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		<updated>2026-05-08T21:35:41Z</updated>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest</id>
		<title>Ori and the Blind Forest</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Ori_and_the_Blind_Forest"/>
				<updated>2016-08-30T21:45:46Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:PC]]&lt;br /&gt;
[[Category:Xbox One]]&lt;br /&gt;
&lt;br /&gt;
[[File:OriAndTheBlindForest.png|1024px|center]]&lt;br /&gt;
&lt;br /&gt;
;Overview&lt;br /&gt;
&lt;br /&gt;
:Ori and the Blind Forest is an indie Metroidvania-style platformer created by Moon Studios and released for PC and Xbox One in March 2015. An updated release titled Ori: Definitive Edition, containing additional content such as additional areas and two new skills, was released in March 2016 for Xbox One and April 2016 for PC.&lt;br /&gt;
&lt;br /&gt;
:This page is intended to serve as a reference for new and current speedrunners of Ori and the Blind Forest. The primary goal of this page is to provide information about the practice of speedrunning this game, including movement, tricks, glitches, sequence breaks, and other optimizations. A secondary goal of this page is to provide up-to-date information on speedrun routes for this game. You should always watch the top runs of a given category on the leaderboard to keep up with the most recent route developments, as this page may sometimes lag behind.&lt;br /&gt;
&lt;br /&gt;
==Community Information==&lt;br /&gt;
&lt;br /&gt;
;Leaderboards&lt;br /&gt;
:http://speedrun.com/ori&lt;br /&gt;
:Make an account to submit your times! Note that submissions will have to be approved by a moderator before becoming visible.&lt;br /&gt;
&lt;br /&gt;
;Discord&lt;br /&gt;
:https://discord.gg/0eG6jSyc9vgrSQee&lt;br /&gt;
&lt;br /&gt;
;IRC channel&lt;br /&gt;
:irc.speedrunslive.com - #ori&lt;br /&gt;
&lt;br /&gt;
;SDA Forum Thread&lt;br /&gt;
:https://forum.speeddemosarchive.com/post/ori_and_the_blind_forest.html&lt;br /&gt;
:Very inactive, but has tons of useful historical information.&lt;br /&gt;
&lt;br /&gt;
=Starting Off=&lt;br /&gt;
&lt;br /&gt;
==Learning the Game==&lt;br /&gt;
&lt;br /&gt;
Ori is a very accessible speedgame with a high skill ceiling. Although most speedruns feature challenging tricks and dangerously low health, there are plenty of opportunities to pick up bonus health cells and energy cells for safety. Newcomers are generally recommended to learn the &amp;quot;all skills no OOB&amp;quot; category, which has a reasonable balance of difficulty and route memorization. &amp;quot;All cells&amp;quot; is also a good starting point. Any% features several extremely challenging tricks, and 100% involves memorizing a lot of non-obvious movements, so these are not necessarily recommended for newcomers.&lt;br /&gt;
&lt;br /&gt;
Start by reviewing the resources on this wiki for some basic information about Ori speedruns. Then review some runs on the leaderboard for your chosen category. Don't necessarily assume you should start by watching the current world record. The top runs often use minimum health and extremely difficult tricks that you can get away without doing.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Timing==&lt;br /&gt;
&lt;br /&gt;
Ori speedruns use real time. The in-game timer is disregarded due to the use of save and quit for glitches. Timing is the same across all categories. Start the timer when you press A or click to start a new game. Stop the timer when you lose control of Naru as she passes behind the large tree at the end of the game.&lt;br /&gt;
&lt;br /&gt;
A LiveSplit autosplitter plugin does exist for this game. It can be found at: https://github.com/AdamPrimer/LiveSplit.OriAndTheBlindForest/releases&lt;br /&gt;
&lt;br /&gt;
An autosplitter for the Definitive Edition of the game can be found here: https://github.com/ShootMe/LiveSplit.OriDE/releases&lt;br /&gt;
&lt;br /&gt;
==Categories==&lt;br /&gt;
&lt;br /&gt;
Ori currently has four community-defined categories:&lt;br /&gt;
:*'''Any%''' - Beat the game as quickly as possible.&lt;br /&gt;
:*'''All Skills no OOB''' - Beat the game while learning all skills. Out of bounds skips are disallowed.&lt;br /&gt;
:*'''All Cells''' - Beat the game while collecting all health, energy, and ability cells.&lt;br /&gt;
:*'''100%''' - Beat the game while collecting all cells, completing the map, and completing all world events.&lt;br /&gt;
&lt;br /&gt;
The Definitive Edition features two additional categories:&lt;br /&gt;
:*'''Glitchless Any%''' - Beat the game without using any glitches.&lt;br /&gt;
:*'''Reverse Event Order''' - Beat the game after activating every world event in the reverse order (starting with Warmth, moving back through to the Water Vein).&lt;br /&gt;
&lt;br /&gt;
=Basic Information=&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Techniques and Glitches|Techniques and Glitches]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skills and Abilities|Skills and Abilities]]==&lt;br /&gt;
&lt;br /&gt;
==[[Ori/Skips and Tricks|Skips and Tricks]]==&lt;br /&gt;
&lt;br /&gt;
==Glossary of Terms==&lt;br /&gt;
&lt;br /&gt;
=Debug Mode=&lt;br /&gt;
&lt;br /&gt;
Ori has a debug mode accessible by players which can be useful for testing strategies, making practice saves, and other similar purposes. You can activate it by placing an empty text file in the following location:&lt;br /&gt;
&lt;br /&gt;
C:\temp\moonDebugPC.txt&lt;br /&gt;
&lt;br /&gt;
Once you have done this, start the game as normal. Create a new save file, because when you are in debug mode you may only load save files which you originally created in debug mode. Debug controls can be accessed any time in game by pressing the '8' key or R3 button.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_Old</id>
		<title>Unepic/Any% Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_Old"/>
				<updated>2014-05-14T13:26:22Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Wizards Tower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=plZfmR_mpyk 48:43 by Onin]&lt;br /&gt;
&lt;br /&gt;
= Intro/Mines =&lt;br /&gt;
Pick up the Halo, then head straight to the Mines. It doesn't matter how fast you do this part, since you're bound by an elevator timer at the start of the Mines. Just make sure to survive the boulders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon entering the Mines, drop down one screen on the left side, kill the goblin, then kill the snake on the right side with the bow. Wait for the elevator and ride it up, and take the downtime to arrange your hotbar and screw around a bit. Pick up the Fire magic quest, then head back to the elevator shaft, and drop down two screens to the right. Kill the blacksmith at the top, pick up his bellows, the anvil, and the green weapon from the chest. Head down one screen, clear out all the goblins, pick up the blacksmithing hammer. Then b-line to the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
On Dynidon, switch to the blacksmithing hammer. Just after he starts his attack, jump and swing, then swing again when you land; with perfect timing, you can hit him twice per attack. Either way, he should die in one attack cycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
= Shopping/Sewers =&lt;br /&gt;
Head to Zoran. Buy 2 Heat scrolls, 1 Zoran teleport scroll, 1 Return teleport scroll, and 1 Phase Door scroll. Destroy all the barrels in this screen and loot both chests, then head to the Cook. There, buy 10 red essences and 3 Cook teleport scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head towards the Sewers. While fighting Momoku, you can hit 4 arrows per phase, then use the downtime to arrange your scrolls onto your hotbar without losing time. Pray to RNGsus that a thief doesn't steal your 40 coins. In the next room, gather the final pieces of wood and, if necessary, enough experience for level 2. Also pick up all Wands of Frostbolt on your way. Proceed to the west entrance of the sewers and go into the store to buy a Fireball tome. Cast Return to hand in the Fire quest, then teleport back. &amp;lt;br/&amp;gt;&lt;br /&gt;
= Library =&lt;br /&gt;
To get into the Library, Televator with a Kitchen scroll and drop straight down until you land in an empty room. Jump off the side while moving to the right, and you should end up entering a room filled with orcs; part of the dragon pet quest area. Head back through this area to the library, and climb up with use of a Heat scroll. Open the gate, head into the shop, and sell all your valuable loot to buy a polearm weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reset the game, then backtrack through the library, picking up as much valuable loot and experience as you can find. Do the Slicering quest, and proceed to the first library gate; slay all the orcs and pick up the 2 ghost form potions. Then simply continue looting valuable items and gathering experience until you have both over 600 gold and level 5.&lt;br /&gt;
= Medeox =&lt;br /&gt;
Once both these goals are met, teleport to the Kitchen and stock up on red essences. Teleport back, then televator on top of the Kitchen again; this time, jump off to the right, and you should bump into Medeox's room. After summoning him, climb to the topmost platform, and start chucking fireballs at his snakes. Once they're all down, nuke his head; once he starts summoning ghosts, pop a heat scroll for safety. Always be careful of possible eyebeam one-shots.&lt;br /&gt;
=Tower=&lt;br /&gt;
After Medeox dies, head up to the Library and pass on into the Tower. Learn how to move through this area quickly, learn all the pixel-perfect jumps. Just before passing the area with the 3 ghosts, use one of your ghost form potions, and use its duration to get past the ghosts and all the spider rooms, allowing you to open the backdoor in full safety.&amp;lt;br/&amp;gt;&lt;br /&gt;
It's time to start grinding again. You'll need to gather another 400 gold to be able to afford the fire spirit tome, and you'll need level 10 to be able to use it. All the chests around the spider areas give more than enough money, though you'll need over two full clears to achieve level 10. There's also a Midas scroll that can be used on a purple wizard later, make sure to take that with you.&lt;br /&gt;
=Wizards Tower=&lt;br /&gt;
The wizard tower can best be summarized in terms of strategies when dealing with the monsters:&lt;br /&gt;
*Blue Wizard + Eye: Wait until the wizard faces away from you, then phase door past them. You can attempt to shoot the eye before it Slows you, but success is inconsistent.&lt;br /&gt;
*Blue Wizard: Run past them, they're not very dangerous.&lt;br /&gt;
*Red Wizard: Kill him, find something else to do while the fire elementals expire.&lt;br /&gt;
*Gelitanious Cube: Phase door past the first, ghost form past the others.&lt;br /&gt;
*Purple Wizard: Stand underneath its platform, clear any skeletons that are in the way, cast fire spirits, wait patiently.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chances are you've not got a Strange Scroll yet. If you don't, after opening the final gate, you'll have to grind thieves using the Zoran scroll until a strange scroll drops. Once you have one and the last gate is open, teleport back to the Mines, and use the televator glitch on the strange scroll. Move to the right, clear out the elf boss, then break the two power gems. Teleport back up to the Wizard Tower, trigger the final quest, and wait for the game to realize you've already beaten it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Warrior</id>
		<title>Nox/Warrior</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Warrior"/>
				<updated>2013-08-30T22:15:49Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Chapter 7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin (Segmented)]&lt;br /&gt;
&lt;br /&gt;
= Warrior-specific techniques =&lt;br /&gt;
&lt;br /&gt;
== Using Charge ==&lt;br /&gt;
The most important ability the Warrior learns is Charge. Using Charge as efficiently as possible throughout every chapter is key to speedrunning this campaign. Generally speaking, you'll want to find an efficient use of the skill on every cooldown, or save it for a particularly long stretch of Charging. Particularly the end of the Charge is important:&lt;br /&gt;
*Hitting a monster immediately ends Charge and allows you to continue moving.&lt;br /&gt;
*Hitting certain environmental objects at certain angles allow you to continue moving. The most specific example is some forms of river banks, and the edges of rope bridges.&lt;br /&gt;
*Hitting a wall, solid object, or non-animate object (polyps or bouncers) will Stun you for about 1 second. Generally to be avoided.&lt;br /&gt;
*In version 1.0, hitting the Swap Weapon key will cancel the Charge movement, but keep you immobile for a duration equal to how long the Charge was going to last. This technique is vital to preventing Stuns after a long Charge, but keep in mind that cancelling too early will keep you immobile longer than you would be stunned. It is possible to restart your Charge after cancelling it by clicking attack while still immobilized. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to movement, Charge is also the Warrior's biggest source of damage. Use it while fighting big monsters, or to one-shot certain monsters for easy experience. It does not need a weapon to work, and does not scale with weapon damage.&lt;br /&gt;
&lt;br /&gt;
== Shuriken ==&lt;br /&gt;
Shuriken are the Warrior's ranged attack option. They fire extremely fast and deal a decent amount of damage, but are very limited in quantity. Most of your money will go towards buying shuriken, as there aren't too many to be found throughout the campaign. Shuriken can also press buttons from range. &amp;lt;br /&amp;gt;&lt;br /&gt;
Chakram are a type of shuriken that bounces off walls, and eventually either flies back to you or drops to the floor, rather than being consumed on use. Due to their unreliability, they're ignored in current routes.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
Never use your Harpoon spell on a Vampire's bat form. This form has 1 hp, Harpoon deals 1 damage, and the game will get confused about having to move a dead monster, which crashes the game.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1-2 =&lt;br /&gt;
There are two ways to complete the first chapters, one significantly more risky than the other and mostly being for segmented runs only.&amp;lt;br /&amp;gt;&lt;br /&gt;
Segmented route: Break the first barrel for two apples, then sell all your clothes to the merchant and buy another 7 apples. Run back to the exit of the level, then use a reload-bump to get past the locked door, straight into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=J4Sp3SmHnHc Single-segment route:] Get the apples, then break open the wall to get the experience bonus from finding a secret. Head into town, discover the second secret, and do the Gauntlet access quest as normal. Make sure to collect 9 apples from the gardens, and also make sure to kill as many bats as you can easily do (you can miss at most two of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed into the Gauntlet. In the first room with lava, use a 6 strength applebump to get through the iron gate. Jump over the lava, flip the switch and kill the ogre, then go south and exit the Gauntlet. You should get exactly enough experience to reach level 2 and learn Charge. Now head back to the exit, selling your clothes and sword, and reload-bump into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
You might want to make a manual save here to use as a starting point for future reload bumps.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
In the single-segment route, this chapter has a lot of very long Charges to learn.&amp;lt;br /&amp;gt; Run straight to Ix, picking up as many healing potions as you can afford at the encampment. Proceed straight to the pygmy cave and into their little trap. Take out the first mage, then run straight past the other two; you might want to wait for a second or two before going through the doors, as doing so can avoid aggroing the mages and save a bit of health. Pick up the apprentice's armor, then head back to Ix.&amp;lt;br /&amp;gt;&lt;br /&gt;
Single-segment runs can use Charge to one-shot the pygmy mage, but if you used the segmented strategy, you haven't learned the spell yet. Instead, you'll have to defeat the mage with only your starting sword. The best way to do so is to immediately run at him, then as soon as you're in hitting range, stop running. If there's a small distance between you and the mage, it will often run off to the right and get stuck in a corner; if you get too close, he will more likely run into one of the passages, and it will be very difficult to chase him down.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 =&lt;br /&gt;
Buy some more healing potions at the start. On the second level of the catacombs, in the first coffin on route, is a Sword of Bewilderment that is vital for the run. Also pick up all the Shuriken you can find, and use one to press the red button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Necromancer fight can either be completed by throwing a load of shuriken at him and adding Charge damage, or completely bypassed by bumping through the gate. Doing so may be difficult without using a reload bump from an earlier save, and you're going to need more apples later, so a reload bump is generally the wisest.&amp;lt;br /&amp;gt;&lt;br /&gt;
After dropping down, pick up the mace from the chest; it's your best source of fire damage, and you're going to have to clear the next corridor. Head south, clear the zombies behind the iron gate, then use a 6/7-strength apple bump to bump into that room. Continue south-west, and drop down. (If you used the segmented strat, you should be level 2 and have Charge now.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, there are two ways to deal with the Guardian of the Tomb. One is to defeat him using Charge for damage and Sword of Bewilderment to keep him off you; two Charges should kill it. Alternatively, you can reload-bump through the gate again, but this bump is highly inconsistent and it's likely faster to simply kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed as normal, finding the best places to Charge for extra speed, up to the Keeper of Souls. To kill this boss, hit him with a Charge and then barrage him with Shuriken while chugging a load of potions; his Lightning spell is extremely deadly and Bewildering him does not stop him from using it at all. A second Charge should kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure to take all the bosses' loot with you. If you skipped the Guardian, then open the north coffin after leaving the catacombs, and take the shield with you to sell instead.&lt;br /&gt;
&lt;br /&gt;
= Chapter 5 =&lt;br /&gt;
Head into town, and restock on apples, meats and ciders for bumping purposes. Sell all your loot, and buy as many shuriken as you can afford (most expensive ones first). Proceed to the ogre village. &amp;lt;br /&amp;gt;&lt;br /&gt;
Either a 3-strength bump or a reload bump can get you past the gate into the ogre village. The former requires you to clear all the ogres with shuriken, while the latter makes going through the village a lot more dangerous. Either way, flip the switch to open the gate up afterward, then head to the maidens.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, two choices: Either you can clear the whole village of ogres, then open the gate and escort the maidens to safety. They are very fragile and a single death forces you to reload a save. Alternatively, you can clear away the ogres around the cage, bump inside of the cage to trigger the quest, then bump out again so the maidens can't follow you and get in trouble that way. Once you leave the map, you'll complete the quest anyway.&lt;br /&gt;
&lt;br /&gt;
= Chapter 6 =&lt;br /&gt;
Another chapter with some very long Charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
Run past everything. On the second level of the castle, take a secret door to the south-east to bypass the need for keys. Before entering Horrendous's room, try to unequip all your armor while on the move, then after the cutscene ends, pick up a full set of armor. You could loot as many gauntlets, boots, armlets and helmets as you can carry to get a lot of gold, but doing so isn't necessary in the current routes. You might not want to pick up a pair of boots, as you'll get another pair in the next chapter, and you'll save the time required to equip it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting the Necromancer, simply Warcry immediately after a Charge to prevent him from going invisible, then unleash a barrage of shuriken. This should be enough to kill him before the silence dissipates; if it isn't, Bewilder him before it runs out, then continue.&lt;br /&gt;
&lt;br /&gt;
= Chapter 7 =&lt;br /&gt;
Ignore the drunk guy, buy more apples if necessary. If you've picked up all the armor from Horrendous, you can sell it here for either Lightning resistance armor, or a Warhammer (which you can't use yet because you're too low level). Either way, proceed to reload bump past the iron gate and into the tower. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the wizard tower, save all your Charges for one-shotting any wizards that get in your way. Pick up as many healing potions as you can, and use them freely. Know where to use Warcry: on level 1, use it when entering the room with the ruby key. On level 2, use it when exiting the room with the silver key and after the purple wizard. On level 3, use it on the first purple wizard. On level 5, use it before opening the chest with the key. On the other levels, use your own discretion. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2 offers the first boots with a movement speed enchant, which easily pays off the time it takes to pick up. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 3, you might want to try to use the purple wizard's Blink ability to your advantage. If you chase him closely, you'll follow his Blink spell, and with any luck you might be teleported into the last room of the level, saving some time. You only get one chance, if you're not lucky, go through the level the normal way. There is a Flimsy Warhammer in this level that could be used, though current routes don't use it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4 is the hardest area in the entire game. There is no way to make it more consistent, aside using Charges to get rid of the brown wizards, since their fireball staff cannot be Silenced. Try your best to dodge fireballs and to save Warcry for the worst situation, chug as many potions as you can; you can afford it. Getting through this area with the least deaths possible is key to a good run. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 6, Charge the top wizard and immediately Warcry; if done correctly, he'll start running into a wall, allowing you to easily kill him (Bewilder him after the Silence wears off, then kill him). The second wizard should pose no threat afterward, simply Bewilder him as well and kill him. Stock up on as many potions as you can on this level. You can ignore and run past the final two wizards with a properly timed Warcry.&lt;br /&gt;
