K64:Shiver Star: Difference between revisions

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''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.''
''Note: this page was adapted from swordsmankirby's guide. Some strats may be outdated.''


== 2-1 ==
== 5-1 ==
A mostly straightforward level with one annoying powerup combination.
The version I'm presenting here (for now) is actually the double fire route for 5-1 and 5-2. I ''strongly'' recommend double fire for 5-1 and 5-2, because single fire is only a little bit faster while being significantly more difficult.
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Combine for double fire using the two Bobos and follow the route to the end of the room.
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In the second room, don't use double fire up the slope. Because of the long recovery animation, it turns out to be faster if you just run to the ladders. When climbing up the ladders, jump off the top of each of them onto the next one by either grabbing the ladder's ledge or doing a small jump when you're near the top of the ladder. When triggering the Waddle Dee cutscene, also don't use double fire here. Like the minecart autoscroller, jump repeatedly to save time. '''Shard 1''' is on top of an igloo after a few food items.
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The Chilly miniboss becomes invulnerable when attacking, and even with double fire, you won't make it there in time before it attacks. In the meantime, break the ice stalactite with double fire before doing two double fires to kill the miniboss. If done correctly (i.e. three hits per double fire), the second double fire will end before the door opens, allowing you to float up to collect '''Shard 2'''. If that's too risky, instead of doing a double fire to the right, you could also do three double fires to the left (reminiscent of the single-fire strat). Since the miniboss's attack doesn't last that long, one small timesaver is to use the tail end of the double fire to break the ice so you don't have to float as high up or fall as far down.
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In the following room, fire across to the second hole in the ice (past the third pillar) and drop in. The pillars are all evenly spaced, so the same double fire setup will work. In the water, swim to the right and double fire through the hole. Collect '''Shard 3''' in the alcove in the bottom right and go back the way you came. To line up the double fire to the left, use the height of the rightmost enemy.
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After Whispy Woods, you should have double fire, and if not, there is a fire enemy towards the beginning that you can grab. The three clips show the double fire route for the first room. The route is designed so that you don't land on any enemies during the recovery period between double fires.
Double fire to the end with the route, but note that it's pretty precise. There are alternative routes that involve floating up close to the top of the screen, but these are significantly slower. The jump between the floating platforms in the second clip can be done more safely with a puff, and jumping to the next platform makes it easier to clear the Putt's boulder.
 
== 5-2 ==
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Once inside, float up to the ceiling and double fire across while grabbing '''Shard 1'''. A safer strat that's easier for getting the right height is shown on the right. In both instances, use the star piece as a visual cue. Afterwards, grab stone on the Cairn enemy below after throwing away double fire.
In the first room, run forward and jump into a double fire so that the recovery happens when you're over the pit. Follow the double fire route and drop down for '''Shard 1'''. Note that the first double fire in the second room should be as early as possible, so just mash when you first start the room. I suppose that instead of puffing, you could double-fire into the shard, but that's pretty risky because the camera angle there is bad.
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The Kacti miniboss takes four hits and is straightforward with the rock powerup. The fastest way to grab '''Shard 2''' is to use the powerup twice, ending farther left by the time of the fourth hit. Note that the animation where Kirby comes out of stone form also does damage and even has a larger hitbox. An easier strat, as shown on the right, just involves standing underneath the miniboss in stone form.
'''Shard 2''' is located in the top-left of this Zebon room. Note that the Zebon is spinning clockwise and "rounds up": if you press A in between, e.g., west and northwest (right), it'll stop at northwest. This also means that it's not possible to immediately shoot upwards.
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After exiting the autoscroller, there will be a cliff and a hill. Puffing right before hitting the ground cancels the nosedive animation, and since both uphill and downhill slopes slow down Kirby, jumping prevents you from losing speed. By far the scariest part of this level is combining with the Sparky at the end of the hill. There are many ways the Sparky can move, and missing the throw means resetting the level. Afterwards, run back across the hill and break the barrier with the yoyo to get '''Shard 3'''.
Follow the double fire route until you reach the Ticks. Swallow one and continue onwards. For the set of blocks with the Mopoos and Cairns, you can use needle (middle) or jump on top (right), though the latter is more precise and depends on the Mopoos' cycles.
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In the room with the pink clouds, most enemies can be headbutted or simply jumped over, but the Maws require you to manipulate its jump height by running into the slope a little bit before jumping.
Towards the end of the room, combine for lightning rod with the Sparky. The Sparky can jump off into the pit, as shown in the bottom-left, so the best way of respawning it is to go to the right, kill the Maw, and walk back to the left. In my experience, using the needle at the peak of your jump right above the Maw is the most consistent way of hitting it. If the Sparky tries jumping off again, you can intercept it since you're now standing closer to the hole. As with the other Sparky combination in 2-1, missing the throw wastes a lot of time, so be very careful.
The end of the level has a Maw on the ceiling, which can be bypassed by jumping near it, and a set of four Mopoos. Since their cycles can be a bit strange sometimes, I like to jump preemptively for the ones that spawn from below.
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After climbing the hill once more, make it through the gauntlet of enemies. It's fastest to go underneath, as shown on the left, but floating up and running on the blocks doesn't lose too much time, either. The yoyo is helpful for clearing out enemies, but keep in mind that you get sent back to walking speed after using it.
The miniboss is pretty random, but if you stand at the bottom below the barrier, you should be in a good position most of the time. Sometimes, the lightning rod can get off two hits because the Mopoo has few invincibility frames. After the fight, grab '''Shard 3''' and slide out. The reason for keeping the powerup will be seen in 5-3.


