A few important notes regarding my methods in this playthrough, as well as some general gameplay tips: - *Bunny hopping:* After sliding off a ledge or performing a slide jump, you can bunny hop by pressing the jump button several frames before touching the ground. The bunny hop maintains your momentum from the slide, has a height and distance that varies by how long you hold the jump button, and can be done infinitely many times in a row. - *Strong Eyes:* The fight with Strong Eyes is the hardest part of the game in my opinion, as your health and mobility are extremely limited when you fight him. The best way to dodge his attacks is by sliding away from them, and you can generally only hit him three times before you need to evade. When he's howling, trying to hit him while the red lines are surrounding him will send you flying and separate you from the Dreambreaker, although it doesn't inflict damage. When he does his downward slam, I find it much more reliable to slide to your left than to your right. I also recommend taking cover behind a pillar while healing. - *Wall kicking:* The angle at which you're propelled away from a wall after kicking it is the mirror of the angle at which you contact it. If you want more distance than height while wall kicking, kick the wall at a roughly parallel angle. Likewise, if you want more height than distance, kick the wall at a perpendicular angle. You can maximize both height and distance by starting your kick early. - *Midair backflip:* Upon obtaining the Sunsetter, you can perform a midair backflip by simultaneously pressing the kick and Sunsetter buttons (X and LT for anyone using a Logitech controller). As the backflip gives you extra height, it's incredibly useful in situations where three wall kicks aren't enough to make it onto a platform or are otherwise not as convenient to pull off. - *Wall riding:* A common error people make is trying to cling to a wall after approaching it at a perpendicular angle. You need to be falling along the wall in order to cling to it, so make sure you're contacting it at a reasonably parallel angle. You also constantly gain height while clinging to outward-curving walls such as cylinders, so there's no reason to jump to other walls while riding them. - *Twilight Theatre time trial switch* One of the easiest ways to flip the switch that unlocks the time trial crystal in Twilight Theatre is by climbing on top of the nearby screen wall and then chaining a high jump with a wall ride. It's possible to stand on top of the paper-thin screen wall by ledge-grabbing it and then barely nudging Sybil forward. - *Underbelly combat room skip:* You can easily skip the combat room in the Underbelly that I briefly peer into at 42:25 via simple wall kick abuse, which allows you to reach the switch early. - *Aspect near the courtyard bridge in Castle Sansa:* Before obtaining the aspect to the left at 52:40, it's very beneficial to save in the nearby room. Doing so grants you easy access to the bridge via reverting to your last save in case you fall. - *Gate trick in Sansa Keep:* After opening the gate at 54:42, you can close it again from the other side by standing on top of it, hitting the switch with the Soul Cutter, and quickly slide jumping away. Doing this will cause the gate blocking the wall ride path to open, making things much easier. - *Extra life piece:* For some reason, there's an extra life piece that you can collect after getting all five additional pips. Collecting it doesn't affect the pip icon in the menu. - *Empty Bailey time trial:* Before doing the time trial in the Empty Bailey, it's beneficial to kill all the enemies in the area. They tend to get in the way, so it's best to have them out of the picture. - *The Princess:* The Princess has seven different attacks, each of which she performs at random, so be prepared for anything while fighting her. It's often beneficial to strike her with the Soul Cutter if you see her standing still at ground level immediately after she teleports (although I don't have very much luck doing that in this playthrough). Additionally, it's wise to use the lock-on feature, as it instantly reveals her location whenever she teleports. - *Melee attack:* The princess will levitate with a side-to-side motion for several seconds before coming at you twice with her hair scythe. This can be dodged by sliding, although the timing is pretty specific and may take some practice to get right. Additionally, this attack can be cancelled by hitting her while she's still levitating from side to side, although the window to do this is fairly small. The melee attack is also the Princess's most self-destructive attack, as she's vulnerable and in close range even if she hits you with it. - *Spin attack:* This attack is one of the easiest to dodge, but it's important to stay a safe distance from her immediately after she stops spinning, as she does a close-range melee attack at