Difference between revisions of "Toxic Tower"

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(Optimal)
(Optimal)
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*At 0:49, damage boost through the bee instead of taking the hidden path.
 
*At 0:49, damage boost through the bee instead of taking the hidden path.
 
*At 0:54, fly past the bee instead of waiting for its cycle. Afterwards, perform a moonwalk to load the upcoming red bee in such a way you can skip a cycle.
 
*At 0:54, fly past the bee instead of waiting for its cycle. Afterwards, perform a moonwalk to load the upcoming red bee in such a way you can skip a cycle.
*At 1:05, fly under the 2nd bee instead of killing it (s/o to Riz).
+
*At 1:05, fly under the 2nd bee instead of killing it (s/o to Drum).
 
*Finally, only use 3 webs for the Squitter section.
 
*Finally, only use 3 webs for the Squitter section.
  

Revision as of 11:44, 5 August 2017

Level Details
Game Donkey Kong Country 2
World name K.Rool's Keep
Level name Toxic Tower
Previous level Chain Link Chamber
Next level Stronghold Showdown

Difficulty:

  • Safe: 5/10
  • Optimal: 12/10
  • Juice: 8/10

Any%

Safe

Optimal

  • Perform an Omega Double Jump with a moonwalk at 0:10 to bounce off the kaboing to the higher platform.
  • At 0:18 is another Omega Double Jump. It is the TDJ that saves the most time in the level, as you skip going to the left entirely.
  • At 0:24 is a True Double Jump (Saves ~.2s over SHDJ).
  • At 0:30 is another Omega TDJ. (Saves ~.2s over SHDJ). It can also be initiated on the next higher platform. As long as you skip a bee it saves time.
  • At 0:40 killing the bee on the left is to reduce lag and help get a sharper corner turn. It is not really recommended.
  • At 0:45 the kaboings tend to cause a ton of lag. To help mitigate this, kill them as far right as you can.
  • At 0:49, damage boost through the bee instead of taking the hidden path.
  • At 0:54, fly past the bee instead of waiting for its cycle. Afterwards, perform a moonwalk to load the upcoming red bee in such a way you can skip a cycle.
  • At 1:05, fly under the 2nd bee instead of killing it (s/o to Drum).
  • Finally, only use 3 webs for the Squitter section.

Rattly Alternates

Juice SHDJs

Notes

  • This is a great route to learn this level, as it only uses Short Hop Double Jumps.
  • At 0:27, you need a perfect SHDJ to reach the barrel.
  • Note that the final SHDJ to reach the Squawks barrel is slower than taking the automatic barrel.


DBJ TDJs

Additions

  • Map
  • The 2 jumps after the Rattly barrel are used for the Rattly moonwalk (shoutouts to thejuuuice). It makes the second Kaboing spawn in such a way that allows you to bounce onto him, to the above platform.
  • At 0:20 is an Omega Double Jump. It is the TDJ that saves the most time in the level, as you skip going to the left entirely.
  • At 0:28 is a True Double Jump (Saves ~.2s over SHDJ).
  • At 0:34 is another Omega TDJ. Make sure to time it right so you don't die to the bee (Saves ~.2s over SHDJ).

Optimal

Additions

  • Only two jumps are added over the previous Rattly route, and they are right at the beginning.
  • Perform two Omega Double Jumps in succession as soon as you are Rattly (Saves ~.3s over DBJ TDJs route).
    • You will need to hit the wall to allow Rattly to do the first one.