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'''Mission 3'''
 
'''Mission 3'''
  
TODO
+
Start by tapping A twice then B twice, to accelerate quickly to full speed using a punch.  Use the small upslope of the floating platform to get a high jump, so that you can land on the center block without climbing.  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.
 +
 
 +
Run down this hallway.  On GameCube, it's full of overturned mine carts, so keep punching and hope you don't get slowed down.  Dreamcast players only have to contend with one cart in the tunnel.  Jump at the end and dive, and prepare to deal with what might be the toughest camera situation in the game.
 +
 
 +
If you're too close to one of the edges of the shaft when you dive, Knuckles will catch his feet on a horizontal beam and come to a stop.  You don't want that.  Anyway, the camera will take one of four possible orientations at this point, seemingly at random.  Your goal is to identify which direction it's facing, and figure out if and where you need to turn the camera so that you can move toward the vertical line of rings, which points to the shaft you need to shoot up through.  If you see a diagonal beam in front of you, turn left.  If you see ghosts in front of you, just head forward.  A wall in close proximity and a weight to your left means you should turn right.  The situation where you need to turn around is rare and hard to identify, so those runs are best taken for dead.  Make a lot of descents to get used to the challenge of identifying your direction, and it'll help when you decide to go for a record.
 +
 
 +
When you get to the rings, press A to head up.  There's another camera shift point on the way up; sometimes you'll be presented with the path straight in front of you, and other times it'll be behind you.  Figure out which way it is (it's a lot easier to identify this time, but the time spent reacting can also be time spent moving in the wrong direction) and go down the tunnel.  When you get to 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.
  
 
Record video: [http://www.soniccenter.org/videos/2-4-8-3-2479.avi 0:24.79 by SadisticMystic]
 
Record video: [http://www.soniccenter.org/videos/2-4-8-3-2479.avi 0:24.79 by SadisticMystic]

Revision as of 02:54, 19 October 2006

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

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: 0:35.49 by SuperSonic101

Mission 3

Start by tapping A twice then B twice, to accelerate quickly to full speed using a punch. Use the small upslope of the floating platform to get a high jump, so that you can land on the center block without climbing. 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.

Run down this hallway. On GameCube, it's full of overturned mine carts, so keep punching and hope you don't get slowed down. Dreamcast players only have to contend with one cart in the tunnel. Jump at the end and dive, and prepare to deal with what might be the toughest camera situation in the game.

If you're too close to one of the edges of the shaft when you dive, Knuckles will catch his feet on a horizontal beam and come to a stop. You don't want that. Anyway, the camera will take one of four possible orientations at this point, seemingly at random. Your goal is to identify which direction it's facing, and figure out if and where you need to turn the camera so that you can move toward the vertical line of rings, which points to the shaft you need to shoot up through. If you see a diagonal beam in front of you, turn left. If you see ghosts in front of you, just head forward. A wall in close proximity and a weight to your left means you should turn right. The situation where you need to turn around is rare and hard to identify, so those runs are best taken for dead. Make a lot of descents to get used to the challenge of identifying your direction, and it'll help when you decide to go for a record.

When you get to the rings, press A to head up. There's another camera shift point on the way up; sometimes you'll be presented with the path straight in front of you, and other times it'll be behind you. Figure out which way it is (it's a lot easier to identify this time, but the time spent reacting can also be time spent moving in the wrong direction) and go down the tunnel. When you get to 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.

Record video: 0:24.79 by SadisticMystic

Mission 5

TODO

Record video: 0:53.89 by SadisticMystic