&lt;br /&gt;
= Chapter 8 = &lt;br /&gt;
Another chapter with long Charges to learn.&amp;lt;br /&amp;gt;&lt;br /&gt;
While it is possible to bump through the door leading to the Temple by simply running at it from the right angle, simply doing a 2-item bump is far more consistent. Inside the temple, use Charge on the boulders; you may get stunned, but you still do damage to them, and a few more Halberd hits should break them and allow you to pass faster. The gate can be bumped or reload-bumped, depending on how many items you have left. Make sure to Silence the Beholders as soon as they try to cast Slow, or if they're in your way; touching them triggers their Spark and kills you. Proceed through the temple as normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
The rock golems are extremely deadly in melee range, so for the most part you'll be using shuriken to kill them. However, it's possible to hit them with Charge and immediately retreat fast enough for their attack to miss you, and doing so is vital for a quick kill.&lt;br /&gt;
&lt;br /&gt;
= Chapter 9 =&lt;br /&gt;
This chapter offers the choice to use Charges for either experience, or pure speed. The man-eating plants offer a lot of experience and die in a single Charge, but most optimal Charge ranges don't hit them; similar with the shadow crawlers. One Charge must be saved to kill a plant that blocks off your path. The fairy fight is mandatory; the plants that block the way will respawn when killed, and furthermore there is an invisible wall behind them. The guy who offers his help has no useful items for you. The necromancer afterward can be skipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ogre stronghold section has a number of mandatory kills, save your Charge for these. There aren't too many places to use Charge to gain time, anyway, so using it to pick off problematic monsters is probably a better idea. The only mandatory Charge is past the pit of spikes towards the end. &amp;lt;br /&amp;gt;&lt;br /&gt;
The snow section has a number of good Charges. Be wary that some monster spawns are completely random, and some of these are Ghosts; look for illuminated spots in the snow, and avoid them. Take your time on the three necromancer fight, they're unlikely to harm you much and will die soon enough. Try to stick as close to the Lich as possible and Charge+Warcry him as early as possible to prevent him from casting Forcefield; it halves your damage output.&lt;br /&gt;
&lt;br /&gt;
= Chapter 10 =&lt;br /&gt;
More very long charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
A well-aimed Charge can get you past the first corridor without falling into any holes; finding the positioning is key. After triggering the next two switches, you have approximately 10 seconds of waiting to do; you can use it to snipe a few gargoyled with shuriken. After counting out 10 seconds, Charge past the next corridor, and cancel it just at the end; if done well, you'll avoid aggroing the gargoyles in the alcoves. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the following area to the north-east, you can easily get the key and get out without having to kill a single mob. To the south-east, open the second coffin and pick up the greatsword; it has knockback, which is vital for fighting the vampire in the next room. Vampires will one-shot you, so make sure to kite him around with your knockback, and be VERY wary to hit your Charge properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Iron Golem is even more deadly than Rock Golems, so again stick to shuriken and the occasional Charge. Proceeding through the mazes, feel free to kill a few gargoyles, you're likely to get levelup here which can save you a healing potion. In the bumper room, head straight to the switch to the north-west, then hug the north wall to get to the exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Charge past the next vampire, you'll avoid aggroing it. You can attempt to bump past both purple lasers (between 4 and 6 strength required) but it's extremely inconsistent (about 2% consistency). The more consistent route is to head south-east and collect the first skull key, then use a 3-item bump to get past the one remaining death ray, a much easier bump. You can restock on healing potions in the following rooms for the Hecubah fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
The easiest way to kill the Lich King is to barrage him with shuriken from the edge of the screen. This won't aggro him, unless you have Shuriken of Bewilderment. Finish him off with a Charge, and proceed into the spinning laser room. Quicksave and quickload to reset the cycle, disable all the switches, then turn on the north-east switch and wait for it to kill the golems and liches. If their AI didn't cooperate entirely, either turn the laser off again and fight them the ordinary way, or just reload and try again. The latter is generally faster if there are iron golems alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, pick up the Staff of Oblivion, then either use it to empty the room of anything dangerous, or, in a segmented run, simply run through the horse of monsters, avoiding all ghosts and Confuse spells, chugging potions all the way.&lt;br /&gt;
&lt;br /&gt;
= Hecubah =&lt;br /&gt;
Get in a position that allows you to immediately kill all the demons, reload your staff, then stand by a fully charged pylon and wait for Hecubah to return. Chasing her down is never a good idea, no matter how long she takes. When she appears, immediately Charge her, then retreat back to your pylon and unload your Stff of Oblivion on her. Only use Warcry to dispel her Summon Gargoyle spell. When your staff runs out of mana, your Charge should be ready; hit her with it, retreat to a second pylon, quickly reaim your lightning to kill the Demon that spawns, then continue hitting Hecubah. Skip through the dialogue she starts, repeat damaging her until she's dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two ways this strategy can fail: she can hit you with a Death Ray before you're able to heal up and kill you, or she can Blink away from you just after you hit her with Charge. Generally staying at max range will prevent the former from happening, while the latter can be avoided by timing your Charge to hit during her casting animation. In addition, pay close attention to your buff bar; never Charge while Confused.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Warrior</id>
		<title>Nox/Warrior</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Warrior"/>
				<updated>2013-08-30T22:12:45Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Chapter 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin (Segmented)]&lt;br /&gt;
&lt;br /&gt;
= Warrior-specific techniques =&lt;br /&gt;
&lt;br /&gt;
== Using Charge ==&lt;br /&gt;
The most important ability the Warrior learns is Charge. Using Charge as efficiently as possible throughout every chapter is key to speedrunning this campaign. Generally speaking, you'll want to find an efficient use of the skill on every cooldown, or save it for a particularly long stretch of Charging. Particularly the end of the Charge is important:&lt;br /&gt;
*Hitting a monster immediately ends Charge and allows you to continue moving.&lt;br /&gt;
*Hitting certain environmental objects at certain angles allow you to continue moving. The most specific example is some forms of river banks, and the edges of rope bridges.&lt;br /&gt;
*Hitting a wall, solid object, or non-animate object (polyps or bouncers) will Stun you for about 1 second. Generally to be avoided.&lt;br /&gt;
*In version 1.0, hitting the Swap Weapon key will cancel the Charge movement, but keep you immobile for a duration equal to how long the Charge was going to last. This technique is vital to preventing Stuns after a long Charge, but keep in mind that cancelling too early will keep you immobile longer than you would be stunned. It is possible to restart your Charge after cancelling it by clicking attack while still immobilized. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to movement, Charge is also the Warrior's biggest source of damage. Use it while fighting big monsters, or to one-shot certain monsters for easy experience. It does not need a weapon to work, and does not scale with weapon damage.&lt;br /&gt;
&lt;br /&gt;
== Shuriken ==&lt;br /&gt;
Shuriken are the Warrior's ranged attack option. They fire extremely fast and deal a decent amount of damage, but are very limited in quantity. Most of your money will go towards buying shuriken, as there aren't too many to be found throughout the campaign. Shuriken can also press buttons from range. &amp;lt;br /&amp;gt;&lt;br /&gt;
Chakram are a type of shuriken that bounces off walls, and eventually either flies back to you or drops to the floor, rather than being consumed on use. Due to their unreliability, they're ignored in current routes.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
Never use your Harpoon spell on a Vampire's bat form. This form has 1 hp, Harpoon deals 1 damage, and the game will get confused about having to move a dead monster, which crashes the game.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1-2 =&lt;br /&gt;
There are two ways to complete the first chapters, one significantly more risky than the other and mostly being for segmented runs only.&amp;lt;br /&amp;gt;&lt;br /&gt;
Segmented route: Break the first barrel for two apples, then sell all your clothes to the merchant and buy another 7 apples. Run back to the exit of the level, then use a reload-bump to get past the locked door, straight into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=J4Sp3SmHnHc Single-segment route:] Get the apples, then break open the wall to get the experience bonus from finding a secret. Head into town, discover the second secret, and do the Gauntlet access quest as normal. Make sure to collect 9 apples from the gardens, and also make sure to kill as many bats as you can easily do (you can miss at most two of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed into the Gauntlet. In the first room with lava, use a 6 strength applebump to get through the iron gate. Jump over the lava, flip the switch and kill the ogre, then go south and exit the Gauntlet. You should get exactly enough experience to reach level 2 and learn Charge. Now head back to the exit, selling your clothes and sword, and reload-bump into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
You might want to make a manual save here to use as a starting point for future reload bumps.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
In the single-segment route, this chapter has a lot of very long Charges to learn.&amp;lt;br /&amp;gt; Run straight to Ix, picking up as many healing potions as you can afford at the encampment. Proceed straight to the pygmy cave and into their little trap. Take out the first mage, then run straight past the other two; you might want to wait for a second or two before going through the doors, as doing so can avoid aggroing the mages and save a bit of health. Pick up the apprentice's armor, then head back to Ix.&amp;lt;br /&amp;gt;&lt;br /&gt;
Single-segment runs can use Charge to one-shot the pygmy mage, but if you used the segmented strategy, you haven't learned the spell yet. Instead, you'll have to defeat the mage with only your starting sword. The best way to do so is to immediately run at him, then as soon as you're in hitting range, stop running. If there's a small distance between you and the mage, it will often run off to the right and get stuck in a corner; if you get too close, he will more likely run into one of the passages, and it will be very difficult to chase him down.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 =&lt;br /&gt;
Buy some more healing potions at the start. On the second level of the catacombs, in the first coffin on route, is a Sword of Bewilderment that is vital for the run. Also pick up all the Shuriken you can find, and use one to press the red button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Necromancer fight can either be completed by throwing a load of shuriken at him and adding Charge damage, or completely bypassed by bumping through the gate. Doing so may be difficult without using a reload bump from an earlier save, and you're going to need more apples later, so a reload bump is generally the wisest.&amp;lt;br /&amp;gt;&lt;br /&gt;
After dropping down, pick up the mace from the chest; it's your best source of fire damage, and you're going to have to clear the next corridor. Head south, clear the zombies behind the iron gate, then use a 6/7-strength apple bump to bump into that room. Continue south-west, and drop down. (If you used the segmented strat, you should be level 2 and have Charge now.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, there are two ways to deal with the Guardian of the Tomb. One is to defeat him using Charge for damage and Sword of Bewilderment to keep him off you; two Charges should kill it. Alternatively, you can reload-bump through the gate again, but this bump is highly inconsistent and it's likely faster to simply kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed as normal, finding the best places to Charge for extra speed, up to the Keeper of Souls. To kill this boss, hit him with a Charge and then barrage him with Shuriken while chugging a load of potions; his Lightning spell is extremely deadly and Bewildering him does not stop him from using it at all. A second Charge should kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure to take all the bosses' loot with you. If you skipped the Guardian, then open the north coffin after leaving the catacombs, and take the shield with you to sell instead.&lt;br /&gt;
&lt;br /&gt;
= Chapter 5 =&lt;br /&gt;
Head into town, and restock on apples, meats and ciders for bumping purposes. Sell all your loot, and buy as many shuriken as you can afford (most expensive ones first). Proceed to the ogre village. &amp;lt;br /&amp;gt;&lt;br /&gt;
Either a 3-strength bump or a reload bump can get you past the gate into the ogre village. The former requires you to clear all the ogres with shuriken, while the latter makes going through the village a lot more dangerous. Either way, flip the switch to open the gate up afterward, then head to the maidens.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, two choices: Either you can clear the whole village of ogres, then open the gate and escort the maidens to safety. They are very fragile and a single death forces you to reload a save. Alternatively, you can clear away the ogres around the cage, bump inside of the cage to trigger the quest, then bump out again so the maidens can't follow you and get in trouble that way. Once you leave the map, you'll complete the quest anyway.&lt;br /&gt;
&lt;br /&gt;
= Chapter 6 =&lt;br /&gt;
Another chapter with some very long Charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
Run past everything. On the second level of the castle, take a secret door to the south-east to bypass the need for keys. Before entering Horrendous's room, try to unequip all your armor while on the move, then after the cutscene ends, pick up a full set of armor. You could loot as many gauntlets, boots, armlets and helmets as you can carry to get a lot of gold, but doing so isn't necessary in the current routes. You might not want to pick up a pair of boots, as you'll get another pair in the next chapter, and you'll save the time required to equip it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting the Necromancer, simply Warcry immediately after a Charge to prevent him from going invisible, then unleash a barrage of shuriken. This should be enough to kill him before the silence dissipates; if it isn't, Bewilder him before it runs out, then continue.&lt;br /&gt;
&lt;br /&gt;
= Chapter 7 =&lt;br /&gt;
Ignore the drunk guy, buy more apples. If you've picked up all the armor from Horrendous, you can sell it here for either Fire resistance armor, or a Warhammer (which you can't use yet because you're too low level). Either way, proceed to reload bump past the iron gate and into the tower. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the wizard tower, save all your Charges for one-shotting any wizards that get in your way. Pick up as many healing potions as you can, and use them freely. Know where to use Warcry: on level 1, use it when entering the room with the ruby key. On level 2, use it when exiting the room with the silver key and after the purple wizard. On level 3, use it on the first purple wizard. On level 5, use it before opening the chest with the key. On the other levels, use your own discretion. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2 offers the first boots with a movement speed enchant, which easily pays off the time it takes to pick up. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 3, you might want to try to use the purple wizard's Blink ability to your advantage. If you chase him closely, you'll follow his Blink spell, and with any luck you might be teleported into the last room of the level, saving some time. You only get one chance, if you're not lucky, go through the level the normal way. There is a Flimsy Warhammer in this level that could be used, though current routes don't use it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4 is the hardest area in the entire game. There is no way to make it more consistent, aside using Charges to get rid of the brown wizards, since their fireball staff cannot be Silenced. Try your best to dodge fireballs and to save Warcry for the worst situation, chug as many potions as you can; you can afford it. Getting through this area with the least deaths possible is key to a good run. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 6, Charge the top wizard and immediately Warcry; if done correctly, he'll start running into a wall, allowing you to easily kill him (Bewilder him after the Silence wears off, then kill him). The second wizard should pose no threat afterward, simply Bewilder him as well and kill him. Stock up on as many potions as you can on this level. You can ignore and run past the final two wizards with a properly timed Warcry.&lt;br /&gt;
&lt;br /&gt;
= Chapter 8 = &lt;br /&gt;
Another chapter with long Charges to learn.&amp;lt;br /&amp;gt;&lt;br /&gt;
While it is possible to bump through the door leading to the Temple by simply running at it from the right angle, simply doing a 2-item bump is far more consistent. Inside the temple, use Charge on the boulders; you may get stunned, but you still do damage to them, and a few more Halberd hits should break them and allow you to pass faster. The gate can be bumped or reload-bumped, depending on how many items you have left. Make sure to Silence the Beholders as soon as they try to cast Slow, or if they're in your way; touching them triggers their Spark and kills you. Proceed through the temple as normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
The rock golems are extremely deadly in melee range, so for the most part you'll be using shuriken to kill them. However, it's possible to hit them with Charge and immediately retreat fast enough for their attack to miss you, and doing so is vital for a quick kill.&lt;br /&gt;
&lt;br /&gt;
= Chapter 9 =&lt;br /&gt;
This chapter offers the choice to use Charges for either experience, or pure speed. The man-eating plants offer a lot of experience and die in a single Charge, but most optimal Charge ranges don't hit them; similar with the shadow crawlers. One Charge must be saved to kill a plant that blocks off your path. The fairy fight is mandatory; the plants that block the way will respawn when killed, and furthermore there is an invisible wall behind them. The guy who offers his help has no useful items for you. The necromancer afterward can be skipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ogre stronghold section has a number of mandatory kills, save your Charge for these. There aren't too many places to use Charge to gain time, anyway, so using it to pick off problematic monsters is probably a better idea. The only mandatory Charge is past the pit of spikes towards the end. &amp;lt;br /&amp;gt;&lt;br /&gt;
The snow section has a number of good Charges. Be wary that some monster spawns are completely random, and some of these are Ghosts; look for illuminated spots in the snow, and avoid them. Take your time on the three necromancer fight, they're unlikely to harm you much and will die soon enough. Try to stick as close to the Lich as possible and Charge+Warcry him as early as possible to prevent him from casting Forcefield; it halves your damage output.&lt;br /&gt;
&lt;br /&gt;
= Chapter 10 =&lt;br /&gt;
More very long charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