== 2-2 ==
== 5-3 ==
The "shopping mall" level used to be done with fire of some sort, but it's not only slower by a few seconds, but also harder.
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Wait for the first column to fall and run underneath the rest. You can get underneath the first column, but it requires triggering it late with a precise jump. Waiting gives you time to throw away the yoyo powerup, which is useful for clearing the Sparky and Kacti enemies earlier in the level. If you're not comfortable with jumping underneath the Bouncys (middle), you can keep the powerup longer and get rid of it later (right).
Ideally, you still have the lightning rod from the previous level. As you pass through the first loading zone, put the powerup in your mouth, and in the next room, spit it out on the two Poppy Bros. If you don't have a powerup, it's fastest to just spit one into the other. On the next conveyer belt, headbutt the second Bouncy. To get around the Putt's boulder on the one after, there are two main strats: one where you puff the Putt and jump up the platforms, and one where you float past it. I believe the former is slightly faster. After grabbing '''Shard 1''', jump a little before the ledge so you land straight on the conveyer belt. Jump past the other Putt with a little float and puff and take the elevator.
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Navigate through the mini maze to get '''Shard 1'''. There are several possible variations not shown here, such as floating up versus jumping up, or changing where you use fire.
On the first floor of the next room, there are three Mahalls and two Sawyers. Either you can form a double-star and kill all the Mahalls at once, or dodge all of the enemies carefully. I think the double-star strat is faster because you're able to slide three times. A really simple way of forming the star, as shown in the middle, is to stand underneath the first Mahall and start inhaling, but this animation takes a long time.
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In the next room, fire across the abyss to get '''Shard 2'''. In the next room, I like to do one fire on the ground to get the right spacing for avoiding the Kapars, but this requires relatively consistent single fire canceling. Take the last of the crushing platforms up to get closer to the exit.
The second floor consists of three Gloms and two Fishbones. Here, three strats are shown for getting around these enemies. I find the first strat to be most consistent: grinding against the wall while jumping allows you to just hold left the entire time. However, the third strat allows you to get some food if you're low on health.
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In the Dedede section, it's faster to jump up the chains instead of climbing up them. It's easiest to damage boost off of the Galbo's fire breath to get up, but if you're low on health it's possible to jump past it. After grabbing '''Shard 3''', jump before the pit to both save time and to avoid waking up the other Galbo too early. In some of the chain jumping sections, you can reduce your horizontal momentum by turning around twice to grab the chain at a better location.
In the first strat, get one of the Ticks and use the needle powerup to get past the I³ enemies. For a tiny framesaver, you can try puffing a Tick instead of sliding into it, but the timing is really tight. The second I³ can be slowly jumped over (with the help of a puff), so you don't have to take extra damage there. A simpler strat is to inhale the second Tick and swallow it while waiting for the first I³ is falling. The rest of the floor proceeds the same way as the previous strat.
 
