door that opens. Once you regain control, head toward that door, going slightly out of your way to grab the 10 ring box, for a total of 12. | Run to the mystic shrine, and try to come to a complete stop just as you get there. You don't want to be running when you get there, as B would then cause a punch instead of the Mystic Melody, wasting time. Try to play the melody at about 4 seconds, then turn the camera to face the door that opens. Once you regain control, head toward that door, going slightly out of your way to grab the 10 ring box, for a total of 12. | ||
− | Run down this hallway | + | Run down this hallway, punching the single cart in the tunnel. At the end, press A and B to jump then dive...and '''hold both buttons.''' You'll also want to be in one of the corners of this shaft, so hold forward as you fall to give yourself the greatest chance of that. |
The camera angle as you descend into the ghost room is practically random, but you may notice that where the enclosure of the chute ends, there are bars on two sides that can form ledges to block your diving progress. Normally this would be bad, but to get the most out of this route, you need to land on one of the ledges. I invariably pause here, in order to shift index and middle fingers to A and B (without letting up on A while paused) and dedicate my thumb to the Start button. | The camera angle as you descend into the ghost room is practically random, but you may notice that where the enclosure of the chute ends, there are bars on two sides that can form ledges to block your diving progress. Normally this would be bad, but to get the most out of this route, you need to land on one of the ledges. I invariably pause here, in order to shift index and middle fingers to A and B (without letting up on A while paused) and dedicate my thumb to the Start button. | ||
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This mission plays much like the exploit path on mission 2. Do everything the same up until the end of the Mystic Melody hallway, except you don't have to get the 10 ring box if you don't want it. In the ghost room, you don't need to sidetrack all the way to the 20 box; instead you'll just be going a short way to the next hole in the ceiling, so attempting to set up an underwater glide will cost more time than it saves over the short distance you have to travel. | This mission plays much like the exploit path on mission 2. Do everything the same up until the end of the Mystic Melody hallway, except you don't have to get the 10 ring box if you don't want it. In the ghost room, you don't need to sidetrack all the way to the 20 box; instead you'll just be going a short way to the next hole in the ceiling, so attempting to set up an underwater glide will cost more time than it saves over the short distance you have to travel. | ||
− | Go up through the shaft, and do the underwater grab and ceiling clip as mentioned before. From here, it's rather simple. No need to get far enough away to make the camera break free; just jump from the surface of the water and glide forward and around the side of this hallway, and re-enter when you think you'll hit the pulley. Grab it then wait about 0.75 seconds before jumping off. This should allow you to jump high enough to avoid sticking to the walls, and you can glide forward to power into the Chao. | + | Go up through the shaft, and do the underwater grab and ceiling clip as mentioned before. From here, it's rather simple. No need to get far enough away to make the camera break free; just jump from the surface of the water and glide forward and around the side of this hallway, and re-enter when you think you'll hit the pulley. Grab it then wait about 0.75 seconds before jumping off. This should allow you to jump high enough to avoid sticking to the walls, and you can glide forward to power into the Chao. (Of course on GameCube the grab fails and you can't climb through the ceiling, but you just have to swim across for a net loss of about 3.5 seconds.) |
Record video: [http://soniccenter.org/videos/2-4-8-3-2127.avi 0:21.27 by SadisticMystic] | Record video: [http://soniccenter.org/videos/2-4-8-3-2127.avi 0:21.27 by SadisticMystic] | ||
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TODO | TODO | ||
− | Record video: [http://youtube.com/watch?v= | + | Record video: [http://youtube.com/watch?v=FCIOd1lsJWU 0:42.97 by SadisticMystic] |
[[Category:SA2 Strats]] | [[Category:SA2 Strats]] |
Revision as of 20:40, 2 November 2007
Aquatic Mine is the 8th stage in the Hero story on Sonic Adventure 2. Knuckles is used to play this stage.
Speed Tips
Mission 1
This is a treasure-hunting stage. The general hunting tips apply. The best locations are:
Piece 3: "Three fans" Of course, there are 3 fans to the left in the starting hall. Piece 3 can actually be in front of any one of them, among its other locations, and the middle fan can also house piece 1. But if you want the best time, you'll want the closest fan. Wait for the piece to appear there, then glide left. Because the ground there is an upslope, it's actually possible to jump high enough to reach the piece with a simple jump, but you can also do a quick Spiral Upper and gain height faster. Both ways are roughly equivalent.