A well-aimed Charge can get you past the first corridor without falling into any holes; finding the positioning is key. After triggering the next two switches, you have approximately 10 seconds of waiting to do; you can use it to snipe a few gargoyled with shuriken. After counting out 10 seconds, Charge past the next corridor, and cancel it just at the end; if done well, you'll avoid aggroing the gargoyles in the alcoves. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the following area to the north-east, you can easily get the key and get out without having to kill a single mob. To the south-east, open the second coffin and pick up the greatsword; it has knockback, which is vital for fighting the vampire in the next room. Vampires will one-shot you, so make sure to kite him around with your knockback, and be VERY wary to hit your Charge properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Iron Golem is even more deadly than Rock Golems, so again stick to shuriken and the occasional Charge. Proceeding through the mazes, feel free to kill a few gargoyles, you're likely to get levelup here which can save you a healing potion. In the bumper room, head straight to the switch to the north-west, then hug the north wall to get to the exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Charge past the next vampire, you'll avoid aggroing it. You can attempt to bump past both purple lasers (between 4 and 6 strength required) but it's extremely inconsistent (about 2% consistency). The more consistent route is to head south-east and collect the first skull key, then use a 3-item bump to get past the one remaining death ray, a much easier bump. You can restock on healing potions in the following rooms for the Hecubah fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
The easiest way to kill the Lich King is to barrage him with shuriken from the edge of the screen. This won't aggro him, unless you have Shuriken of Bewilderment. Finish him off with a Charge, and proceed into the spinning laser room. Quicksave and quickload to reset the cycle, disable all the switches, then turn on the north-east switch and wait for it to kill the golems and liches. If their AI didn't cooperate entirely, either turn the laser off again and fight them the ordinary way, or just reload and try again. The latter is generally faster if there are iron golems alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, pick up the Staff of Oblivion, then either use it to empty the room of anything dangerous, or, in a segmented run, simply run through the horse of monsters, avoiding all ghosts and Confuse spells, chugging potions all the way.&lt;br /&gt;
&lt;br /&gt;
= Hecubah =&lt;br /&gt;
Get in a position that allows you to immediately kill all the demons, reload your staff, then stand by a fully charged pylon and wait for Hecubah to return. Chasing her down is never a good idea, no matter how long she takes. When she appears, immediately Charge her, then retreat back to your pylon and unload your Stff of Oblivion on her. Only use Warcry to dispel her Summon Gargoyle spell. When your staff runs out of mana, your Charge should be ready; hit her with it, retreat to a second pylon, quickly reaim your lightning to kill the Demon that spawns, then continue hitting Hecubah. Skip through the dialogue she starts, repeat damaging her until she's dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two ways this strategy can fail: she can hit you with a Death Ray before you're able to heal up and kill you, or she can Blink away from you just after you hit her with Charge. Generally staying at max range will prevent the former from happening, while the latter can be avoided by timing your Charge to hit during her casting animation. In addition, pay close attention to your buff bar; never Charge while Confused.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_Old</id>
		<title>Unepic/Any% Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_Old"/>
				<updated>2013-07-29T10:00:33Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Current Fastest Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=plZfmR_mpyk 48:43 by Onin]&lt;br /&gt;
&lt;br /&gt;
= Intro/Mines =&lt;br /&gt;
Pick up the Halo, then head straight to the Mines. It doesn't matter how fast you do this part, since you're bound by an elevator timer at the start of the Mines. Just make sure to survive the boulders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon entering the Mines, drop down one screen on the left side, kill the goblin, then kill the snake on the right side with the bow. Wait for the elevator and ride it up, and take the downtime to arrange your hotbar and screw around a bit. Pick up the Fire magic quest, then head back to the elevator shaft, and drop down two screens to the right. Kill the blacksmith at the top, pick up his bellows, the anvil, and the green weapon from the chest. Head down one screen, clear out all the goblins, pick up the blacksmithing hammer. Then b-line to the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
On Dynidon, switch to the blacksmithing hammer. Just after he starts his attack, jump and swing, then swing again when you land; with perfect timing, you can hit him twice per attack. Either way, he should die in one attack cycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
= Shopping/Sewers =&lt;br /&gt;
Head to Zoran. Buy 2 Heat scrolls, 1 Zoran teleport scroll, 1 Return teleport scroll, and 1 Phase Door scroll. Destroy all the barrels in this screen and loot both chests, then head to the Cook. There, buy 10 red essences and 3 Cook teleport scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head towards the Sewers. While fighting Momoku, you can hit 4 arrows per phase, then use the downtime to arrange your scrolls onto your hotbar without losing time. Pray to RNGsus that a thief doesn't steal your 40 coins. In the next room, gather the final pieces of wood and, if necessary, enough experience for level 2. Also pick up all Wands of Frostbolt on your way. Proceed to the west entrance of the sewers and go into the store to buy a Fireball tome. Cast Return to hand in the Fire quest, then teleport back. &amp;lt;br/&amp;gt;&lt;br /&gt;
= Library =&lt;br /&gt;
To get into the Library, Televator with a Kitchen scroll and drop straight down until you land in an empty room. Jump off the side while moving to the right, and you should end up entering a room filled with orcs; part of the dragon pet quest area. Head back through this area to the library, and climb up with use of a Heat scroll. Open the gate, head into the shop, and sell all your valuable loot to buy a polearm weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reset the game, then backtrack through the library, picking up as much valuable loot and experience as you can find. Do the Slicering quest, and proceed to the first library gate; slay all the orcs and pick up the 2 ghost form potions. Then simply continue looting valuable items and gathering experience until you have both over 600 gold and level 5.&lt;br /&gt;
= Medeox =&lt;br /&gt;
Once both these goals are met, teleport to the Kitchen and stock up on red essences. Teleport back, then televator on top of the Kitchen again; this time, jump off to the right, and you should bump into Medeox's room. After summoning him, climb to the topmost platform, and start chucking fireballs at his snakes. Once they're all down, nuke his head; once he starts summoning ghosts, pop a heat scroll for safety. Always be careful of possible eyebeam one-shots.&lt;br /&gt;
=Tower=&lt;br /&gt;
After Medeox dies, head up to the Library and pass on into the Tower. Learn how to move through this area quickly, learn all the pixel-perfect jumps. Just before passing the area with the 3 ghosts, use one of your ghost form potions, and use its duration to get past the ghosts and all the spider rooms, allowing you to open the backdoor in full safety.&amp;lt;br/&amp;gt;&lt;br /&gt;
It's time to start grinding again. You'll need to gather another 400 gold to be able to afford the fire spirit tome, and you'll need level 10 to be able to use it. All the chests around the spider areas give more than enough money, though you'll need over two full clears to achieve level 10. There's also a Midas scroll that can be used on a purple wizard later, make sure to take that with you.&lt;br /&gt;
=Wizards Tower=&lt;br /&gt;
The wizard tower can best be summarized in terms of strategies when dealing with the monsters:&lt;br /&gt;
*Blue Wizard + Eye: Wait until the wizard faces away from you, then phase door past them. You can attempt to shoot the eye before it Slows you, but success is inconsistent.&lt;br /&gt;
*Blue Wizard: Run past them, they're not very dangerous.&lt;br /&gt;
*Red Wizard: Kill him, let your pet kill his fire elementals.&lt;br /&gt;
*Gelitanious Cube: Phase door past it. Resummon your pet before it dies to the DoT. &lt;br /&gt;
*Purple Wizard: Stand underneath its platform, clear any skeletons that are in the way, cast fire spirits, wait patiently.&lt;br /&gt;
For the room with two gelitanious cubes, you'll want to pull them back a small distance before using the phase door, so that you can use the ladder to get past them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chances are you've not got a Strange Scroll yet. If you don't, after opening the final gate, you'll have to grind thieves using the Zoran scroll until a strange scroll drops. Once you have one and the last gate is open, teleport back to the Mines, and use the televator glitch on the strange scroll. Move to the right, clear out the elf boss, then break the two power gems. Teleport back up to the Wizard Tower, trigger the final quest, and wait for the game to realize you've already beaten it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_Old</id>
		<title>Unepic/Any% Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_Old"/>
				<updated>2013-07-22T00:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Current Fastest Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=BCJtQBrsesc 56:11 by Onin (outdated route)]&lt;br /&gt;
&lt;br /&gt;
= Intro/Mines =&lt;br /&gt;
Pick up the Halo, then head straight to the Mines. It doesn't matter how fast you do this part, since you're bound by an elevator timer at the start of the Mines. Just make sure to survive the boulders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon entering the Mines, drop down one screen on the left side, kill the goblin, then kill the snake on the right side with the bow. Wait for the elevator and ride it up, and take the downtime to arrange your hotbar and screw around a bit. Pick up the Fire magic quest, then head back to the elevator shaft, and drop down two screens to the right. Kill the blacksmith at the top, pick up his bellows, the anvil, and the green weapon from the chest. Head down one screen, clear out all the goblins, pick up the blacksmithing hammer. Then b-line to the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
On Dynidon, switch to the blacksmithing hammer. Just after he starts his attack, jump and swing, then swing again when you land; with perfect timing, you can hit him twice per attack. Either way, he should die in one attack cycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
= Shopping/Sewers =&lt;br /&gt;
Head to Zoran. Buy 2 Heat scrolls, 1 Zoran teleport scroll, 1 Return teleport scroll, and 1 Phase Door scroll. Destroy all the barrels in this screen and loot both chests, then head to the Cook. There, buy 10 red essences and 3 Cook teleport scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head towards the Sewers. While fighting Momoku, you can hit 4 arrows per phase, then use the downtime to arrange your scrolls onto your hotbar without losing time. Pray to RNGsus that a thief doesn't steal your 40 coins. In the next room, gather the final pieces of wood and, if necessary, enough experience for level 2. Also pick up all Wands of Frostbolt on your way. Proceed to the west entrance of the sewers and go into the store to buy a Fireball tome. Cast Return to hand in the Fire quest, then teleport back. &amp;lt;br/&amp;gt;&lt;br /&gt;
= Library =&lt;br /&gt;
To get into the Library, Televator with a Kitchen scroll and drop straight down until you land in an empty room. Jump off the side while moving to the right, and you should end up entering a room filled with orcs; part of the dragon pet quest area. Head back through this area to the library, and climb up with use of a Heat scroll. Open the gate, head into the shop, and sell all your valuable loot to buy a polearm weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reset the game, then backtrack through the library, picking up as much valuable loot and experience as you can find. Do the Slicering quest, and proceed to the first library gate; slay all the orcs and pick up the 2 ghost form potions. Then simply continue looting valuable items and gathering experience until you have both over 600 gold and level 5.&lt;br /&gt;
= Medeox =&lt;br /&gt;
Once both these goals are met, teleport to the Kitchen and stock up on red essences. Teleport back, then televator on top of the Kitchen again; this time, jump off to the right, and you should bump into Medeox's room. After summoning him, climb to the topmost platform, and start chucking fireballs at his snakes. Once they're all down, nuke his head; once he starts summoning ghosts, pop a heat scroll for safety. Always be careful of possible eyebeam one-shots.&lt;br /&gt;
=Tower=&lt;br /&gt;
After Medeox dies, head up to the Library and pass on into the Tower. Learn how to move through this area quickly, learn all the pixel-perfect jumps. Just before passing the area with the 3 ghosts, use one of your ghost form potions, and use its duration to get past the ghosts and all the spider rooms, allowing you to open the backdoor in full safety.&amp;lt;br/&amp;gt;&lt;br /&gt;
It's time to start grinding again. You'll need to gather another 400 gold to be able to afford the fire spirit tome, and you'll need level 10 to be able to use it. All the chests around the spider areas give more than enough money, though you'll need over two full clears to achieve level 10. There's also a Midas scroll that can be used on a purple wizard later, make sure to take that with you.&lt;br /&gt;
=Wizards Tower=&lt;br /&gt;
The wizard tower can best be summarized in terms of strategies when dealing with the monsters:&lt;br /&gt;
*Blue Wizard + Eye: Wait until the wizard faces away from you, then phase door past them. You can attempt to shoot the eye before it Slows you, but success is inconsistent.&lt;br /&gt;
*Blue Wizard: Run past them, they're not very dangerous.&lt;br /&gt;
*Red Wizard: Kill him, let your pet kill his fire elementals.&lt;br /&gt;
*Gelitanious Cube: Phase door past it. Resummon your pet before it dies to the DoT. &lt;br /&gt;
*Purple Wizard: Stand underneath its platform, clear any skeletons that are in the way, cast fire spirits, wait patiently.&lt;br /&gt;
For the room with two gelitanious cubes, you'll want to pull them back a small distance before using the phase door, so that you can use the ladder to get past them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chances are you've not got a Strange Scroll yet. If you don't, after opening the final gate, you'll have to grind thieves using the Zoran scroll until a strange scroll drops. Once you have one and the last gate is open, teleport back to the Mines, and use the televator glitch on the strange scroll. Move to the right, clear out the elf boss, then break the two power gems. Teleport back up to the Wizard Tower, trigger the final quest, and wait for the game to realize you've already beaten it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_Old</id>
		<title>Unepic/Any% Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_Old"/>
				<updated>2013-07-22T00:50:35Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=BCJtQBrsesc 56:11 by Onin]&lt;br /&gt;
&lt;br /&gt;
= Intro/Mines =&lt;br /&gt;
Pick up the Halo, then head straight to the Mines. It doesn't matter how fast you do this part, since you're bound by an elevator timer at the start of the Mines. Just make sure to survive the boulders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon entering the Mines, drop down one screen on the left side, kill the goblin, then kill the snake on the right side with the bow. Wait for the elevator and ride it up, and take the downtime to arrange your hotbar and screw around a bit. Pick up the Fire magic quest, then head back to the elevator shaft, and drop down two screens to the right. Kill the blacksmith at the top, pick up his bellows, the anvil, and the green weapon from the chest. Head down one screen, clear out all the goblins, pick up the blacksmithing hammer. Then b-line to the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
On Dynidon, switch to the blacksmithing hammer. Just after he starts his attack, jump and swing, then swing again when you land; with perfect timing, you can hit him twice per attack. Either way, he should die in one attack cycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
= Shopping/Sewers =&lt;br /&gt;
Head to Zoran. Buy 2 Heat scrolls, 1 Zoran teleport scroll, 1 Return teleport scroll, and 1 Phase Door scroll. Destroy all the barrels in this screen and loot both chests, then head to the Cook. There, buy 10 red essences and 3 Cook teleport scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head towards the Sewers. While fighting Momoku, you can hit 4 arrows per phase, then use the downtime to arrange your scrolls onto your hotbar without losing time. Pray to RNGsus that a thief doesn't steal your 40 coins. In the next room, gather the final pieces of wood and, if necessary, enough experience for level 2. Also pick up all Wands of Frostbolt on your way. Proceed to the west entrance of the sewers and go into the store to buy a Fireball tome. Cast Return to hand in the Fire quest, then teleport back. &amp;lt;br/&amp;gt;&lt;br /&gt;
= Library =&lt;br /&gt;
To get into the Library, Televator with a Kitchen scroll and drop straight down until you land in an empty room. Jump off the side while moving to the right, and you should end up entering a room filled with orcs; part of the dragon pet quest area. Head back through this area to the library, and climb up with use of a Heat scroll. Open the gate, head into the shop, and sell all your valuable loot to buy a polearm weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reset the game, then backtrack through the library, picking up as much valuable loot and experience as you can find. Do the Slicering quest, and proceed to the first library gate; slay all the orcs and pick up the 2 ghost form potions. Then simply continue looting valuable items and gathering experience until you have both over 600 gold and level 5.&lt;br /&gt;
= Medeox =&lt;br /&gt;
Once both these goals are met, teleport to the Kitchen and stock up on red essences. Teleport back, then televator on top of the Kitchen again; this time, jump off to the right, and you should bump into Medeox's room. After summoning him, climb to the topmost platform, and start chucking fireballs at his snakes. Once they're all down, nuke his head; once he starts summoning ghosts, pop a heat scroll for safety. Always be careful of possible eyebeam one-shots.&lt;br /&gt;
=Tower=&lt;br /&gt;
After Medeox dies, head up to the Library and pass on into the Tower. Learn how to move through this area quickly, learn all the pixel-perfect jumps. Just before passing the area with the 3 ghosts, use one of your ghost form potions, and use its duration to get past the ghosts and all the spider rooms, allowing you to open the backdoor in full safety.&amp;lt;br/&amp;gt;&lt;br /&gt;
It's time to start grinding again. You'll need to gather another 400 gold to be able to afford the fire spirit tome, and you'll need level 10 to be able to use it. All the chests around the spider areas give more than enough money, though you'll need over two full clears to achieve level 10. There's also a Midas scroll that can be used on a purple wizard later, make sure to take that with you.&lt;br /&gt;
=Wizards Tower=&lt;br /&gt;
The wizard tower can best be summarized in terms of strategies when dealing with the monsters:&lt;br /&gt;
*Blue Wizard + Eye: Wait until the wizard faces away from you, then phase door past them. You can attempt to shoot the eye before it Slows you, but success is inconsistent.&lt;br /&gt;
*Blue Wizard: Run past them, they're not very dangerous.&lt;br /&gt;
*Red Wizard: Kill him, let your pet kill his fire elementals.&lt;br /&gt;
*Gelitanious Cube: Phase door past it. Resummon your pet before it dies to the DoT. &lt;br /&gt;
*Purple Wizard: Stand underneath its platform, clear any skeletons that are in the way, cast fire spirits, wait patiently.&lt;br /&gt;
For the room with two gelitanious cubes, you'll want to pull them back a small distance before using the phase door, so that you can use the ladder to get past them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Chances are you've not got a Strange Scroll yet. If you don't, after opening the final gate, you'll have to grind thieves using the Zoran scroll until a strange scroll drops. Once you have one and the last gate is open, teleport back to the Mines, and use the televator glitch on the strange scroll. Move to the right, clear out the elf boss, then break the two power gems. Teleport back up to the Wizard Tower, trigger the final quest, and wait for the game to realize you've already beaten it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_New</id>
		<title>Unepic/Any% New</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_New"/>
				<updated>2013-07-22T00:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro/Mines =&lt;br /&gt;
Pick up the Halo, then head straight to the Mines. It doesn't matter how fast you do this part, since you're bound by an elevator timer at the start of the Mines. Just make sure to survive the boulders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon entering the Mines, drop down one screen on the left side, kill the goblin, then kill the snake on the right side with the bow. Wait for the elevator and ride it up, and take the downtime to arrange your hotbar and screw around a bit. Pick up the Fire magic quest, then head back to the elevator shaft, and drop down two screens to the right. Kill the blacksmith at the top, pick up his bellows, the anvil, and the green weapon from the chest. Head down one screen, clear out all the goblins, pick up the blacksmithing hammer. Then b-line to the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
