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=Spooky Action=
=Spooky Action=


The Spooky Action glitch (short for Spooky Action at a Distance) allows the Fire Rod's area of effect to hit objects that are different than where the shot was visibly aimed. This can be done with a series of actions starting with setting the altitude value for an ancilla slot by calling the Duck or throwing a Somaria block into a pit, and then using the Fire Rod.  
The Spooky Action glitch (short for Spooky Action at a Distance) allows the Fire Rod's area of effect to hit objects that are different than where the shot was visibly aimed.  


==Execution==
==Execution==
(Placeholder )
This glitch can be done by setting the altitude value for an ancilla slot by the position or throwing a Somaria block into a pit then using the Fire Rod afterwards. When the Fire Rod shot hits an object the distance that the area of effect will be offset is determined by this stored altitude value.


==Uses==
To actually utilize this glitch setups are required to set a specific altitude value and also prevent this value from being overwritten.
(Placeholder)


==Examples==
===Spooky Action in Misery Mire===
 
The most useful application of Spooky Action is in Misery Mire to activate the three crystal switches in the basement. This can save a fair amount of time by not having to bomb a wall.
 
Setup Instructions:
 
# Use the Flute and go to Warp Point 6.
# Immediately after landing move Right until the player is centered beneath the warp rock. This should be done in one continuous motion without stopping so that the Duck leaves the screen at the correct position. (See the Spooky Mire Setting Altitude example)
# Proceed though the Misery Mire dungeon without using Somaria, the Lamp, or Magic Powder until reaching the first room of the dark basement with the floor switch.
# Switch to Somaria and then press A to kick up dust with the Boots and then press Y to place a Somaria Block while the dust is still active. This action prevents the altitude value from being overwritten.
 
{| class="wikitable"
! Mire Spooky - Setting Altitude || Mire Spooky - Preserving Altitude
|-
! [[File:Spookyaction-mire setup1.gif]] || [[File:Spookyaction-mire setup2.gif]]
|}
 
 
If the setup is done successfully Spooky Action will be armed for use in the next few rooms.
 
* Switch 1 - Tall Room with Sliding Spike : In the first tall room in the dark with the sliding spike, move to the middle of the three paths that the spike blocks that is directly under the crystal switch in the upper part of the room. As the spike passes in front of the player use the Fire Rod to hit the bottom part of the spike and the crystal switch should trigger. ''Note: The player must be standing as close to the spike as possible to have the switch loaded just off screen for it to activate''
* Switch 2 - Bombable Wall: (write up in progress, see example)
* Switch 3 - Tall Room in Light: (write up in progress, see example)
 
==Example==
{| class="wikitable"
{| class="wikitable"
! Spooky Action in Misery Mire  
! Spooky Action in Misery Mire  

Revision as of 02:37, 29 November 2019

Spooky Action

The Spooky Action glitch (short for Spooky Action at a Distance) allows the Fire Rod's area of effect to hit objects that are different than where the shot was visibly aimed.

Execution

This glitch can be done by setting the altitude value for an ancilla slot by the position or throwing a Somaria block into a pit then using the Fire Rod afterwards. When the Fire Rod shot hits an object the distance that the area of effect will be offset is determined by this stored altitude value.

To actually utilize this glitch setups are required to set a specific altitude value and also prevent this value from being overwritten.

Spooky Action in Misery Mire

The most useful application of Spooky Action is in Misery Mire to activate the three crystal switches in the basement. This can save a fair amount of time by not having to bomb a wall.

Setup Instructions:

  1. Use the Flute and go to Warp Point 6.
  2. Immediately after landing move Right until the player is centered beneath the warp rock. This should be done in one continuous motion without stopping so that the Duck leaves the screen at the correct position. (See the Spooky Mire Setting Altitude example)
  3. Proceed though the Misery Mire dungeon without using Somaria, the Lamp, or Magic Powder until reaching the first room of the dark basement with the floor switch.
  4. Switch to Somaria and then press A to kick up dust with the Boots and then press Y to place a Somaria Block while the dust is still active. This action prevents the altitude value from being overwritten.
Mire Spooky - Setting Altitude Mire Spooky - Preserving Altitude
Spookyaction-mire setup1.gif Spookyaction-mire setup2.gif


If the setup is done successfully Spooky Action will be armed for use in the next few rooms.

  • Switch 1 - Tall Room with Sliding Spike : In the first tall room in the dark with the sliding spike, move to the middle of the three paths that the spike blocks that is directly under the crystal switch in the upper part of the room. As the spike passes in front of the player use the Fire Rod to hit the bottom part of the spike and the crystal switch should trigger. Note: The player must be standing as close to the spike as possible to have the switch loaded just off screen for it to activate
  • Switch 2 - Bombable Wall: (write up in progress, see example)
  • Switch 3 - Tall Room in Light: (write up in progress, see example)

Example

Spooky Action in Misery Mire
Spooky Action - Mire.gif


External Guides and Tutorials