== 2-3 ==
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Before entering the level, backtrack to 2-2 to get drill.
The miniboss is a straightforward fight where only three attacks are needed—each use of needle can hit twice. Grab '''Shard 2''' after the fight. The Bo enemy on the right can move randomly in your way, so you might jump into the shard while using needle. In the next room, press the switches corresponding to the colors of the fruit Adeleine draws. The fruits are, in the order of the switches in the next room, cherry, peach, nut(?), melon, grape, lemon, orange. I like to do a needle into the wall to get in position to slide, and I start the slide as Adeleine draws the third fruit. '''Shard 3''' spawns in the middle above the green switch, and depending on which switches you pressed, you might be able to slide off of one of them to get to the door quicker.
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In the first room, use drill to get running speed as you enter the level, but keep in mind that you can get stuck on the entrance. Drill is useful for clearing out the many enemies in the beginning of the room. The first instance is using the drill on the first set of Boneheads. Depending on when you started the drill at the very beginning, it's possible to clear all four of them before letting go of the drill, but since it travels faster than you once you let go, you might as well do it as early as possible. The second drill comes after the Galbo, right before the block. If you do it too early, the second Bonehead might not get hit.
In the first section, you can just run underneath everyone, but you can save a bit of time by sliding off the platforms. The first slide is not really worth it since you have to puff into the Kiyobi's spear, but I think the second slide is definitely worth going for. Afterwards, in the room with the falling bookcases, take out needle and run into the Cairn to get drill. As with 3-3, jump out of the water repeatedly in the fishtank. I like to use drill as I jump out of the water to get a small boost and take care of the first Sawyer in the next room. Use drill as shown in the bottom-right to take out some inconvenient enemies.
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The Shotzos in the last room will try to predict where you go. As long as you route out your jumps, you shouldn't ever get hit.


Also in this section is a rare exception to the slope mechanic. Since they appear to be flowing hills of sand, it's faster to run down these small slopes instead of jumping over them. Once you reach the big skeleton, use the drill to break the stone block, get rid of your powerup, and grab '''Shard 1'''. After dropping into the hole, take the path to the left. In the miniboss strat shown here, the third fire attack skims the bottom of the Fishbone so that the fourth fire (which is shorter and also slowed down by holding right) lands you right on the exit. Four "direct" hits is probably less than a second slower. After the fight, grab '''Shard 2''' on the left.
== 5-4 ==
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The next two rooms are just tests of single fire, but there are some small optimizations at the exits. In the first of these two rooms, it's possible to slide from flat ground onto the slope, causing you to get into the loading zone faster than just sinking in the water. For the other room, try to spend as little time in the water, but don't go too far to the right or else you'll waste time sinking in the water.
Usually when you enter the hole, there will be a brief cutscene where Kirby climbs down a ladder. Having a powerup above your head or in your mouth will cause Kirby to start falling immediately (left). It's possible to get past the Sawyer at the bottom, but it's pretty precise. Drill can be shot downward, breaking all the blocks at once. Throw away the powerup, get fire, and navigate to '''Shard 1'''. For both powerup swallows, you can do it while falling off a ledge to save a bit of time.
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The water sections can be sped up a little bit with a few fires. For '''Shard 3''' you can duck in the crevice with the Fishbone. You can also swim to the right of the skeleton piece that drops, but it's slower. Notice that while swimming up to it, Kirby doesn't need to slow down, even when the Fishbone attacks. After grabbing the shard, you can fit in three fires before reaching the exit.
In the Dedede section, the primary concern is those crushing hammer machines. There are six in total, and ideally you alternate between waiting for them to fall and getting in front of the cycle. It's possible to get four early cycles, but it's really risky and not worth it. The whole time, there is a conveyor belt running to the left, so it's best to jump as much as possible. As shown in the clips, the best places to jump are enemies and "doorways." For the third clip, it's much better to jump over the Turbites than to hammer them. Finally, there is a Sawyer at the very end that's possible to jump over.
 
