Difference between revisions of "Terminator Room"
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[[File:TerminatorRoom.png|x450px]] | [[File:TerminatorRoom.png|x450px]] | ||
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+ | == Early Game == | ||
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+ | There are several strats for this room; the most common involves entering the room with full run speed, and holding the Shot and Angle Down buttons though the door transition. The rhythm of the uncharged [[Power Beam]] shots happens to kill the Geemers on the way down. Then after the third Geemer killed this way, fire a missile as you reach the last Mushroom to kill the first Waver, along with a Power Beam shot that should hit the door and open it. Then shortly after you collect the Energy Tank, fire another missile at the second Waver. You should be able to pick up the missile pickup from the first Waver after firing this missile, so you should be able to leave the room with five missiles. | ||
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+ | {{#ev:youtube|E1nutq9VArU}} | ||
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+ | There are other viable strategies for this room, several of which are either faster (though having more arm pumping) or more consistent. For instance, this strat involves bonking the door on the way into this room, which means the run speed is guaranteed to be consistent. | ||
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+ | {{#ev:youtube|cwiiYVSPQEk}} | ||
== Enemies == | == Enemies == |
Revision as of 07:34, 18 November 2018
Green Pirates Shaft | Adjacent rooms | Parlor and Alcatraz |
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Early Game
There are several strats for this room; the most common involves entering the room with full run speed, and holding the Shot and Angle Down buttons though the door transition. The rhythm of the uncharged Power Beam shots happens to kill the Geemers on the way down. Then after the third Geemer killed this way, fire a missile as you reach the last Mushroom to kill the first Waver, along with a Power Beam shot that should hit the door and open it. Then shortly after you collect the Energy Tank, fire another missile at the second Waver. You should be able to pick up the missile pickup from the first Waver after firing this missile, so you should be able to leave the room with five missiles.
There are other viable strategies for this room, several of which are either faster (though having more arm pumping) or more consistent. For instance, this strat involves bonking the door on the way into this room, which means the run speed is guaranteed to be consistent.