On Dynidon, switch to the blacksmithing hammer. Just after he starts his attack, jump and swing, then swing again when you land; with perfect timing, you can hit him twice per attack. Either way, he should die in one attack cycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
You will need as much good drops from the mandatory kills in this area as possible. You might consider killing excess goblins for more drops, but it may not be worth the risk. &lt;br /&gt;
= Shopping/Sewers =&lt;br /&gt;
Head to Zoran. Buy 1 Heat scroll, 5 Zoran teleport scrolls, 4 Return teleport scrolls, and as many Phase Door scrolls as you can &amp;quot;afford&amp;quot; (between 1 and 3, depending on the sell value of drops you've gotten). Destroy all the barrels in this screen and loot both chests, then head to the Cook. There, buy 50 blue essences and one Cook teleport scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head towards the Sewers. While fighting Momoku, you can hit 4 arrows per phase, then use the downtime to arrange your scrolls onto your hotbar without losing time. Pray to RNGsus that a thief doesn't steal your 40 coins. In the next room, gather the final pieces of wood and, if necessary, enough experience for level 2. Also pick up all Wands of Frostbolt on your way. Proceed to the west entrance of the sewers; use phase doors to save time here. Pick up the Ice magic quest and the ferns quest, then go into the store and buy a Fireball tome (if you can't afford it, an alternative is to buy a teleport to sewers scroll and pick it up later). &amp;lt;br/&amp;gt;&lt;br /&gt;
Cast Return to the ferns quest, and head for the eastern entrance (again picking up all wands on route). After the first room of goblins, take a detour left into the room with crows to pick up a unique sword (hidden in the walls on the left), then head straight to the east and pick up the Trident. Proceed to the sewers, pick up and complete the ice elemental quest using one wand of frostbolts. Summon your new pet, then head to the boss area without falling down anywhere.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the volcano area, use a new wand of frostbolts to clear any enemies that get in your way. Don't bother breaking them for loot. When you arrive at Drakonis, draw your third wand, position your pet properly, and demolish the guy.&lt;br /&gt;
= Gardens =&lt;br /&gt;
This is as good a time as any to hand in the Fire quest (with a Return scroll, ofcourse). Afterward, head to Zoran and stock up on 6 Heat scrolls and 7 Phase Door scrolls, then head to the Gardens. On route to the Gardens, loot another chest with a green weapon, and use 4 of your phase doors to skip the shiny corridor. Head to the gate, making a small detour to pick up three speed potions. &amp;lt;br/&amp;gt;&lt;br /&gt;
To battle Arborus, pop two of your Speed potions and stab him with your trident until he dies. If he casts his nose beam attack, hide behind your pet. If he casts his insects early in the fight, you might want to use a Heat scroll for safety. The meteor shower is both completely random and totally unavoidable.&lt;br /&gt;
= Library =&lt;br /&gt;
Teleport to Zoran and pick up another 10-11 phase doors before you head into the Library, killing every monster conveniently in your way while doing so; you need both the money and the experience at this stage. Be careful never to aggro more than one ogre at a time, they hurt a lot. While here, do the quest for the Slicering halberd using a phase door and a return scroll to bypass the fire. To easily beat Leviathos, summon your pet in the room before him, run to the edge of the platform, then take a few steps back while your pet casts a frostbolt and turn around again. This will park your pet in front of you and make him tank every shot as well as the pulling spell, allowing you to easily pick Leviathos off with firebolt spam.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the next room, you can easily take care of the skeletons by jumping on the ledge to the left and slowly picking them off with the trident. Skip past the room with the scorpions, beetles and orcs, as it's too risky to do any farming here. After crossing the next room, cast a Heat scroll to get rid of the pesky bats and make going up easier. Finally, open the gate at the top, then head into the shop to buy the Windbreaker bow, a red candle, and a fire robe. Proceed up into the boss room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Say a prayer to RNGsus, as this boss has a tendency to troll awfully. Before summoning him, though, throw all your potions and teleportation items on the floor. Your trident should make decently fast work of him. Once he's dead, return to Zoran and stock up on all the phase doors you can afford.&lt;br /&gt;
= Catacombs =&lt;br /&gt;
Move into the Catacombs, take the lift up to unlock the gate, then drop down and head into the room east of the shop. Phase door past the mobs and head in the door to pick up the Light magic. &amp;lt;br/&amp;gt;&lt;br /&gt;
Reset the game, then head back to that same room. Stand by the first ladder, cast a Heat scroll, then go down and run around a bit to spawn all the undead. Hang off the ladder out of reach of their attacks, and do some inventory management while you wait for everything to die. You can wait for Thief spawns here if you still need a strange scroll. Repeat the process 2 more times. You should end up at level 6 and with around 20-25 casts of your Light spell. &amp;lt;br/&amp;gt;&lt;br /&gt;
Once you're done farming Light, drop down to the bottom of the elevator shaft and head right. Phase door across the next room, climb the ladder, get rid of the skeleton wizard, and slip the switch. Then activate the cutscene trigger from the other side, and quickly jump up to unlock the door. Proceed right two more screens, pass through the door, then use phase scrolls to travel through the blood river towards the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sux Mortis is very straight-forward. Just dodge all his attacks while casting Light at it at every opportunity. Be aware that after his death animation, his scythes can still hurt you.&lt;br /&gt;
=Lab/Prison=&lt;br /&gt;
Teleport to the Cook, and spend all your money on red essences (around 700 of them). Any remaining money can be spent on phase doors. Teleport to the Gardens and make your way to the Laboratory. The 'hanging gardens' room can be easily cleared with use of a heat scroll, and doing so allows a safer (and potentially faster) entry into the Lab: hang off the ladder, wait for the scientist to hit your heat aura and turn around, then phase door past him. At best, you'll catch the elevator cycle; at worst, you can position your pet to take his aggro when you do get on the elevator, making this room much safer.&amp;lt;br/&amp;gt;&lt;br /&gt;
B-line straight to the prison, and straight to the boss room. Stand on the right edge of the platform and barrage Gauntlik with fireballs, then get in position for whichever attack he's chosen: for rock, stay at the edge and move as little as possible while avoiding his attack; for paper, stand in the middle and run along the center lasers; for scissors, stand in the center, then as soon as the first slice sounds, phase door behind him and start attacking him. Avoid using fireballs while he's still close, as you can easily kill yourself, and any damage you take will stop the next fireball cast anyway. If you're lucky, you can kill him in one scissors phase; at worst luck, three phases should do it.&lt;br /&gt;
=Halls=&lt;br /&gt;
Stock up on phase doors so you have at least 25, and make sure you have one heat scroll left. Then head into the Halls. Almost all screens in the Halls can be crossed using phase doors. The exceptions are the first two rooms; the room with the gate loses you time, while the room after that has a spellcaster that interrupts you. If you're unlucky you can get hit by a slime while going down a ladder; if you do, unequip your weapon quickly, then just continue. Head into Medeox's lair.&amp;lt;br/&amp;gt;&lt;br /&gt;
After summoning Medeox, climb up to the top-right platform. Set your aim to the fifth snake from the left, then spam fireballs until all his snakes are dead (reaim when necessary). Then aim at Medeox himself, and barrage him with fireballs. Always be mindful that he might rise up to your platform, allowing his eyebeam to instakill you. Turn to the left when he does that attack, and if he's near half hp, take the time to use a heat scroll; it'll take care of the ghosts he summons in his second phase.&lt;br /&gt;
=Tower=&lt;br /&gt;
After Medeox dies, head up to the Library and pass on into the Tower. To make matters easier on yourself, use a heat scroll to clear the room to the Ring of the Skies, that allows you to jump further; it eliminates all the pixel-perfect jumps from here onward. Proceed up the tower, avoiding contact with any ghosts; if they steal your trident, you'll be sad, and if they steal your Slicering, you're gonna have to reset. Very carefully head up to the Tower shop; you want to kill all (or most of) the spiders in these three rooms, but they're very likely to screw you over as they fall onto you from the darkness. The best way to handle them is to stand on the edge of a platform, so they won't fall onto you, but down past you.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once you make it to the shop, buy an Invoke Fire Spirit tome, and stock up on arrows if necessary. Proceed to the right to clear out more spiders, then down to unlock the gate. Reset the game, and continue farming spiders until you're level 10. Once you are, head left and down so you can avoid having to pass the ghosts again, and enter the Wizards' Tower.&lt;br /&gt;
=Wizards Tower=&lt;br /&gt;
The wizard tower can best be summarized in terms of strategies when dealing with the monsters:&lt;br /&gt;
*Blue Wizard + Eye: Wait until the wizard faces away from you, then phase door past them. You can attempt to shoot the eye before it Slows you, but success is inconsistent.&lt;br /&gt;
*Blue Wizard: Run past them, they're not very dangerous.&lt;br /&gt;
*Red Wizard: Kill him, let your pet kill his fire elementals.&lt;br /&gt;
*Gelitanious Cube: Phase door past it. Resummon your pet before it dies to the DoT. &lt;br /&gt;
*Purple Wizard: Stand underneath its platform, clear any skeletons that are in the way, cast fire spirits, wait patiently.&lt;br /&gt;
For the room with two gelitanious cubes, you'll want to pull them back a small distance before using the phase door, so that you can use the ladder to get past them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Elven Lands=&lt;br /&gt;
As soon as you get control of the satyr, climb up the bottom ladder and hang on it in such a way that your head is hidden behind the platform; enemies won't be able to see you, so you don't have to worry about this area yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Learn which mobs can be skipped and which are best picked off before they become a threat. On Easy, many elves won't aggro you immediately, allowing you to easily pick off problematic ones. Rely mostly on the Slicering halberd and fireballs. Without the Ring of the Skies, almost every jump in this area is pixel-perfect, good luck if you insist not to use it.&amp;lt;br/&amp;gt;&lt;br /&gt;
After destroying the crystals, return to the satyr, jump off the ladder, then use the deathmyst spell to clear out the horde of monsters that's gathered up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=Sewers=&lt;br /&gt;
Before picking up the ferns quest, head on left to pick up the Ice magic quest. Then, before doing the ice elemental quest, proceed right to loot the trident. This trident is mostly identical to the weapon bought in the Catacombs, making the sequence break unnecessary.&lt;br /&gt;
&lt;br /&gt;
=Gardens=&lt;br /&gt;
To kill Arborus, use two of the Speed potions you've picked up before in order to make your trident attack speed proper. It will make you attack just as fast as the infinite attacking glitch would have.&lt;br /&gt;
&lt;br /&gt;
=Library=&lt;br /&gt;
Rather than a bow, use the Firebolt spell to defeat Leviathos, using the same technique to do so. Use the money you have banked here to buy a robe and candle; fireball will be your main source of damage against bosses. Proceed to the boss room. Drop all your teleportation items and potions on the floor, specifically putting healing/regeneration potions in the center of the room, so you can pick them up after landing a hit and quickly drink them when needed. The trident should be strong enough to make (relatively) short work of him.&lt;br /&gt;
&lt;br /&gt;
=Catacombs=&lt;br /&gt;
On route to the boss room, on the first screen to the right of the elevator, phase door to the ladder and kill the one skeleton wizard, activate the switch to spawn the platform, then trigger the cutscene and quickly jump onto the platform afterward, open the lock during damage invulnerability and run out again. Then proceed as usual.&lt;br /&gt;
&lt;br /&gt;
=Tower=&lt;br /&gt;
Make a small detour to pick up the jumping distance ring, using a heat scroll to make the room easy.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_New</id>
		<title>Unepic/Any% New</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_New"/>
				<updated>2013-07-16T19:00:54Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Elven Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The New Version route is mostly similar to the [[Unepic/Any% Old|Old Version route]]. This page lists only differences in the New Version run.&lt;br /&gt;
=Sewers=&lt;br /&gt;
Before picking up the ferns quest, head on left to pick up the Ice magic quest. Then, before doing the ice elemental quest, proceed right to loot the trident. This trident is mostly identical to the weapon bought in the Catacombs, making the sequence break unnecessary.&lt;br /&gt;
&lt;br /&gt;
=Gardens=&lt;br /&gt;
To kill Arborus, use two of the Speed potions you've picked up before in order to make your trident attack speed proper. It will make you attack just as fast as the infinite attacking glitch would have.&lt;br /&gt;
&lt;br /&gt;
=Library=&lt;br /&gt;
Rather than a bow, use the Firebolt spell to defeat Leviathos, using the same technique to do so. Use the money you have banked here to buy a robe and candle; fireball will be your main source of damage against bosses. Proceed to the boss room. Drop all your teleportation items and potions on the floor, specifically putting healing/regeneration potions in the center of the room, so you can pick them up after landing a hit and quickly drink them when needed. The trident should be strong enough to make (relatively) short work of him.&lt;br /&gt;
&lt;br /&gt;
=Catacombs=&lt;br /&gt;
On route to the boss room, on the first screen to the right of the elevator, phase door to the ladder and kill the one skeleton wizard, activate the switch to spawn the platform, then trigger the cutscene and quickly jump onto the platform afterward, open the lock during damage invulnerability and run out again. Then proceed as usual.&lt;br /&gt;
&lt;br /&gt;
=Tower=&lt;br /&gt;
Make a small detour to pick up the jumping distance ring, using a heat scroll to make the room easy.&lt;br /&gt;
&lt;br /&gt;
=Elven Lands=&lt;br /&gt;
As soon as you get control of the satyr, climb up the bottom ladder and hang on it in such a way that your head is hidden behind the platform; enemies won't be able to see you, so you don't have to worry about this area yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Learn which mobs can be skipped and which are best picked off before they become a threat. On Easy, many mobs won't aggro you immediately, allowing you to easily pick off problematic ones. Rely mostly on the Slicering halberd and fireballs. The jump distance ring is almost mandatory here since this area is filled with otherwise pixel-perfect jumps.&amp;lt;br/&amp;gt;&lt;br /&gt;
After destroying the crystals, return to the satyr, jump off the ladder, then use the deathmyst spell to clear out the horde of monsters that's gathered up.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_New</id>
		<title>Unepic/Any% New</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_New"/>
				<updated>2013-07-16T18:58:59Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Library */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The New Version route is mostly similar to the [[Unepic/Any% Old|Old Version route]]. This page lists only differences in the New Version run.&lt;br /&gt;
=Sewers=&lt;br /&gt;
Before picking up the ferns quest, head on left to pick up the Ice magic quest. Then, before doing the ice elemental quest, proceed right to loot the trident. This trident is mostly identical to the weapon bought in the Catacombs, making the sequence break unnecessary.&lt;br /&gt;
&lt;br /&gt;
=Gardens=&lt;br /&gt;
To kill Arborus, use two of the Speed potions you've picked up before in order to make your trident attack speed proper. It will make you attack just as fast as the infinite attacking glitch would have.&lt;br /&gt;
&lt;br /&gt;
=Library=&lt;br /&gt;
Rather than a bow, use the Firebolt spell to defeat Leviathos, using the same technique to do so. Use the money you have banked here to buy a robe and candle; fireball will be your main source of damage against bosses. Proceed to the boss room. Drop all your teleportation items and potions on the floor, specifically putting healing/regeneration potions in the center of the room, so you can pick them up after landing a hit and quickly drink them when needed. The trident should be strong enough to make (relatively) short work of him.&lt;br /&gt;
&lt;br /&gt;
=Catacombs=&lt;br /&gt;
On route to the boss room, on the first screen to the right of the elevator, phase door to the ladder and kill the one skeleton wizard, activate the switch to spawn the platform, then trigger the cutscene and quickly jump onto the platform afterward, open the lock during damage invulnerability and run out again. Then proceed as usual.&lt;br /&gt;
&lt;br /&gt;
=Tower=&lt;br /&gt;
Make a small detour to pick up the jumping distance ring, using a heat scroll to make the room easy.&lt;br /&gt;
&lt;br /&gt;
=Elven Lands=&lt;br /&gt;
As soon as you get control of the satyr, climb up the bottom ladder and hang on it in such a way that your head is hidden behind the platform; enemies won't be able to see you, so you don't have to worry about this area yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
You'll actually be forced to progress through this area. Learn which mobs can be skipped and which are best picked off before they become a threat. Rely mostly on the Slicering halberd and fireballs. The jump distance ring is almost mandatory here since this area is filled with pixel-perfect jumps.&amp;lt;br/&amp;gt;&lt;br /&gt;
After destroying the crystals, return to the satyr, jump off the ladder, then use the deathmyst spell to clear out the horde of monsters that's gathered up.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_New</id>
		<title>Unepic/Any% New</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_New"/>
				<updated>2013-07-16T18:56:59Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: Created page with &amp;quot;The New Version route is mostly similar to the Old Version route. This page lists only differences in the New Version run. =Sewers= Before picking up the f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The New Version route is mostly similar to the [[Unepic/Any% Old|Old Version route]]. This page lists only differences in the New Version run.&lt;br /&gt;
=Sewers=&lt;br /&gt;
Before picking up the ferns quest, head on left to pick up the Ice magic quest. Then, before doing the ice elemental quest, proceed right to loot the trident. This trident is mostly identical to the weapon bought in the Catacombs, making the sequence break unnecessary.&lt;br /&gt;
&lt;br /&gt;
=Gardens=&lt;br /&gt;
To kill Arborus, use two of the Speed potions you've picked up before in order to make your trident attack speed proper. It will make you attack just as fast as the infinite attacking glitch would have.&lt;br /&gt;
&lt;br /&gt;
=Library=&lt;br /&gt;
Rather than a bow, use the Firebolt spell to defeat Leviathos, using the same technique to do so. Use the money you have banked here to buy a robe and candle; fireball will be your main source of damage against bosses. Proceed to the boss room. Drop all your teleportation items and potions on the floor, specifically putting healing/regeneration potions in the center of the room. The trident should be strong enough to make (relatively) short work of him.&lt;br /&gt;
&lt;br /&gt;
=Catacombs=&lt;br /&gt;
On route to the boss room, on the first screen to the right of the elevator, phase door to the ladder and kill the one skeleton wizard, activate the switch to spawn the platform, then trigger the cutscene and quickly jump onto the platform afterward, open the lock during damage invulnerability and run out again. Then proceed as usual.&lt;br /&gt;
&lt;br /&gt;
=Tower=&lt;br /&gt;
Make a small detour to pick up the jumping distance ring, using a heat scroll to make the room easy.&lt;br /&gt;
&lt;br /&gt;
=Elven Lands=&lt;br /&gt;
As soon as you get control of the satyr, climb up the bottom ladder and hang on it in such a way that your head is hidden behind the platform; enemies won't be able to see you, so you don't have to worry about this area yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
You'll actually be forced to progress through this area. Learn which mobs can be skipped and which are best picked off before they become a threat. Rely mostly on the Slicering halberd and fireballs. The jump distance ring is almost mandatory here since this area is filled with pixel-perfect jumps.&amp;lt;br/&amp;gt;&lt;br /&gt;
After destroying the crystals, return to the satyr, jump off the ladder, then use the deathmyst spell to clear out the horde of monsters that's gathered up.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_Old</id>
		<title>Unepic/Any% Old</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_Old"/>
				<updated>2013-07-15T21:36:21Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: Created page with &amp;quot;= Current Fastest Time = [https://www.youtube.com/watch?v=BCJtQBrsesc 56:11 by Onin]  = Intro/Mines = Pick up the Halo, then head straight to the Mines. It doesn't matter how ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=BCJtQBrsesc 56:11 by Onin]&lt;br /&gt;