== 2-4 ==
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At the beginning of the level, toss fire and grab bomb. We toss fire here because it's really slow to do so underwater at the end of 2-3. After getting past a few enemies, let the Nruff pass you and then jump on the edge of the purple platform. In the elevator section, float up and damage yourself on these two shotzos. The gap between the shotzos is enough such that usually you won't lose your powerup, but it's still possible. To ensure that the powerup isn't lost, wait for Kirby's "panic" animation to show up before doing the second damage boost. Of course, if you're low on health, do fewer hits.
In this room, there are conveyer belts going both directions. It's faster to use fire on the red conveyer belts moving to the left. For the first I³ I like to use fire to get past it without taking damage. My visual cue is to fire right at the enemy's shadow. If done quickly enough, the fire should be a short one so that it ends around the time the I³ hits you. You can also get behind the I³ with a slide (middle), but you'll always take damage and it's more precise from my experience. At this point, remove fire and grab the cutter enemy. Unlike many of the previous combinations, Cutter is swallowed so that you can make use of headbutting. Finally, combine with the turbite on the ceiling. Note the small green conveyer belt optimizations in this section.
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The strat shown on the left is what some of us refer to as "TAS Blocks". When you get the jumps correctly, it's faster to fall in and grab '''Shard 1''' before combining for lightbulb. I like to do a short hop after the ledge grab to fall into the hole faster, but there's a small risk of jumping too high and faceplanting. In 100%, it's always better to go to the left side because the backup (right), where you grab the powerup first, is no faster if you start on the right side. When combining for lightbulb, keep in mind that the Spark-i can shoot at you, breaking your powerup if thrown. I also like to jump before inhaling because the powerup bounces up when it just gets combined.
The miniboss fight can be a little finicky at times. As you enter, jump and start using the powerup, breaking the cage up top. As you fall, hit the Burnis either by turning around or swinging your lightsaber. The latter is more consistent, though slower because the animation is still going by the time you land. Jump and turn around to hit the Burnis three more times, and then take out your powerup and throw it for the remaining two hits. When the powerup is active, it takes a while to remove, so press down to put away the lightsaber. Afterwards, get fire from one of the Magoos that spawn, grab '''Shard 2''', and leave. If the Magoo on the left just dropped into the lava as you threw the powerup, go get the one on the right since it'll spawn sooner.
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Using the lightbulb, light up the panels in the background and press the corresponding switches for '''Shard 2'''. The switches don't have to be pressed in order, and you can jump after pressing a switch to cancel the animation. Since walking speed with lightbulb is really slow, you should immediately stop using it once you've memorized the images. After exiting by jumping up the ladder, float up and skip the whole room. When on the elevator, take out the powerup in preparation for the miniboss.
The following room has five crushing platforms. Essentially, the only one you can get a quick cycle on is the fourth one, which involves using fire to get through the third one quicker. This saves about 8sec over the slower cycle, plus the pattern of the Shotzos in the background is nicer.
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During the miniboss fight, we want to defeat it as quickly as possible while getting double spark, a powerup useful for Pix. The lightbulb can be used to deal two damage, while we swallow a mini Spark-i to do the remaining two hits. My strat is shown on the left, while a safer variant is in the middle. A crazy idea to save a few seconds is to just fight the miniboss with lightbulb (right), risking huge potential time losses in the Pix fight. In all cases, jumping up the ladder is faster than floating up.
In the final room, you want to combine for fire sword using the fire powerup you already have. There are three cutter enemies, so keep fire until you reach the third one (left). After maneuvering around enemies, grab '''Shard 3''' on the floor with the Scarfies. Afterwards, jump up and beat the crushing electric platforms. When jumping up to that floor, jump into the middle of the "grate" to avoid the bubble the Mahall shoots out. The slide off the ledge is crucial for getting past the platform. Afterwards, the Zoos enemies will try to throw sparks at you, but these can be headbutted out of the way.
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In the last room, it's fastest to jump up the poles. The spawn pattern on the right is tougher than that of the left, so unless you want to save the amount of time it takes for Kirby to turn around, it's better to go to the left.
If you die in one of the last two rooms, the best backup for HR would be to get lightsaber. There are a couple of spark enemies, which you can combine in the same way on the Fishbone.




'''[[K64:Pix|Pix]]'''
'''[[K64:HR|HR]]'''