Piece 2: "Switch No. 1.5?" Just behind the start, of course, are switches #1 and #2. So naturally, switch #1.5 would be between them. Head back there, and dig into the ground between the two switches for a possible piece.
Piece 1: "Skull pulley" Not much "pulley" about this one. It's on the water wheel just to the left of start. The radar will start out yellow for this piece.
Record video: 0:06.97 by SadisticMystic
Mission 2
There are two drastically different ways of doing this mission, which are believed to be almost equivalent in their time potential. They will be referred to here as the "traditional" route and the "exploit" route, of which the latter is Dreamcast-exclusive. The current record was set on the exploit route, but there may be room to improve on it with either one.
Traditional method
Get the 8 rings in the circle around you (start with the one in front and work around in either direction for the best line). Use the upslope to jump high enough that you can glide forward to the pulley without having to climb the wall at all.
When you grab the pulley, you'll also get ring #9. Ride it up to the top room, and do two things there: get the 10 box, and hit switch #3. Once you're done with both, dive back down and head for the near right corner relative to the starting point. Put on the sunglasses there (you can use rapid pause to speed up this process) and you'll see 10 rings appear in a line in front of you. Get all of these, and as soon as you see the ring counter hit 29, head for the back corner.
On the second floor in that corner, you'll see the opening of a shaft. Dive down through it, without hitting the spring at the bottom, and enter the opening. From here it's a natural path that would lead to the Air Necklace, but there are also 71 rings along the way that will give you a total of 100 and the completion.
Best video using this method: 0:35.49 by SuperSonic101
Exploit method
Start by tapping A twice then B twice, to accelerate quickly to full speed using a punch. You'll go through only one of the rings in the starting circle, but you can safely ignore the rest. Use the small upslope of the floating platform to get a high jump, so that you can land on the center block without climbing (you'll also collect a second ring here). Turn around and jump immediately to grab the pulley, and jump off once you have a clear path to the top level.
Run to the mystic shrine, and try to come to a complete stop just as you get there. You don't want to be running when you get there, as B would then cause a punch instead of the Mystic Melody, wasting time. Try to play the melody at about 4 seconds, then turn the camera to face the door that opens. Once you regain control, head toward that door, going slightly out of your way to grab the 10 ring box, for a total of 12.
Run down this hallway, punching the single cart in the tunnel. At the end, press A and B to jump then dive...and hold both buttons. You'll also want to be in one of the corners of this shaft, so hold forward as you fall to give yourself the greatest chance of that.
The camera angle as you descend into the ghost room is practically random, but you may notice that where the enclosure of the chute ends, there are bars on two sides that can form ledges to block your diving progress. Normally this would be bad, but to get the most out of this route, you need to land on one of the ledges. I invariably pause here, in order to shift index and middle fingers to A and B (without letting up on A while paused) and dedicate my thumb to the Start button.
Since you're still holding A and B, you can walk off the ledge. After a short while, you'll bust out into a glide--even though you're underwater! Yes, the exploit route has that name for a reason. What you want to do here is glide over to the 20 ring box in this room, since gliding is much faster than swimming. It's a tight squeeze between the wall and a pillar, especially when moving at glide speeds. If you aim incorrectly, you'll grab the wall and be unable to resume your glide without wasting far too much time. From the ledge, you'll usually go left to reach the ring box, but occasionally you'll drop onto the ledge that makes you go right. Learn to distinguish the two and look for clues to determine which direction you need to go. Also, a beeline to the 20 box may result in you not hitting it by virtue of being too high up. You can't Drill Claw while underwater, and you can't resume an underwater glide after breaking it, so if you think this might be the case, wiggle the control stick back and forth to add to your distance traveled so you delay your arrival at the 20 box until you're low enough to reach it. Using rapid pause as you get close, in order to control your steering and avoid grabbing onto the wall, can help a lot here, but remember you still have to hold A and B at all times, so that's why I suggested the pause earlier on to realign your fingers.