&lt;br /&gt;
= Intro/Mines =&lt;br /&gt;
Pick up the Halo, then head straight to the Mines. It doesn't matter how fast you do this part, since you're bound by an elevator timer at the start of the Mines. Just make sure to survive the boulders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon entering the Mines, drop down one screen on the left side, kill the goblin, then kill the snake on the right side with the bow. Wait for the elevator and ride it up, and take the downtime to arrange your hotbar and screw around a bit. Pick up the Fire magic quest, then head back to the elevator shaft, and drop down two screens to the right. Kill the blacksmith at the top, pick up his bellows, the anvil, and the green weapon from the chest. Head down one screen, clear out all the goblins, pick up the blacksmithing hammer. Then b-line to the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
On Dynidon, switch to the blacksmithing hammer. Just after he starts his attack, jump and swing, then swing again when you land; with perfect timing, you can hit him twice per attack. Either way, he should die in one attack cycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
You will need as much good drops from the mandatory kills in this area as possible. You might consider killing excess goblins for more drops, but it may not be worth the risk. &lt;br /&gt;
= Shopping/Sewers =&lt;br /&gt;
Head to Zoran. Buy 1 Heat scroll, 4 Zoran teleport scrolls, 6 Return teleport scrolls, and as many Phase Door scrolls as you can &amp;quot;afford&amp;quot; (between 1 and 3, depending on the sell value of drops you've gotten). Destroy all the barrels in this screen and loot both chests, then head to the Cook. There, buy 50 blue essences and one Cook teleport scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head towards the Sewers. While fighting Momoku, you can hit 4 arrows per phase, then use the downtime to arrange your scrolls onto your hotbar without losing time. Pray to RNGsus that a thief doesn't steal your 40 coins. In the next room, gather the final pieces of wood and, if necessary, enough experience for level 2. Also pick up all Wands of Frostbolt on your way. Proceed to the west entrance of the sewers; use phase doors to save time here. Pick up the ferns quest, then go into the store and buy a Fireball tome (if you can't afford it, an alternative is to buy a teleport to sewers scroll and pick it up later). &amp;lt;br/&amp;gt;&lt;br /&gt;
Cast Return to the ferns quest, and head for the eastern entrance (again picking up all wands on route). After the first room of goblins, take a detour left into the room with crows to pick up a unique sword (hidden in the walls on the left). Proceed to the sewers, pick up and complete the ice elemental quest using one wand of frostbolts. Summon your new pet, then head to the boss area without falling down anywhere.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the volcano area, use a new wand of frostbolts to clear any enemies that get in your way. Don't bother breaking them for loot. When you arrive at Drakonis, draw your third wand, position your pet properly, and demolish the guy.&lt;br /&gt;
= Gardens =&lt;br /&gt;
This is as good a time as any to hand in the Fire quest (with a Return scroll, ofcourse). Afterward, head to Zoran and stock up on 5 Heat scrolls and 7 Phase Door scrolls, then head to the Gardens. &amp;lt;br/&amp;gt;&lt;br /&gt;
On route to the Gardens, loot another chest with a green weapon, and use 4 of your phase doors to skip the shiny corridor. Make a small detour to pick up the plants quest, then head to the gate, making another detour for the speed potions. After unlocking the gate, teleport back to the Mines, and use the Televator glitch on the plants quest to sequence break into the Catacombs. On the right of the room you fall into is a breakable wall; one screen right and two screens down you enter the room with the necronomicon. Jump over it to avoid the skeletons trigger. &amp;lt;br/&amp;gt;&lt;br /&gt;
While waiting for the elevator, you can kill the five floating eyes for some free experience, and spend some more time arranging your hotbar. Ride the elevator up to the gate and unlock it. Then visit the shop, buy a trident, a bow, and as many arrows as you can afford. Head right, and use two phase doors to skip past the undead mobs so you can pick up the Divine Favour now. Now return to the Gardens.&amp;lt;br/&amp;gt;&lt;br /&gt;
While summoning Arborus, draw your new trident and summon your pet, then abuse the infinite attacking glitch at its max range to damage him. If he casts his meteor shower, simply reposition if you happen to get hit. If he casts his nose beams, hide behind your pet to avoid taking damage (make sure to resummon your pet if necessary to keep it alive). If he casts wasps, you may want to cast a heat scroll for protection, but you don't always need it. Most important is to avoid getting hit by the green brambles; get a good idea for the visual cues.&lt;br /&gt;
= Library =&lt;br /&gt;
If you haven't already, start keeping an eye out for thieves. Somewhere along the run, you need to kill one and get a Strange Scroll drop from it. Usually there is a thief at Zoran that you can kill just as you teleport there; otherwise, find places where you can wait for them to spawn. Your first chance is here, as you'll want to teleport to Zoran and pick up another 10-11 phase doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head into the Library, killing every monster conveniently in your way while doing so; you need both the money and the experience at this stage. Be careful never to aggro more than one ogre at a time, they hurt a lot. While here, do the quest for the Slicering halberd using a phase door and a return scroll to bypass the fire. To easily beat Leviathos, summon your pet in the room before him, run to the edge of the platform, then take a few steps back while your pet casts a frostbolt and turn around again. This will park your pet in front of you and make him tank every shot as well as the pulling spell, allowing you to easily pick Leviathos off.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the next room, you can easily take care of the skeletons by jumping on the ledge to the left and picking them off with infinite attacking trident. Skip past the room with the scorpions, beetles and orcs, as it's too risky to do any farming here. After crossing the next room, cast a Heat scroll to get rid of the pesky bats and make going up easier. Finally, open the gate at the top, then head into the shop to buy the Windbreaker bow; these two are the only reason to head up here. If you have excess gold, you could also consider buying a red candle.&amp;lt;br/&amp;gt;&lt;br /&gt;
= Catacombs =&lt;br /&gt;
Move back to the Catacombs, and head into the room east of the shop again. Stand by the first ladder, cast a Heat scroll, then go down and run around a bit to spawn all the undead. Hang off the ladder out of reach of their attacks, and do some inventory management while you wait for everything to die. You can wait for Thief spawns here if you still need a strange scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Repeat the process 2 more times. You should end up at level 6 and with around 25 casts of your Light spell. If you have all this, move back to the elevator, and use the televator glitch on the ferns quest, aiming at approximately one fourth from the top of the screen. You should arrive in the corridor below the quest giver, allowing you to go left and fall into a different part of the Catacombs. Head right, pass through the door, then use phase scrolls to travel through the blood river towards the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sux Mortis is very straight-forward. Just dodge all his attacks while casting Light at it at every opportunity. Be aware that after his death animation, his scythes can still hurt you.&lt;br /&gt;
=Lab/Prison=&lt;br /&gt;
Teleport to the Cook, and spend all your money on red essences (around 700 of them). Any remaining money can be spent on phase doors. Teleport to the Gardens and make your way to the Laboratory. The 'hanging gardens' room can be easily cleared with use of a heat scroll, and doing so allows a safer (and potentially faster) entry into the Lab: hang off the ladder, wait for the scientist to hit your heat aura and turn around, then phase door past him. At best, you'll catch the elevator cycle; at worst, you can position your pet to take his aggro when you do get on the elevator, making this room much safer.&amp;lt;br/&amp;gt;&lt;br /&gt;
B-line straight to the prison, and straight to the boss room. Stand on the right edge of the platform and barrage Gauntlik with simulcasted bow shots and fireballs, then get in position for whichever attack he's chosen: for rock, stay at the edge and move as little as possible while avoiding his attack; for paper, stand in the middle and run along the center lasers; for scissors, stand in the center, then as soon as the first slice sounds, phase door behind him and start attacking him. Avoid using fireballs while he's still close, as you can easily kill yourself, and any damage you take will stop the next fireball cast anyway. If you're lucky, you can kill him in one scissors phase; at worst luck, three phases should do it.&lt;br /&gt;
=Halls=&lt;br /&gt;
If you don't have a strange scroll yet, save first, then teleport to zoran, kill the thief, and reset as necessary until you get a strange scroll drop. Also stock up on phase doors so you have at least 25, and make sure you have one heat scroll left. Then head into the Halls.&amp;lt;br/&amp;gt;&lt;br /&gt;
Almost all screens in the Halls can be crossed using phase doors. The exceptions are the first two rooms; the room with the gate loses you time, while the room after that has a spellcaster that interrupts you. If you're unlucky you can get hit by a smile while going down a ladder; if you do, unequip your bow quickly, then just continue. Head into Medeox's lair.&amp;lt;br/&amp;gt;&lt;br /&gt;
After summoing Medeox, climb up to the top-right platform. Set your aim to the fifth snake from the left, then spam fireballs until all his snakes are dead (reaim when necessary). Then aim at Medeox himself, and barrage him with simulcasted arrows and fireballs. If he hoovers too close to you, you might want to switch to arrows only; he is very likely to troll you and move up for his laser attack, which instantly kills you while you're stuck in attack animations. Turn to the left when he does that attack, and if he's near half hp, take the time to use a heat scroll; it'll take care of the ghosts he summons in his second phase.&lt;br /&gt;
=Tower=&lt;br /&gt;
After Medeox dies, head up to the Library and pass on into the Tower. Learn how to move through this area quickly, learn all the pixel-perfect jumps, and learn how to avoid the ghosts; if they steal your trident, you'll be sad, and if they steal your Slicering, you're gonna have to reset. Very carefully head up to the Tower shop; you want to kill all (or most of) the spiders in these three rooms, but they're very likely to screw you over as they fall onto you from the darkness. The best way to handle them is to stand on the edge of a platform, so they won't fall onto you, but down past you.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once you make it to the shop, buy an Invoke Fire Spirit tome, and stock up on arrows. Proceed to the right to clear out more spiders, then down to unlock the gate. Reset the game, and continue farming spiders until you're level 10. Once you are, head left and down so you can avoid having to pass the ghosts again, and enter the Wizards' Tower.&lt;br /&gt;
=Wizards Tower=&lt;br /&gt;
The wizard tower can best be summarized in terms of strategies when dealing with the monsters:&lt;br /&gt;
*Blue Wizard + Eye: Wait until the wizard faces away from you, then phase door past them. You can attempt to shoot the eye before it Slows you, but success is inconsistent.&lt;br /&gt;
*Blue Wizard: Run past them, they're not very dangerous.&lt;br /&gt;
*Red Wizard: Kill him, let your pet kill his fire elementals.&lt;br /&gt;
*Gelitanious Cube: Phase door past it. Resummon your pet before it dies to the DoT. &lt;br /&gt;
*Purple Wizard: Stand underneath its platform, clear any skeletons that are in the way, cast fire spirits, wait patiently.&lt;br /&gt;
For the room with two gelitanious cubes, you'll want to pull them back a small distance before using the phase door, so that you can use the ladder to get past them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once you reach the gate, open it, then teleport back to the Mines, and use the televator glitch on the strange scroll. Move to the right, clear out the elf boss, then break the two power gems. Teleport back up to the Wizard Tower, trigger the final quest, and wait for the game to realize you've already beaten it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic</id>
		<title>Unepic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic"/>
				<updated>2013-07-15T20:04:56Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Unepic/Any% Old|Any% Old Version]] - Beat the game on an older version.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Unepic/Any% New|Any% New Version]] - Beat the game on a newer version.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Unepic/100%|100%]] - Beat the game with 100% exploration and all lights lit.&lt;br /&gt;
&lt;br /&gt;
= Additional Informatio =&lt;br /&gt;
[[Unepic/Mechanics and Glitches|Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T12:05:10Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders whenever possible.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air, the hop is completely cancelled, and you only take the slowdown from jumping. This latter technique works better against slow enemies, such as maggots.&lt;br /&gt;
===Phase Door===&lt;br /&gt;
The Scroll of Phase Door is an item bought from Zoran for 25 gold a piece. When used, it teleports you to the far end of the platform you're standing on, without crossing gaps or going up ledges. It completely bypasses enemies as well as any triggers in the process. Due to its long cast time, it is only useful when crossing about 75% of a room's size in distance, or when skipping cutscenes or enemies, and its high cost makes it a scarce resource in the early game.&lt;br /&gt;
===Speed Potions===&lt;br /&gt;
Speed potions improve your running speed as well as your attacking speed. They do not improve jumping speed, falling speed, climbing speed, spellcasting speed, or scroll casting speed. As such, only use them for their running speed increase, preferably in areas that are not otherwise sped up by phase doors.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pets==&lt;br /&gt;
Pets will target the nearest hostile monster they can hurt and attack it as long as they have energy. Their AI cannot be controlled in any way, but their position can be altered to some extent which can affect who (and whether) they attack. Pets generally try to face the same way as Daniel, but they turn very slowly unless movement forces them to turn around, and if they're busy attacking an enemy, they won't shift their facing direction at all, which can both be a advantage or a detriment to controlling them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pets can be dismissed and resummoned instantly while you are standing or running (not while jumping or climbing). When resummoned, they are fully healed but lose all energy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Kills made by pets do not award experience, so make sure to dismiss your pet when farming exp to not accidentally miss out.&lt;br /&gt;
&lt;br /&gt;
==Resets==&lt;br /&gt;
Saving and reloading the game has the following effects:&lt;br /&gt;
*All monsters respawn and reset to their default position.&lt;br /&gt;
*All elevators reset to their default position.&lt;br /&gt;
As elevators run on a global timer, it may be beneficial to reset before any televator glitch uses to ensure a good position to execute the glitch. Generally you cannot be certain at what position the elevator is without a reset, which may cost time.&lt;br /&gt;
&lt;br /&gt;
=Glitches=&lt;br /&gt;
All of these glitches only work on old versions of the game.&lt;br /&gt;
==Televator==&lt;br /&gt;
Using a teleportation skill while on an elevator will confuse the game about the destination of the teleport, allowing for certain sequence breaks. The televator glitch comes in two varieties:&lt;br /&gt;
*Scrolls: When using scroll-based teleportation skills while standing on an elevator, your vertical position on arrival will be the same as the vertical position at the end of the cast. This can easily put you out of bounds, either on top of or beneath the destination room. Both the Return scroll and Shop teleportation scrolls work for this glitch.&lt;br /&gt;
*Spells: Using a spell-based teleportation skill on the same frame as you land on an elevator will instead teleport you to the room below the destination - unless the destination is on the bottom row of the map, in which case you will teleport to the room above it. This glitch works with the infinite teleportation items (such as the Halo) as well as the Alteration teleportation skills. Unlike the scroll version, it is not very consistent.&lt;br /&gt;
==Infinite Attacking==&lt;br /&gt;
By mashing the Use key while swinging a weapon, the swing animation freezes at its last active frame. When used with a Polearm class weapon, it will continuously do damage at a rate of one hit per second; this hit rate is unaffected by any increases or decreases in attack speed.&lt;br /&gt;
==Simulcasting==&lt;br /&gt;
You can attack with any equipped weapon while casting any spell. This is most effective when combining the Fireball spell with the bow, allowing you to combine their damage output with a small decrease in cast/attack speed, giving a substantial increase in DPS. The glitch works with any spell and any weapon, however.&lt;br /&gt;
==Damage Multipliers==&lt;br /&gt;
Spell damage increases stack multiplicatively, which means that stacking several sources of damage increases (i.e. a robe, a candle and a staff) can offer significant increases in spell damage.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T11:56:56Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Glitches */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders whenever possible.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air, the hop is completely cancelled, and you only take the slowdown from jumping. This latter technique works better against slow enemies, such as maggots.&lt;br /&gt;
===Phase Door===&lt;br /&gt;
The Scroll of Phase Door is an item bought from Zoran for 25 gold a piece. When used, it teleports you to the far end of the platform you're standing on, without crossing gaps or going up ledges. It completely bypasses enemies as well as any triggers in the process. Due to its long cast time, it is only useful when crossing about 75% of a room's size in distance, or when skipping cutscenes or enemies, and its high cost makes it a scarce resource in the early game.&lt;br /&gt;
===Speed Potions===&lt;br /&gt;
Speed potions improve your running speed as well as your attacking speed. They do not improve jumping speed, falling speed, climbing speed, spellcasting speed, or scroll casting speed. As such, only use them for their running speed increase, preferably in areas that are not otherwise sped up by phase doors.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pets==&lt;br /&gt;
Pets will target the nearest hostile monster they can hurt and attack it as long as they have energy. Their AI cannot be controlled in any way, but their position can be altered to some extent which can affect who (and whether) they attack. Pets generally try to face the same way as Daniel, but they turn very slowly unless movement forces them to turn around, and if they're busy attacking an enemy, they won't shift their facing direction at all, which can both be a advantage or a detriment to controlling them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pets can be dismissed and resummoned instantly while you are standing or running (not while jumping or climbing). When resummoned, they are fully healed but lose all energy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Kills made by pets do not award experience, so make sure to dismiss your pet when farming exp to not accidentally miss out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Glitches=&lt;br /&gt;
All of these glitches only work on old versions of the game.&lt;br /&gt;
==Televator==&lt;br /&gt;
Using a teleportation skill while on an elevator will confuse the game about the destination of the teleport, allowing for certain sequence breaks. The televator glitch comes in two varieties:&lt;br /&gt;
*Scrolls: When using scroll-based teleportation skills while standing on an elevator, your vertical position on arrival will be the same as the vertical position at the end of the cast. This can easily put you out of bounds, either on top of or beneath the destination room. Both the Return scroll and Shop teleportation scrolls work for this glitch.&lt;br /&gt;
*Spells: Using a spell-based teleportation skill on the same frame as you land on an elevator will instead teleport you to the room below the destination - unless the destination is on the bottom row of the map, in which case you will teleport to the room above it. This glitch works with the infinite teleportation items (such as the Halo) as well as the Alteration teleportation skills. Unlike the scroll version, it is not very consistent.&lt;br /&gt;
==Infinite Attacking==&lt;br /&gt;
By mashing the Use key while swinging a weapon, the swing animation freezes at its last active frame. When used with a Polearm class weapon, it will continuously do damage at a rate of one hit per second; this hit rate is unaffected by any increases or decreases in attack speed.&lt;br /&gt;
==Simulcasting==&lt;br /&gt;