that point. You can begin attacking her as soon as she's done with her melee. - *Checkered spheres:* Before summoning these, the Princess will crouch for a moment and then stand in place for several seconds, making for an easy opening if you can reach her on time. Alternatively, she will summon the spheres while levitating, in which case hitting her is much more inconvenient. - *Purple orbs:* These can be deflected at the princess, which not only damage but also stun her. It's best to deflect multiple orbs before directly attacking the Princess. - *Single silver orb:* Can be deflected; Same idea as the purple orbs, although they home in on you. The Princess also tends to be in the air while firing these, making it more difficult to hit her once the orb has been deflected. - *Multiple silver orbs:* Can be deflected; Somewhat difficult to avoid being hit by due to their spammy nature, but the more you deflect at the Princess, the more damage she takes. - *Giant red orb:* The Princess will stand or levitate in place for a few seconds while charging this attack. Hitting her during this phase will cancel the red orb. If the Princess is on the ground while charging it, it's generally easy to stun her with a strike from the Soul Cutter and then rush over to wail on her for a bit, but if she's in the air, cancelling the orb is considerably more difficult. It's also very easy to hit the Princess with the Soul Cutter after she's already charged the orb, making it nearly impossible to deal any more damage to her until her next opening.
Hey, this guide is really useful thank you! Have a question, at 8:10 - 8:11, that jump from the cage you have raised to the platform with the switch no longer seems possible? Could just be my game or could have now been patched out?
It's definitely still possible for me. Just keep trying and you should be able to get up there eventually. If all else fails, you can do a backwards somersault by running away from the wall for a brief moment, flicking the analog stick into the opposite direction, and immediately jumping. That will definitely give you enough height.
@@goatprince1 thank you for the response! I couldn't do it so I went to get the super slide from Empty Bailey first and got round that way. Again, thanks for the vid it's super helpful and appreciate your response!
A few important notes regarding my methods in this playthrough, as well as some general gameplay tips:
- *Bunny hopping:* After sliding off a ledge or performing a slide jump, you can bunny hop by pressing the jump button several frames before touching the ground. The bunny hop maintains your momentum from the slide, has a height and distance that varies by how long you hold the jump button, and can be done infinitely many times in a row.
- *Strong Eyes:* The fight with Strong Eyes is the hardest part of the game in my opinion, as your health and mobility are extremely limited when you fight him. The best way to dodge his attacks is by sliding away from them, and you can generally only hit him three times before you need to evade. When he's howling, trying to hit him while the red lines are surrounding him will send you flying and separate you from the Dreambreaker, although it doesn't inflict damage. When he does his downward slam, I find it much more reliable to slide to your left than to your right. I also recommend taking cover behind a pillar while healing.
- *Wall kicking:* The angle at which you're propelled away from a wall after kicking it is the mirror of the angle at which you contact it. If you want more distance than height while wall kicking, kick the wall at a roughly parallel angle. Likewise, if you want more height than distance, kick the wall at a perpendicular angle. You can maximize both height and distance by starting your kick early.
- *Midair backflip:* Upon obtaining the Sunsetter, you can perform a midair backflip by simultaneously pressing the kick and Sunsetter buttons (X and LT for anyone using a Logitech controller). As the backflip gives you extra height, it's incredibly useful in situations where three wall kicks aren't enough to make it onto a platform or are otherwise not as convenient to pull off.
- *Wall riding:* A common error people make is trying to cling to a wall after approaching it at a perpendicular angle. You need to be falling along the wall in order to cling to it, so make sure you're contacting it at a reasonably parallel angle. You also constantly gain height while clinging to outward-curving walls such as cylinders, so there's no reason to jump to other walls while riding them.
- *Twilight Theatre time trial switch* One of the easiest ways to flip the switch that unlocks the time trial crystal in Twilight Theatre is by climbing on top of the nearby screen wall and then chaining a high jump with a wall ride. It's possible to stand on top of the paper-thin screen wall by ledge-grabbing it and then barely nudging Sybil forward.