After turning around from the 20, you'll want to locate a vertical line of rings, and keep up your glide as you approach it. When you can do so without losing time, break your glide and press A to resurface. You have 32 rings now, and at least 34 are needed for a shot at a slight timesaver later on--but the more you have, the better your chances. As you resurface, try to go through at least some of the rings in the vertical line.
When you arrive at the top of the chute, on the corridor that leads to the Chao, start holding B, preferably accompanied by control stick Down, though the camera can shift spontaneously here and you'll have to adjust your movement for the new direction. Your goal is to be next to the pile of logs here. With B, you'll be running along the ground. Don't release B, but throw in a tap of A, causing you to jump. As you start to fall, move the control stick in the direction of the pile of logs, and you may grab onto the logs while underwater. The target time for grabbing the logs is 18-19 seconds.
Once you've grabbed on, release B. Press control stick Up and you'll climb up the short pile. At the top, you'll go through the ledge grab animation...but since the top of the pile is so close to the ceiling, this puts you through the ceiling. Furthermore, the top of the water level is just barely above this ceiling, so that the animation hits the surface of the water, and it interrupts the animation so as not bring you back down. The net result is that you've now clipped through the ceiling, and can roam the free depths of blackness.
Right now the camera is stuck in bounds, so you'll have to free it by getting far enough away that the walls leave draw distance. Glide forward as if you were headed toward the Chao, but take a left so as not to land back on the water. Eventually the path will turn so that you'll want to be headed right; do so. Try diving and gliding in the (new) forward direction after a while, and eventually the camera should break free. You'll want to be far enough to the right that you don't go back in bounds at the main room, but you want to be just a bit to the right of it. Eventually, through glides and dives, you'll see a structure which turns out to be the Air Necklace shaft. As you play this route more, you'll learn to recognize what it looks like and where it is. Interestingly, the shaft is submerged when the water level is at 3, the lowest point; but right now you haven't touched the water level switches so it's at its highest point (1), and the shaft is dry! At least this means you aren't stuck at swimming speed.
As you get low enough, you'll see a long horizontal tunnel. Try to re-enter at the left side of that tunnel, because there's a boost plate there which will send you zipping along the tunnel. Keep an eye on the ring count; if it's 45 or higher after you're done with the tunnel, you'll be able to skip one of the next two 5-ring boxes.
The shaft can completely destroy runs, mostly by having you grab onto walls you don't want to. After the boost tunnel (with 11 rings), there's a 5 box in midair right before the first downstep, another 5 box below the overhang on that step, a 20 box as you fall down to the second downstep, 10 rings in a tunnel by reversing back in the direction you came at the bottom of the downsteps, and then a 20 box above the exit to that tunnel, which you'll use Spiral Upper to reach and which ends the run. You may want to practice the shaft separately from everything else until you come up with a streamlined path for finishing off the 100 rings with minimal time loss. Eventually, you'll follow up a run that's fast to get out of bounds with a decent (or better) shaft, and you can finally lay your claim to the exploit route here.
Record video: 0:32.32 by SadisticMystic
Mission 3
This mission plays much like the exploit path on mission 2. Do everything the same up until the end of the Mystic Melody hallway, except you don't have to get the 10 ring box if you don't want it. In the ghost room, you don't need to sidetrack all the way to the 20 box; instead you'll just be going a short way to the next hole in the ceiling, so attempting to set up an underwater glide will cost more time than it saves over the short distance you have to travel.
Go up through the shaft, and do the underwater grab and ceiling clip as mentioned before. From here, it's rather simple. No need to get far enough away to make the camera break free; just jump from the surface of the water and glide forward and around the side of this hallway, and re-enter when you think you'll hit the pulley. Grab it then wait about 0.75 seconds before jumping off. This should allow you to jump high enough to avoid sticking to the walls, and you can glide forward to power into the Chao. (Of course on GameCube the grab fails and you can't climb through the ceiling, but you just have to swim across for a net loss of about 3.5 seconds.)
Record video: 0:21.27 by SadisticMystic
Mission 5
TODO
Record video: 0:42.97 by SadisticMystic