You can attack with any equipped weapon while casting any spell. This is most effective when combining the Fireball spell with the bow, allowing you to combine their damage output with a small decrease in cast/attack speed, giving a substantial increase in DPS. The glitch works with any spell and any weapon, however.&lt;br /&gt;
==Damage Multipliers==&lt;br /&gt;
Spell damage increases stack multiplicatively, which means that stacking several sources of damage increases (i.e. a robe, a candle and a staff) can offer significant increases in spell damage.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T11:41:35Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders whenever possible.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air, the hop is completely cancelled, and you only take the slowdown from jumping. This latter technique works better against slow enemies, such as maggots.&lt;br /&gt;
===Phase Door===&lt;br /&gt;
The Scroll of Phase Door is an item bought from Zoran for 25 gold a piece. When used, it teleports you to the far end of the platform you're standing on, without crossing gaps or going up ledges. It completely bypasses enemies as well as any triggers in the process. Due to its long cast time, it is only useful when crossing about 75% of a room's size in distance, or when skipping cutscenes or enemies, and its high cost makes it a scarce resource in the early game.&lt;br /&gt;
===Speed Potions===&lt;br /&gt;
Speed potions improve your running speed as well as your attacking speed. They do not improve jumping speed, falling speed, climbing speed, spellcasting speed, or scroll casting speed. As such, only use them for their running speed increase, preferably in areas that are not otherwise sped up by phase doors.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pets==&lt;br /&gt;
Pets will target the nearest hostile monster they can hurt and attack it as long as they have energy. Their AI cannot be controlled in any way, but their position can be altered to some extent which can affect who (and whether) they attack. Pets generally try to face the same way as Daniel, but they turn very slowly unless movement forces them to turn around, and if they're busy attacking an enemy, they won't shift their facing direction at all, which can both be a advantage or a detriment to controlling them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pets can be dismissed and resummoned instantly while you are standing or running (not while jumping or climbing). When resummoned, they are fully healed but lose all energy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Kills made by pets do not award experience, so make sure to dismiss your pet when farming exp to not accidentally miss out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Glitches=&lt;br /&gt;
All of these glitches only work on old versions of the game.&lt;br /&gt;
==Televator==&lt;br /&gt;
Using a teleportation skill while on an elevator will confuse the game about the destination of the teleport, allowing for certain sequence breaks. The televator glitch comes in two varieties:&lt;br /&gt;
*Scrolls: When using scroll-based teleportation skills while standing on an elevator, your vertical position on arrival will be the same as the vertical position at the end of the cast. This can easily put you out of bounds, either on top of or beneath the destination room. Both the Return scroll and Shop teleportation scrolls work for this glitch.&lt;br /&gt;
*Spells: Using a spell-based teleportation skill on the same frame as you land on an elevator will instead teleport you to the room below the destination - unless the destination is on the bottom row of the map, in which case you will teleport to the room above it. This glitch works with the infinite teleportation items (such as the Halo) as well as the Alteration teleportation skills. Unlike the scroll version, it is not very consistent.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T11:01:48Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders whenever possible.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air, the hop is completely cancelled, and you only take the slowdown from jumping. This latter technique works better against slow enemies, such as maggots.&lt;br /&gt;
===Phase Door===&lt;br /&gt;
The Scroll of Phase Door is an item bought from Zoran for 25 gold a piece. When used, it teleports you to the far end of the platform you're standing on, without crossing gaps or going up ledges. It completely bypasses enemies as well as any triggers in the process. Due to its long cast time, it is only useful when crossing about 75% of a room's size in distance, or when skipping cutscenes or enemies, and its high cost makes it a scarce resource in the early game.&lt;br /&gt;
===Speed Potions===&lt;br /&gt;
Speed potions improve your running speed as well as your attacking speed. They do not improve jumping speed, falling speed, climbing speed, spellcasting speed, or scroll casting speed. As such, only use them for their running speed increase, preferably in areas that are not otherwise sped up by phase doors.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pets==&lt;br /&gt;
Pets will target the nearest hostile monster they can hurt and attack it as long as they have energy. Their AI cannot be controlled in any way, but their position can be altered to some extent which can affect who (and whether) they attack. Pets generally try to face the same way as Daniel, but they turn very slowly unless movement forces them to turn around, and if they're busy attacking an enemy, they won't shift their facing direction at all, which can both be a advantage or a detriment to controlling them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pets can be dismissed and resummoned instantly while you are standing or running (not while jumping or climbing). When resummoned, they are fully healed but lose all energy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Kills made by pets do not award experience, so make sure to dismiss your pet when farming exp to not accidentally miss out.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T10:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders whenever possible.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air, the hop is completely cancelled, and you only take the slowdown from jumping. This latter technique works better against slow enemies, such as maggots.&lt;br /&gt;
===Phase Door===&lt;br /&gt;
The Scroll of Phase Door is an item bought from Zoran for 25 gold a piece. When used, it teleports you to the far end of the platform you're standing on, without crossing gaps or going up ledges. It completely bypasses enemies as well as any triggers in the process. Due to its long cast time, it is only useful when crossing about 75% of a room's size in distance, or when skipping cutscenes or enemies, and its high cost makes it a scarce resource in the early game.&lt;br /&gt;
===Speed Potions===&lt;br /&gt;
Speed potions improve your running speed as well as your attacking speed. They do not improve jumping speed, falling speed, climbing speed, spellcasting speed, or scroll casting speed. As such, only use them for their running speed increase, preferably in areas that are not otherwise sped up by phase doors.&lt;br /&gt;
==Pets==&lt;br /&gt;
Pets will target the nearest hostile monster they can hurt and attack it as long as they have energy. Their AI cannot be controlled in any way, but their position can be altered to some extent which can affect who (and whether) they attack. Pets generally try to face the same way as Daniel, but they turn very slowly unless movement forces them to turn around, and if they're busy attacking an enemy, they won't shift their facing direction at all, which can both be a advantage or a detriment to controlling them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pets can be dismissed and resummoned instantly while you are standing or running (not while jumping or climbing). When resummoned, they are fully healed but lose all energy.&amp;lt;br/&amp;gt;&lt;br /&gt;
Kills made by pets do not award experience, so make sure to dismiss your pet when farming exp to not accidentally miss out.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T10:31:55Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders whenever possible.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air, the hop is completely cancelled, and you only take the slowdown from jumping. This latter technique works better against slow enemies, such as maggots.&lt;br /&gt;
===Phase Door===&lt;br /&gt;
The Scroll of Phase Door is an item bought from Zoran for 25 gold a piece. When used, it teleports you to the far end of the platform you're standing on, without crossing gaps or going up ledges. It completely bypasses enemies as well as any triggers in the process. Due to its long cast time, it is only useful when crossing about 75% of a room's size in distance, or when skipping cutscenes or enemies, and its high cost makes it a scarce resource in the early game.&lt;br /&gt;
===Speed Potions===&lt;br /&gt;
Speed potions improve your running speed as well as your attacking speed. They do not improve jumping speed, falling speed, climbing speed, spellcasting speed, or scroll casting speed. As such, only use them for their running speed increase, preferably in areas that are not otherwise sped up by phase doors.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T10:31:17Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* =Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders whenever possible.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air, the hop is completely cancelled, and you only take the slowdown from jumping. This latter technique works better against slow enemies, such as maggots.&lt;br /&gt;
===Phase Door===&lt;br /&gt;
The Scroll of Phase Door is an item bought from Zoran for 25 gold a piece. When used, it teleports you to the far end of the platform you're standing on, without crossing gaps or going up ledges. It completely bypasses enemies as well as any triggers in the process. Due to its long cast time, it is only useful when crossing about 75% of a room's size in distance, or when skipping cutscenes or enemies, and its high cost makes it a scarce resource in the early game.&lt;br /&gt;
===Speed Potions===&lt;br /&gt;
Speed potions improve your running speed as well as your attacking speed. They do not improve jumping speed, falling speed, climbing speed, spellcasting speed, or scroll casting speed. As such, only use them for their running speed increase, preferably in areas that are not otherwise sped up by phase doors.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T10:06:01Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;br /&gt;
&lt;br /&gt;
==Version Differences=&lt;br /&gt;
Old Version - Version 1.42.5 and earlier versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
New Version - Version 1.42.6 and later versions. &amp;lt;br/&amp;gt;&lt;br /&gt;
In the new versions, all major glitches are fixed, requiring a major change in the route. In addition, new versions do not start you with the Mines key, requiring you to do the quest to obtain it. Using locks is significantly slower in new versions, and there are some minor balance changes across the game.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
Running gives faster horizontal movement than jumping. Jumping gives faster horizontal movement than falling. Jumping gives faster vertical movement than climbing ladders. As such: don't jump when you can run, don't fall off platforms if you can jump off them, and jump up to ladders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever you get hit, you take a small hop backwards. Turning your back to the attacker one frame before impact can turn this into a forward hop, which barely loses any time compared to running. Alternatively, if you jump at an enemy and turn your back while in mid-air,&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches</id>
		<title>Unepic/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Mechanics_and_Glitches"/>
				<updated>2013-07-15T09:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: Created page with &amp;quot;=Mechanics=&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mechanics=&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic</id>
		<title>Unepic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic"/>
				<updated>2013-07-15T09:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Unepic/Any%|Any%]] - Beat the game.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Unepic/100%|100%]] - Beat the game with 100% exploration and all lights lit.&lt;br /&gt;
&lt;br /&gt;
= Additional Informatio =&lt;br /&gt;
[[Unepic/Mechanics and Glitches|Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic</id>
		<title>Unepic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic"/>
				<updated>2013-07-15T09:53:14Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Unepic/Any%|Any%]]&amp;lt;br /&amp;gt; - Beat the game.&lt;br /&gt;
[[Unepic/100%|100%]] - Beat the game with 100% exploration and all lights lit.&lt;br /&gt;
&lt;br /&gt;
= Additional Informatio =&lt;br /&gt;
[[Unepic/Mechanics and Glitches|Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic</id>
		<title>Unepic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic"/>
				<updated>2013-07-15T09:51:07Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Unepic/Any%|Any%]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Unepic/100%|100%]]&lt;br /&gt;
&lt;br /&gt;
= Additional Informatio =&lt;br /&gt;
[[Unepic/Mechanics and Glitches|Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic</id>
		<title>Unepic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic"/>
				<updated>2013-07-15T09:50:18Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Gategory:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Unepic/Any%|Any%]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Unepic/100%|100%]]&lt;br /&gt;
&lt;br /&gt;
= Additional Informatio =&lt;br /&gt;
[[Unepic/Mechanics and Glitches|Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic</id>
		<title>Unepic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic"/>
				<updated>2013-07-15T09:50:07Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: Created page with &amp;quot;Category:PC Gategory:Games = Categories = Any% 100%  = Additional Informatio = Mechanics and Glitches&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Gategory:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Unepic/Any%|Any%]]&lt;br /&gt;
[[Unepic/100%|100%]]&lt;br /&gt;
&lt;br /&gt;
= Additional Informatio =&lt;br /&gt;
[[Unepic/Mechanics and Glitches|Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Warrior</id>
		<title>Nox/Warrior</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Warrior"/>
				<updated>2013-07-11T19:06:11Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Chapter 1-2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin (Segmented)]&lt;br /&gt;
&lt;br /&gt;
= Warrior-specific techniques =&lt;br /&gt;
&lt;br /&gt;
== Using Charge ==&lt;br /&gt;
The most important ability the Warrior learns is Charge. Using Charge as efficiently as possible throughout every chapter is key to speedrunning this campaign. Generally speaking, you'll want to find an efficient use of the skill on every cooldown, or save it for a particularly long stretch of Charging. Particularly the end of the Charge is important:&lt;br /&gt;
*Hitting a monster immediately ends Charge and allows you to continue moving.&lt;br /&gt;
*Hitting certain environmental objects at certain angles allow you to continue moving. The most specific example is some forms of river banks, and the edges of rope bridges.&lt;br /&gt;
*Hitting a wall, solid object, or non-animate object (polyps or bouncers) will Stun you for about 1 second. Generally to be avoided.&lt;br /&gt;
*In version 1.0, hitting the Swap Weapon key will cancel the Charge movement, but keep you immobile for a duration equal to how long the Charge was going to last. This technique is vital to preventing Stuns after a long Charge, but keep in mind that cancelling too early will keep you immobile longer than you would be stunned. It is possible to restart your Charge after cancelling it by clicking attack while still immobilized. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to movement, Charge is also the Warrior's biggest source of damage. Use it while fighting big monsters, or to one-shot certain monsters for easy experience. It does not need a weapon to work, and does not scale with weapon damage.&lt;br /&gt;
&lt;br /&gt;
== Shuriken ==&lt;br /&gt;
Shuriken are the Warrior's ranged attack option. They fire extremely fast and deal a decent amount of damage, but are very limited in quantity. Most of your money will go towards buying shuriken, as there aren't too many to be found throughout the campaign. Shuriken can also press buttons from range. &amp;lt;br /&amp;gt;&lt;br /&gt;
Chakram are a type of shuriken that bounces off walls, and eventually either flies back to you or drops to the floor, rather than being consumed on use. Due to their unreliability, they're ignored in current routes.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
Never use your Harpoon spell on a Vampire's bat form. This form has 1 hp, Harpoon deals 1 damage, and the game will get confused about having to move a dead monster, which crashes the game.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1-2 =&lt;br /&gt;
There are two ways to complete the first chapters, one significantly more risky than the other and mostly being for segmented runs only.&amp;lt;br /&amp;gt;&lt;br /&gt;
Segmented route: Break the first barrel for two apples, then sell all your clothes to the merchant and buy another 7 apples. Run back to the exit of the level, then use a reload-bump to get past the locked door, straight into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=J4Sp3SmHnHc Single-segment route:] Get the apples, then break open the wall to get the experience bonus from finding a secret. Head into town, discover the second secret, and do the Gauntlet access quest as normal. Make sure to collect 9 apples from the gardens, and also make sure to kill as many bats as you can easily do (you can miss at most two of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed into the Gauntlet. In the first room with lava, use a 6 strength applebump to get through the iron gate. Jump over the lava, flip the switch and kill the ogre, then go south and exit the Gauntlet. You should get exactly enough experience to reach level 2 and learn Charge. Now head back to the exit, selling your clothes and sword, and reload-bump into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
You might want to make a manual save here to use as a starting point for future reload bumps.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
In the single-segment route, this chapter has a lot of very long Charges to learn.&amp;lt;br /&amp;gt; Run straight to Ix, picking up as many healing potions as you can afford at the encampment. Proceed straight to the pygmy cave and into their little trap. Take out the first mage, then run straight past the other two; you might want to wait for a second or two before going through the doors, as doing so can avoid aggroing the mages and save a bit of health. Pick up the apprentice's armor, then head back to Ix.&amp;lt;br /&amp;gt;&lt;br /&gt;
Single-segment runs can use Charge to one-shot the pygmy mage, but if you used the segmented strategy, you haven't learned the spell yet. Instead, you'll have to defeat the mage with only your starting sword. The best way to do so is to immediately run at him, then as soon as you're in hitting range, stop running. If there's a small distance between you and the mage, it will often run off to the right and get stuck in a corner; if you get too close, he will more likely run into one of the passages, and it will be very difficult to chase him down.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 =&lt;br /&gt;
Buy some more healing potions at the start. On the second level of the catacombs, in the first coffin on route, is a Sword of Bewilderment that is vital for the run. Also pick up all the Shuriken you can find, and use one to press the red button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Necromancer fight can either be completed by throwing a load of shuriken at him and adding Charge damage, or completely bypassed by bumping through the gate. Doing so may be difficult without using a reload bump from an earlier save, and you're going to need more apples later, so a reload bump is generally the wisest.&amp;lt;br /&amp;gt;&lt;br /&gt;
After dropping down, pick up the mace from the chest; it's your best source of fire damage, and you're going to have to clear the ext corridor. Head south, clear the zombies behind the iron gate, then use a 6-strength apple bump to bump into that room. Continue south-west, and drop down. (If you used the segmented strat, you should be level 2 and have Charge now.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, there are two ways to deal with the Guardian of the Tomb. One is to defeat him using Charge for damage and Sword of Bewilderment to keep him off you; two Charges should kill it. Alternatively, you can reload-bump through the gate again, but this bump is highly inconsistent and it's likely faster to simply kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed as normal, finding the best places to Charge for extra speed, up to the Keeper of Souls. To kill this boss, hit him with a Charge and then barrage him with Shuriken while chugging a load of potions; his Lightning spell is extremely deadly and Bewildering him does not stop him from using it at all. A second Charge should kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure to take all the bosses' loot with you. If you skipped the Guardian, then ope the north coffin after leaving the catacombs, and take the shield with you to sell instead.&lt;br /&gt;
&lt;br /&gt;
= Chapter 5 =&lt;br /&gt;
Head into town, and restock on apples, meats and ciders for bumping purposes. Sell all your loot, and buy as many shuriken as you can afford (most expensive ones first). Proceed to the ogre village. &amp;lt;br /&amp;gt;&lt;br /&gt;
