- Kill both klampons at the start, this sets up the correct ID for the beetle. In my experience, the second klampon stays in memory for like half a second or so after being hit, so you want to delay spawning the beetle a little. I jump on the second klampon on its head, hold B, wait half a second, then hold right to spawn the beetle.
- Jump immediately after picking up the beetle to make it over the cliff. If you fail the cliff jump, back off a bit from it, then run against the cliff again for like a third of a second and jump. This should consistently get you over the cliff.
- Jump on the first approaching klampon to kill it and then the one behind. You want to jump on the first klampon on its back side, or else if you jump on its front it'll kill the beetle in the process.
- If you miss the klampon, place the beetle on the ground somewhere and stun it again to pick it up as a backup. If you don't do this, the beetle will wake up in your hands too early.
- On the first beetle juggle, I like to throw it up-right when the beetle's sprite is overlapping with the tree in the background. Don't throw it too far right or it'll fall off when you try to stun it again. Don't throw it too far left or you'll fall off yourself. The closer you are to the beetle's center when you hit it, the less knockback you'll receive. Hold B while jumping on the rats.
- Right after there's a jump right besides a rat on a pillar. I TAP B a few frames after the rat turns around to jump onto its pillar. If this jump is timed well, there's more space than you'd think to land there. After you land, jump onto the next pillar.
- The next pillar jump is still kinda jank, sometimes the pillar you're jumping from eats some of your speed and you don't make it, and other times you land too far right and the corner of that pillar eats your jump. I have the most success landing as far left as possible on the pillar you jump from, waiting half a second or so to slow down a bit, then dashing right and going for it. I go neutral on the dpad when landing on the side of that pillar, and then jump off on that little downwards zip.
- For that last beetle juggle on the pillars, I jump pretty far right and throw right, then bounce off the rat (don't hold B) and jump off the klampon (hold B for like a third of a second)
- For the jump onto the pillar with the letter O, it's possible the pillar you're jumping from eats some of your speed. If that happens, opt to jump off the O pillar's side instead, I go neutral on the dpad just before landing, get that little downwards zip, and jump (just like that janky pillar before)
- I tap B to get over the klampon and the first porcupine, then do a full jump to get over the final porcupine and throw the beetle up-right at the peak of said jump. Hold B while jumping off the klampon, then stun the beetle again and re-grab it.
- I run into the smaller cliff to the left to setup a more consistent pixel position for the big cliff jump (crypton's setup). Jumping as late as possible off that ledge provides a more lenient frame window for the beetle throw off the cliff. Throw the beetle up-right. If you don't bounce off the beetle, you were early on the throw. If you bounce off of it but don't make it up there on ground, you were late on the throw.
- Make sure to unload the bonus barrel while getting the invis to set up its ID properly. Using the right side ledge usually does the job, but in my experience it's possible sometimes to not unload it if you're trying to cut the camera movement as tight as possible. Throw the invis to the left anywhere you want after loading the bonus, then jump into it.
6 сен 2024