- *Underbelly combat room skip:* You can easily skip the combat room in the Underbelly that I briefly peer into at 42:25 via simple wall kick abuse, which allows you to reach the switch early.
- *Aspect near the courtyard bridge in Castle Sansa:* Before obtaining the aspect to the left at 52:40, it's very beneficial to save in the nearby room. Doing so grants you easy access to the bridge via reverting to your last save in case you fall.
- *Gate trick in Sansa Keep:* After opening the gate at 54:42, you can close it again from the other side by standing on top of it, hitting the switch with the Soul Cutter, and quickly slide jumping away. Doing this will cause the gate blocking the wall ride path to open, making things much easier.
- *Extra life piece:* For some reason, there's an extra life piece that you can collect after getting all five additional pips. Collecting it doesn't affect the pip icon in the menu.
- *Empty Bailey time trial:* Before doing the time trial in the Empty Bailey, it's beneficial to kill all the enemies in the area. They tend to get in the way, so it's best to have them out of the picture.
- *The Princess:* The Princess has seven different attacks, each of which she performs at random, so be prepared for anything while fighting her. It's often beneficial to strike her with the Soul Cutter if you see her standing still at ground level immediately after she teleports (although I don't have very much luck doing that in this playthrough). Additionally, it's wise to use the lock-on feature, as it instantly reveals her location whenever she teleports.
- *Melee attack:* The princess will levitate with a side-to-side motion for several seconds before coming at you twice with her hair scythe. This can be dodged by sliding, although the timing is pretty specific and may take some practice to get right. Additionally, this attack can be cancelled by hitting her while she's still levitating from side to side, although the window to do this is fairly small. The melee attack is also the Princess's most self-destructive attack, as she's vulnerable and in close range even if she hits you with it.
- *Spin attack:* This attack is one of the easiest to dodge, but it's important to stay a safe distance from her immediately after she stops spinning, as she does a close-range melee attack at that point. You can begin attacking her as soon as she's done with her melee.
- *Checkered spheres:* Before summoning these, the Princess will crouch for a moment and then stand in place for several seconds, making for an easy opening if you can reach her on time. Alternatively, she will summon the spheres while levitating, in which case hitting her is much more inconvenient.
- *Purple orbs:* These can be deflected at the princess, which not only damage but also stun her. It's best to deflect multiple orbs before directly attacking the Princess.
- *Single silver orb:* Can be deflected; Same idea as the purple orbs, although they home in on you. The Princess also tends to be in the air while firing these, making it more difficult to hit her once the orb has been deflected.
- *Multiple silver orbs:* Can be deflected; Somewhat difficult to avoid being hit by due to their spammy nature, but the more you deflect at the Princess, the more damage she takes.
- *Giant red orb:* The Princess will stand or levitate in place for a few seconds while charging this attack. Hitting her during this phase will cancel the red orb. If the Princess is on the ground while charging it, it's generally easy to stun her with a strike from the Soul Cutter and then rush over to wail on her for a bit, but if she's in the air, cancelling the orb is considerably more difficult. It's also very easy to hit the Princess with the Soul Cutter after she's already charged the orb, making it nearly impossible to deal any more damage to her until her next opening.
I love Sybil! She’s such a silly, and sweet lass! I wish the game had bonus maps for her to do
Hey, this guide is really useful thank you! Have a question, at 8:10 - 8:11, that jump from the cage you have raised to the platform with the switch no longer seems possible? Could just be my game or could have now been patched out?
It's definitely still possible for me. Just keep trying and you should be able to get up there eventually. If all else fails, you can do a backwards somersault by running away from the wall for a brief moment, flicking the analog stick into the opposite direction, and immediately jumping. That will definitely give you enough height.
@@goatprince1 thank you for the response! I couldn't do it so I went to get the super slide from Empty Bailey first and got round that way. Again, thanks for the vid it's super helpful and appreciate your response!
i found this guide very helpful and it helped me get a lot of the things i missed i thank you for your service lord goatprince
Love to hear it; I'm glad my video has been able to help even a single person.