Either a 3-strength bump or a reload bump can get you past the gate into the ogre village. The former requires you to clear all the ogres with shuriken, while the latter makes going through the village a lot more dangerous. Either way, flip the switch to open the gate up afterward, then head to the maidens.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, two choices: Either you can clear the whole village of ogres, then open the gate and escort the maidens to safety. They are very fragile and a single death forces you to reload a save. Alternatively, you can clear away the ogres around the cage, bump inside of the cage to trigger the quest, then bump out again so the maidens can't follow you and get in trouble that way. Once you leave the map, you'll complete the quest anyway.&lt;br /&gt;
&lt;br /&gt;
= Chapter 6 =&lt;br /&gt;
Another chapter with some very long Charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
Run past everything. On the second level of the castle, take a secret door to the south-east to bypass the need for keys. Before entering Horrendous's room, try to unequip all your armor while on the move, then after the cutscene ends, pick up a full set of armor. You could loot as many gauntlets, boots, armlets and helmets as you can carry to get a lot of gold, but doing so isn't necessary in the current routes. You might not want to pick up a pair of boots, as you'll get another pair in the next chapter, and you'll save the time required to equip it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting the Necromancer, simply Warcry immediately after a Charge to prevent him from going invisible, then unleash a barrage of shuriken. This should be enough to kill him before the silence dissipates; if it isn't, Bewilder him before it runs out, then continue.&lt;br /&gt;
&lt;br /&gt;
= Chapter 7 =&lt;br /&gt;
Ignore the drunk guy, buy more apples. If you've picked up all the armor from Horrendous, you can sell it here for either Fire resistance armor, or a Warhammer (which you can't use yet because you're too low level). Either way, proceed to reload bump past the iron gate and into the tower. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the wizard tower, save all your Charges for one-shotting any wizards that get in your way. Pick up as many healing potions as you can, and use them freely. Know where to use Warcry: on level 1, use it when entering the room with the ruby key. On level 2, use it when exiting the room with the silver key and after the purple wizard. On level 3, use it on the first purple wizard. On level 5, use it before opening the chest with the key. On the other levels, use your own discretion. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2 offers the first boots with a movement speed enchant, which easily pays off the time it takes to pick up. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 3, you might want to try to use the purple wizard's Blink ability to your advantage. If you chase him closely, you'll follow his Blink spell, and with any luck you might be teleported into the last room of the level, saving some time. You only get one chance, if you're not lucky, go through the level the normal way. There is a Flimsy Warhammer in this level that could be used, though current routes don't use it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4 is the hardest area in the entire game. There is no way to make it more consistent, aside using Charges to get rid of the brown wizards, since their fireball staff cannot be Silenced. Try your best to dodge fireballs and to save Warcry for the worst situation, chug as many potions as you can; you can afford it. Getting through this area with the least deaths possible is key to a good run. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 6, Charge the top wizard and immediately Warcry; if done correctly, he'll start running into a wall, allowing you to easily kill him (Bewilder him after the Silence wears off, then kill him). The second wizard should pose no threat afterward, simply Bewilder him as well and kill him. Stock up on as many potions as you can on this level. You can ignore and run past the final two wizards with a properly timed Warcry.&lt;br /&gt;
&lt;br /&gt;
= Chapter 8 = &lt;br /&gt;
Another chapter with long Charges to learn.&amp;lt;br /&amp;gt;&lt;br /&gt;
While it is possible to bump through the door leading to the Temple by simply running at it from the right angle, simply doing a 2-item bump is far more consistent. Inside the temple, use Charge on the boulders; you may get stunned, but you still do damage to them, and a few more Halberd hits should break them and allow you to pass faster. The gate can be bumped or reload-bumped, depending on how many items you have left. Make sure to Silence the Beholders as soon as they try to cast Slow, or if they're in your way; touching them triggers their Spark and kills you. Proceed through the temple as normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
The rock golems are extremely deadly in melee range, so for the most part you'll be using shuriken to kill them. However, it's possible to hit them with Charge and immediately retreat fast enough for their attack to miss you, and doing so is vital for a quick kill.&lt;br /&gt;
&lt;br /&gt;
= Chapter 9 =&lt;br /&gt;
This chapter offers the choice to use Charges for either experience, or pure speed. The man-eating plants offer a lot of experience and die in a single Charge, but most optimal Charge ranges don't hit them; similar with the shadow crawlers. One Charge must be saved to kill a plant that blocks off your path. The fairy fight is mandatory; the plants that block the way will respawn when killed, and furthermore there is an invisible wall behind them. The guy who offers his help has no useful items for you. The necromancer afterward can be skipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ogre stronghold section has a number of mandatory kills, save your Charge for these. There aren't too many places to use Charge to gain time, anyway, so using it to pick off problematic monsters is probably a better idea. The only mandatory Charge is past the pit of spikes towards the end. &amp;lt;br /&amp;gt;&lt;br /&gt;
The snow section has a number of good Charges. Be wary that some monster spawns are completely random, and some of these are Ghosts; look for illuminated spots in the snow, and avoid them. Take your time on the three necromancer fight, they're unlikely to harm you much and will die soon enough. Try to stick as close to the Lich as possible and Charge+Warcry him as early as possible to prevent him from casting Forcefield; it halves your damage output.&lt;br /&gt;
&lt;br /&gt;
= Chapter 10 =&lt;br /&gt;
More very long charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
A well-aimed Charge can get you past the first corridor without falling into any holes; finding the positioning is key. After triggering the next two switches, you have approximately 10 seconds of waiting to do; you can use it to snipe a few gargoyled with shuriken. After counting out 10 seconds, Charge past the next corridor, and cancel it just at the end; if done well, you'll avoid aggroing the gargoyles in the alcoves. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the following area to the north-east, you can easily get the key and get out without having to kill a single mob. To the south-east, open the second coffin and pick up the greatsword; it has knockback, which is vital for fighting the vampire in the next room. Vampires will one-shot you, so make sure to kite him around with your knockback, and be VERY wary to hit your Charge properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Iron Golem is even more deadly than Rock Golems, so again stick to shuriken and the occasional Charge. Proceeding through the mazes, feel free to kill a few gargoyles, you're likely to get levelup here which can save you a healing potion. In the bumper room, head straight to the switch to the north-west, then hug the north wall to get to the exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Charge past the next vampire, you'll avoid aggroing it. You can attempt to bump past both purple lasers (between 4 and 6 strength required) but it's extremely inconsistent (about 2% consistency). The more consistent route is to head south-east and collect the first skull key, then use a 3-item bump to get past the one remaining death ray, a much easier bump. You can restock on healing potions in the following rooms for the Hecubah fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
The easiest way to kill the Lich King is to barrage him with shuriken from the edge of the screen. This won't aggro him, unless you have Shuriken of Bewilderment. Finish him off with a Charge, and proceed into the spinning laser room. Quicksave and quickload to reset the cycle, disable all the switches, then turn on the north-east switch and wait for it to kill the golems and liches. If their AI didn't cooperate entirely, either turn the laser off again and fight them the ordinary way, or just reload and try again. The latter is generally faster if there are iron golems alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, pick up the Staff of Oblivion, then either use it to empty the room of anything dangerous, or, in a segmented run, simply run through the horse of monsters, avoiding all ghosts and Confuse spells, chugging potions all the way.&lt;br /&gt;
&lt;br /&gt;
= Hecubah =&lt;br /&gt;
Get in a position that allows you to immediately kill all the demons, reload your staff, then stand by a fully charged pylon and wait for Hecubah to return. Chasing her down is never a good idea, no matter how long she takes. When she appears, immediately Charge her, then retreat back to your pylon and unload your Stff of Oblivion on her. Only use Warcry to dispel her Summon Gargoyle spell. When your staff runs out of mana, your Charge should be ready; hit her with it, retreat to a second pylon, quickly reaim your lightning to kill the Demon that spawns, then continue hitting Hecubah. Skip through the dialogue she starts, repeat damaging her until she's dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two ways this strategy can fail: she can hit you with a Death Ray before you're able to heal up and kill you, or she can Blink away from you just after you hit her with Charge. Generally staying at max range will prevent the former from happening, while the latter can be avoided by timing your Charge to hit during her casting animation. In addition, pay close attention to your buff bar; never Charge while Confused.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Warrior</id>
		<title>Nox/Warrior</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Warrior"/>
				<updated>2013-07-11T19:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Chapter 1-2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin (Segmented)]&lt;br /&gt;
&lt;br /&gt;
= Warrior-specific techniques =&lt;br /&gt;
&lt;br /&gt;
== Using Charge ==&lt;br /&gt;
The most important ability the Warrior learns is Charge. Using Charge as efficiently as possible throughout every chapter is key to speedrunning this campaign. Generally speaking, you'll want to find an efficient use of the skill on every cooldown, or save it for a particularly long stretch of Charging. Particularly the end of the Charge is important:&lt;br /&gt;
*Hitting a monster immediately ends Charge and allows you to continue moving.&lt;br /&gt;
*Hitting certain environmental objects at certain angles allow you to continue moving. The most specific example is some forms of river banks, and the edges of rope bridges.&lt;br /&gt;
*Hitting a wall, solid object, or non-animate object (polyps or bouncers) will Stun you for about 1 second. Generally to be avoided.&lt;br /&gt;
*In version 1.0, hitting the Swap Weapon key will cancel the Charge movement, but keep you immobile for a duration equal to how long the Charge was going to last. This technique is vital to preventing Stuns after a long Charge, but keep in mind that cancelling too early will keep you immobile longer than you would be stunned. It is possible to restart your Charge after cancelling it by clicking attack while still immobilized. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to movement, Charge is also the Warrior's biggest source of damage. Use it while fighting big monsters, or to one-shot certain monsters for easy experience. It does not need a weapon to work, and does not scale with weapon damage.&lt;br /&gt;
&lt;br /&gt;
== Shuriken ==&lt;br /&gt;
Shuriken are the Warrior's ranged attack option. They fire extremely fast and deal a decent amount of damage, but are very limited in quantity. Most of your money will go towards buying shuriken, as there aren't too many to be found throughout the campaign. Shuriken can also press buttons from range. &amp;lt;br /&amp;gt;&lt;br /&gt;
Chakram are a type of shuriken that bounces off walls, and eventually either flies back to you or drops to the floor, rather than being consumed on use. Due to their unreliability, they're ignored in current routes.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
Never use your Harpoon spell on a Vampire's bat form. This form has 1 hp, Harpoon deals 1 damage, and the game will get confused about having to move a dead monster, which crashes the game.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1-2 =&lt;br /&gt;
There are two ways to complete the first chapters, one significantly more risky than the other and mostly being for segmented runs only.&lt;br /&gt;
Segmented route: Break the first barrel for two apples, then sell all your clothes to the merchant and buy another 7 apples. Run back to the exit of the level, then use a reload-bump to get past the locked door, straight into chapter 3.&lt;br /&gt;
[https://www.youtube.com/watch?v=J4Sp3SmHnHc Single-segment route:] Get the apples, then break open the wall to get the experience bonus from finding a secret. Head into town, discover the second secret, and do the Gauntlet access quest as normal. Make sure to collect 9 apples from the gardens, and also make sure to kill as many bats as you can easily do (you can miss at most two of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed into the Gauntlet. In the first room with lava, use a 6 strength applebump to get through the iron gate. Jump over the lava, flip the switch and kill the ogre, then go south and exit the Gauntlet. You should get exactly enough experience to reach level 2 and learn Charge. Now head back to the exit, selling your clothes and sword, and reload-bump into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
You might want to make a manual save here to use as a starting point for future reload bumps.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
In the single-segment route, this chapter has a lot of very long Charges to learn.&amp;lt;br /&amp;gt; Run straight to Ix, picking up as many healing potions as you can afford at the encampment. Proceed straight to the pygmy cave and into their little trap. Take out the first mage, then run straight past the other two; you might want to wait for a second or two before going through the doors, as doing so can avoid aggroing the mages and save a bit of health. Pick up the apprentice's armor, then head back to Ix.&amp;lt;br /&amp;gt;&lt;br /&gt;
Single-segment runs can use Charge to one-shot the pygmy mage, but if you used the segmented strategy, you haven't learned the spell yet. Instead, you'll have to defeat the mage with only your starting sword. The best way to do so is to immediately run at him, then as soon as you're in hitting range, stop running. If there's a small distance between you and the mage, it will often run off to the right and get stuck in a corner; if you get too close, he will more likely run into one of the passages, and it will be very difficult to chase him down.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 =&lt;br /&gt;
Buy some more healing potions at the start. On the second level of the catacombs, in the first coffin on route, is a Sword of Bewilderment that is vital for the run. Also pick up all the Shuriken you can find, and use one to press the red button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Necromancer fight can either be completed by throwing a load of shuriken at him and adding Charge damage, or completely bypassed by bumping through the gate. Doing so may be difficult without using a reload bump from an earlier save, and you're going to need more apples later, so a reload bump is generally the wisest.&amp;lt;br /&amp;gt;&lt;br /&gt;
After dropping down, pick up the mace from the chest; it's your best source of fire damage, and you're going to have to clear the ext corridor. Head south, clear the zombies behind the iron gate, then use a 6-strength apple bump to bump into that room. Continue south-west, and drop down. (If you used the segmented strat, you should be level 2 and have Charge now.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, there are two ways to deal with the Guardian of the Tomb. One is to defeat him using Charge for damage and Sword of Bewilderment to keep him off you; two Charges should kill it. Alternatively, you can reload-bump through the gate again, but this bump is highly inconsistent and it's likely faster to simply kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed as normal, finding the best places to Charge for extra speed, up to the Keeper of Souls. To kill this boss, hit him with a Charge and then barrage him with Shuriken while chugging a load of potions; his Lightning spell is extremely deadly and Bewildering him does not stop him from using it at all. A second Charge should kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure to take all the bosses' loot with you. If you skipped the Guardian, then ope the north coffin after leaving the catacombs, and take the shield with you to sell instead.&lt;br /&gt;
&lt;br /&gt;
= Chapter 5 =&lt;br /&gt;
Head into town, and restock on apples, meats and ciders for bumping purposes. Sell all your loot, and buy as many shuriken as you can afford (most expensive ones first). Proceed to the ogre village. &amp;lt;br /&amp;gt;&lt;br /&gt;
Either a 3-strength bump or a reload bump can get you past the gate into the ogre village. The former requires you to clear all the ogres with shuriken, while the latter makes going through the village a lot more dangerous. Either way, flip the switch to open the gate up afterward, then head to the maidens.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, two choices: Either you can clear the whole village of ogres, then open the gate and escort the maidens to safety. They are very fragile and a single death forces you to reload a save. Alternatively, you can clear away the ogres around the cage, bump inside of the cage to trigger the quest, then bump out again so the maidens can't follow you and get in trouble that way. Once you leave the map, you'll complete the quest anyway.&lt;br /&gt;
&lt;br /&gt;
= Chapter 6 =&lt;br /&gt;
Another chapter with some very long Charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
Run past everything. On the second level of the castle, take a secret door to the south-east to bypass the need for keys. Before entering Horrendous's room, try to unequip all your armor while on the move, then after the cutscene ends, pick up a full set of armor. You could loot as many gauntlets, boots, armlets and helmets as you can carry to get a lot of gold, but doing so isn't necessary in the current routes. You might not want to pick up a pair of boots, as you'll get another pair in the next chapter, and you'll save the time required to equip it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting the Necromancer, simply Warcry immediately after a Charge to prevent him from going invisible, then unleash a barrage of shuriken. This should be enough to kill him before the silence dissipates; if it isn't, Bewilder him before it runs out, then continue.&lt;br /&gt;
&lt;br /&gt;
= Chapter 7 =&lt;br /&gt;
Ignore the drunk guy, buy more apples. If you've picked up all the armor from Horrendous, you can sell it here for either Fire resistance armor, or a Warhammer (which you can't use yet because you're too low level). Either way, proceed to reload bump past the iron gate and into the tower. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the wizard tower, save all your Charges for one-shotting any wizards that get in your way. Pick up as many healing potions as you can, and use them freely. Know where to use Warcry: on level 1, use it when entering the room with the ruby key. On level 2, use it when exiting the room with the silver key and after the purple wizard. On level 3, use it on the first purple wizard. On level 5, use it before opening the chest with the key. On the other levels, use your own discretion. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2 offers the first boots with a movement speed enchant, which easily pays off the time it takes to pick up. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 3, you might want to try to use the purple wizard's Blink ability to your advantage. If you chase him closely, you'll follow his Blink spell, and with any luck you might be teleported into the last room of the level, saving some time. You only get one chance, if you're not lucky, go through the level the normal way. There is a Flimsy Warhammer in this level that could be used, though current routes don't use it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4 is the hardest area in the entire game. There is no way to make it more consistent, aside using Charges to get rid of the brown wizards, since their fireball staff cannot be Silenced. Try your best to dodge fireballs and to save Warcry for the worst situation, chug as many potions as you can; you can afford it. Getting through this area with the least deaths possible is key to a good run. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 6, Charge the top wizard and immediately Warcry; if done correctly, he'll start running into a wall, allowing you to easily kill him (Bewilder him after the Silence wears off, then kill him). The second wizard should pose no threat afterward, simply Bewilder him as well and kill him. Stock up on as many potions as you can on this level. You can ignore and run past the final two wizards with a properly timed Warcry.&lt;br /&gt;
&lt;br /&gt;
= Chapter 8 = &lt;br /&gt;
Another chapter with long Charges to learn.&amp;lt;br /&amp;gt;&lt;br /&gt;
While it is possible to bump through the door leading to the Temple by simply running at it from the right angle, simply doing a 2-item bump is far more consistent. Inside the temple, use Charge on the boulders; you may get stunned, but you still do damage to them, and a few more Halberd hits should break them and allow you to pass faster. The gate can be bumped or reload-bumped, depending on how many items you have left. Make sure to Silence the Beholders as soon as they try to cast Slow, or if they're in your way; touching them triggers their Spark and kills you. Proceed through the temple as normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
The rock golems are extremely deadly in melee range, so for the most part you'll be using shuriken to kill them. However, it's possible to hit them with Charge and immediately retreat fast enough for their attack to miss you, and doing so is vital for a quick kill.&lt;br /&gt;
&lt;br /&gt;
= Chapter 9 =&lt;br /&gt;
This chapter offers the choice to use Charges for either experience, or pure speed. The man-eating plants offer a lot of experience and die in a single Charge, but most optimal Charge ranges don't hit them; similar with the shadow crawlers. One Charge must be saved to kill a plant that blocks off your path. The fairy fight is mandatory; the plants that block the way will respawn when killed, and furthermore there is an invisible wall behind them. The guy who offers his help has no useful items for you. The necromancer afterward can be skipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ogre stronghold section has a number of mandatory kills, save your Charge for these. There aren't too many places to use Charge to gain time, anyway, so using it to pick off problematic monsters is probably a better idea. The only mandatory Charge is past the pit of spikes towards the end. &amp;lt;br /&amp;gt;&lt;br /&gt;
The snow section has a number of good Charges. Be wary that some monster spawns are completely random, and some of these are Ghosts; look for illuminated spots in the snow, and avoid them. Take your time on the three necromancer fight, they're unlikely to harm you much and will die soon enough. Try to stick as close to the Lich as possible and Charge+Warcry him as early as possible to prevent him from casting Forcefield; it halves your damage output.&lt;br /&gt;
&lt;br /&gt;
= Chapter 10 =&lt;br /&gt;
More very long charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
A well-aimed Charge can get you past the first corridor without falling into any holes; finding the positioning is key. After triggering the next two switches, you have approximately 10 seconds of waiting to do; you can use it to snipe a few gargoyled with shuriken. After counting out 10 seconds, Charge past the next corridor, and cancel it just at the end; if done well, you'll avoid aggroing the gargoyles in the alcoves. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the following area to the north-east, you can easily get the key and get out without having to kill a single mob. To the south-east, open the second coffin and pick up the greatsword; it has knockback, which is vital for fighting the vampire in the next room. Vampires will one-shot you, so make sure to kite him around with your knockback, and be VERY wary to hit your Charge properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Iron Golem is even more deadly than Rock Golems, so again stick to shuriken and the occasional Charge. Proceeding through the mazes, feel free to kill a few gargoyles, you're likely to get levelup here which can save you a healing potion. In the bumper room, head straight to the switch to the north-west, then hug the north wall to get to the exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Charge past the next vampire, you'll avoid aggroing it. You can attempt to bump past both purple lasers (between 4 and 6 strength required) but it's extremely inconsistent (about 2% consistency). The more consistent route is to head south-east and collect the first skull key, then use a 3-item bump to get past the one remaining death ray, a much easier bump. You can restock on healing potions in the following rooms for the Hecubah fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
The easiest way to kill the Lich King is to barrage him with shuriken from the edge of the screen. This won't aggro him, unless you have Shuriken of Bewilderment. Finish him off with a Charge, and proceed into the spinning laser room. Quicksave and quickload to reset the cycle, disable all the switches, then turn on the north-east switch and wait for it to kill the golems and liches. If their AI didn't cooperate entirely, either turn the laser off again and fight them the ordinary way, or just reload and try again. The latter is generally faster if there are iron golems alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, pick up the Staff of Oblivion, then either use it to empty the room of anything dangerous, or, in a segmented run, simply run through the horse of monsters, avoiding all ghosts and Confuse spells, chugging potions all the way.&lt;br /&gt;
&lt;br /&gt;
= Hecubah =&lt;br /&gt;
Get in a position that allows you to immediately kill all the demons, reload your staff, then stand by a fully charged pylon and wait for Hecubah to return. Chasing her down is never a good idea, no matter how long she takes. When she appears, immediately Charge her, then retreat back to your pylon and unload your Stff of Oblivion on her. Only use Warcry to dispel her Summon Gargoyle spell. When your staff runs out of mana, your Charge should be ready; hit her with it, retreat to a second pylon, quickly reaim your lightning to kill the Demon that spawns, then continue hitting Hecubah. Skip through the dialogue she starts, repeat damaging her until she's dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two ways this strategy can fail: she can hit you with a Death Ray before you're able to heal up and kill you, or she can Blink away from you just after you hit her with Charge. Generally staying at max range will prevent the former from happening, while the latter can be avoided by timing your Charge to hit during her casting animation. In addition, pay close attention to your buff bar; never Charge while Confused.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Warrior</id>
		<title>Nox/Warrior</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Warrior"/>
				<updated>2013-07-11T19:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Current Fastest Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin (Segmented)]&lt;br /&gt;
&lt;br /&gt;
= Warrior-specific techniques =&lt;br /&gt;
&lt;br /&gt;
== Using Charge ==&lt;br /&gt;
The most important ability the Warrior learns is Charge. Using Charge as efficiently as possible throughout every chapter is key to speedrunning this campaign. Generally speaking, you'll want to find an efficient use of the skill on every cooldown, or save it for a particularly long stretch of Charging. Particularly the end of the Charge is important:&lt;br /&gt;
*Hitting a monster immediately ends Charge and allows you to continue moving.&lt;br /&gt;
*Hitting certain environmental objects at certain angles allow you to continue moving. The most specific example is some forms of river banks, and the edges of rope bridges.&lt;br /&gt;
*Hitting a wall, solid object, or non-animate object (polyps or bouncers) will Stun you for about 1 second. Generally to be avoided.&lt;br /&gt;
*In version 1.0, hitting the Swap Weapon key will cancel the Charge movement, but keep you immobile for a duration equal to how long the Charge was going to last. This technique is vital to preventing Stuns after a long Charge, but keep in mind that cancelling too early will keep you immobile longer than you would be stunned. It is possible to restart your Charge after cancelling it by clicking attack while still immobilized. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to movement, Charge is also the Warrior's biggest source of damage. Use it while fighting big monsters, or to one-shot certain monsters for easy experience. It does not need a weapon to work, and does not scale with weapon damage.&lt;br /&gt;
&lt;br /&gt;
== Shuriken ==&lt;br /&gt;
Shuriken are the Warrior's ranged attack option. They fire extremely fast and deal a decent amount of damage, but are very limited in quantity. Most of your money will go towards buying shuriken, as there aren't too many to be found throughout the campaign. Shuriken can also press buttons from range. &amp;lt;br /&amp;gt;&lt;br /&gt;
Chakram are a type of shuriken that bounces off walls, and eventually either flies back to you or drops to the floor, rather than being consumed on use. Due to their unreliability, they're ignored in current routes.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
Never use your Harpoon spell on a Vampire's bat form. This form has 1 hp, Harpoon deals 1 damage, and the game will get confused about having to move a dead monster, which crashes the game.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1-2 =&lt;br /&gt;
There are two ways to complete the first chapters, one significantly more risky than the other and mostly being for segmented runs only.&lt;br /&gt;
*Segmented route: Break the first barrel for two apples, then sell all your clothes to the merchant and buy another 7 apples. Run back to the exit of the level, then use a reload-bump to get past the locked door, straight into chapter 3.&lt;br /&gt;
*Single-segment route: Get the apples, then break open the wall to get the experience bonus from finding a secret. Head into town, discover the second secret, and do the Gauntlet access quest as normal. Make sure to collect 9 apples from the gardens, and also make sure to kill as many bats as you can easily do (you can miss at most two of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed into the Gauntlet. In the first room with lava, use a 6 strength applebump to get through the iron gate. Jump over the lava, flip the switch and kill the ogre, then go south and exit the Gauntlet. You should get exactly enough experience to reach level 2 and learn Charge. Now head back to the exit, selling your clothes and sword, and reload-bump into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
You might want to make a manual save here to use as a starting point for future reload bumps.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
In the single-segment route, this chapter has a lot of very long Charges to learn.&amp;lt;br /&amp;gt; Run straight to Ix, picking up as many healing potions as you can afford at the encampment. Proceed straight to the pygmy cave and into their little trap. Take out the first mage, then run straight past the other two; you might want to wait for a second or two before going through the doors, as doing so can avoid aggroing the mages and save a bit of health. Pick up the apprentice's armor, then head back to Ix.&amp;lt;br /&amp;gt;&lt;br /&gt;
Single-segment runs can use Charge to one-shot the pygmy mage, but if you used the segmented strategy, you haven't learned the spell yet. Instead, you'll have to defeat the mage with only your starting sword. The best way to do so is to immediately run at him, then as soon as you're in hitting range, stop running. If there's a small distance between you and the mage, it will often run off to the right and get stuck in a corner; if you get too close, he will more likely run into one of the passages, and it will be very difficult to chase him down.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 =&lt;br /&gt;
Buy some more healing potions at the start. On the second level of the catacombs, in the first coffin on route, is a Sword of Bewilderment that is vital for the run. Also pick up all the Shuriken you can find, and use one to press the red button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Necromancer fight can either be completed by throwing a load of shuriken at him and adding Charge damage, or completely bypassed by bumping through the gate. Doing so may be difficult without using a reload bump from an earlier save, and you're going to need more apples later, so a reload bump is generally the wisest.&amp;lt;br /&amp;gt;&lt;br /&gt;
After dropping down, pick up the mace from the chest; it's your best source of fire damage, and you're going to have to clear the ext corridor. Head south, clear the zombies behind the iron gate, then use a 6-strength apple bump to bump into that room. Continue south-west, and drop down. (If you used the segmented strat, you should be level 2 and have Charge now.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, there are two ways to deal with the Guardian of the Tomb. One is to defeat him using Charge for damage and Sword of Bewilderment to keep him off you; two Charges should kill it. Alternatively, you can reload-bump through the gate again, but this bump is highly inconsistent and it's likely faster to simply kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed as normal, finding the best places to Charge for extra speed, up to the Keeper of Souls. To kill this boss, hit him with a Charge and then barrage him with Shuriken while chugging a load of potions; his Lightning spell is extremely deadly and Bewildering him does not stop him from using it at all. A second Charge should kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure to take all the bosses' loot with you. If you skipped the Guardian, then ope the north coffin after leaving the catacombs, and take the shield with you to sell instead.&lt;br /&gt;
&lt;br /&gt;
= Chapter 5 =&lt;br /&gt;
Head into town, and restock on apples, meats and ciders for bumping purposes. Sell all your loot, and buy as many shuriken as you can afford (most expensive ones first). Proceed to the ogre village. &amp;lt;br /&amp;gt;&lt;br /&gt;
Either a 3-strength bump or a reload bump can get you past the gate into the ogre village. The former requires you to clear all the ogres with shuriken, while the latter makes going through the village a lot more dangerous. Either way, flip the switch to open the gate up afterward, then head to the maidens.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, two choices: Either you can clear the whole village of ogres, then open the gate and escort the maidens to safety. They are very fragile and a single death forces you to reload a save. Alternatively, you can clear away the ogres around the cage, bump inside of the cage to trigger the quest, then bump out again so the maidens can't follow you and get in trouble that way. Once you leave the map, you'll complete the quest anyway.&lt;br /&gt;
&lt;br /&gt;
= Chapter 6 =&lt;br /&gt;
Another chapter with some very long Charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
Run past everything. On the second level of the castle, take a secret door to the south-east to bypass the need for keys. Before entering Horrendous's room, try to unequip all your armor while on the move, then after the cutscene ends, pick up a full set of armor. You could loot as many gauntlets, boots, armlets and helmets as you can carry to get a lot of gold, but doing so isn't necessary in the current routes. You might not want to pick up a pair of boots, as you'll get another pair in the next chapter, and you'll save the time required to equip it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting the Necromancer, simply Warcry immediately after a Charge to prevent him from going invisible, then unleash a barrage of shuriken. This should be enough to kill him before the silence dissipates; if it isn't, Bewilder him before it runs out, then continue.&lt;br /&gt;
&lt;br /&gt;
= Chapter 7 =&lt;br /&gt;
Ignore the drunk guy, buy more apples. If you've picked up all the armor from Horrendous, you can sell it here for either Fire resistance armor, or a Warhammer (which you can't use yet because you're too low level). Either way, proceed to reload bump past the iron gate and into the tower. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the wizard tower, save all your Charges for one-shotting any wizards that get in your way. Pick up as many healing potions as you can, and use them freely. Know where to use Warcry: on level 1, use it when entering the room with the ruby key. On level 2, use it when exiting the room with the silver key and after the purple wizard. On level 3, use it on the first purple wizard. On level 5, use it before opening the chest with the key. On the other levels, use your own discretion. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2 offers the first boots with a movement speed enchant, which easily pays off the time it takes to pick up. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 3, you might want to try to use the purple wizard's Blink ability to your advantage. If you chase him closely, you'll follow his Blink spell, and with any luck you might be teleported into the last room of the level, saving some time. You only get one chance, if you're not lucky, go through the level the normal way. There is a Flimsy Warhammer in this level that could be used, though current routes don't use it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4 is the hardest area in the entire game. There is no way to make it more consistent, aside using Charges to get rid of the brown wizards, since their fireball staff cannot be Silenced. Try your best to dodge fireballs and to save Warcry for the worst situation, chug as many potions as you can; you can afford it. Getting through this area with the least deaths possible is key to a good run. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 6, Charge the top wizard and immediately Warcry; if done correctly, he'll start running into a wall, allowing you to easily kill him (Bewilder him after the Silence wears off, then kill him). The second wizard should pose no threat afterward, simply Bewilder him as well and kill him. Stock up on as many potions as you can on this level. You can ignore and run past the final two wizards with a properly timed Warcry.&lt;br /&gt;
&lt;br /&gt;
= Chapter 8 = &lt;br /&gt;
Another chapter with long Charges to learn.&amp;lt;br /&amp;gt;&lt;br /&gt;
While it is possible to bump through the door leading to the Temple by simply running at it from the right angle, simply doing a 2-item bump is far more consistent. Inside the temple, use Charge on the boulders; you may get stunned, but you still do damage to them, and a few more Halberd hits should break them and allow you to pass faster. The gate can be bumped or reload-bumped, depending on how many items you have left. Make sure to Silence the Beholders as soon as they try to cast Slow, or if they're in your way; touching them triggers their Spark and kills you. Proceed through the temple as normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
The rock golems are extremely deadly in melee range, so for the most part you'll be using shuriken to kill them. However, it's possible to hit them with Charge and immediately retreat fast enough for their attack to miss you, and doing so is vital for a quick kill.&lt;br /&gt;
&lt;br /&gt;
= Chapter 9 =&lt;br /&gt;
This chapter offers the choice to use Charges for either experience, or pure speed. The man-eating plants offer a lot of experience and die in a single Charge, but most optimal Charge ranges don't hit them; similar with the shadow crawlers. One Charge must be saved to kill a plant that blocks off your path. The fairy fight is mandatory; the plants that block the way will respawn when killed, and furthermore there is an invisible wall behind them. The guy who offers his help has no useful items for you. The necromancer afterward can be skipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ogre stronghold section has a number of mandatory kills, save your Charge for these. There aren't too many places to use Charge to gain time, anyway, so using it to pick off problematic monsters is probably a better idea. The only mandatory Charge is past the pit of spikes towards the end. &amp;lt;br /&amp;gt;&lt;br /&gt;
The snow section has a number of good Charges. Be wary that some monster spawns are completely random, and some of these are Ghosts; look for illuminated spots in the snow, and avoid them. Take your time on the three necromancer fight, they're unlikely to harm you much and will die soon enough. Try to stick as close to the Lich as possible and Charge+Warcry him as early as possible to prevent him from casting Forcefield; it halves your damage output.&lt;br /&gt;
&lt;br /&gt;
= Chapter 10 =&lt;br /&gt;
More very long charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
A well-aimed Charge can get you past the first corridor without falling into any holes; finding the positioning is key. After triggering the next two switches, you have approximately 10 seconds of waiting to do; you can use it to snipe a few gargoyled with shuriken. After counting out 10 seconds, Charge past the next corridor, and cancel it just at the end; if done well, you'll avoid aggroing the gargoyles in the alcoves. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the following area to the north-east, you can easily get the key and get out without having to kill a single mob. To the south-east, open the second coffin and pick up the greatsword; it has knockback, which is vital for fighting the vampire in the next room. Vampires will one-shot you, so make sure to kite him around with your knockback, and be VERY wary to hit your Charge properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Iron Golem is even more deadly than Rock Golems, so again stick to shuriken and the occasional Charge. Proceeding through the mazes, feel free to kill a few gargoyles, you're likely to get levelup here which can save you a healing potion. In the bumper room, head straight to the switch to the north-west, then hug the north wall to get to the exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Charge past the next vampire, you'll avoid aggroing it. You can attempt to bump past both purple lasers (between 4 and 6 strength required) but it's extremely inconsistent (about 2% consistency). The more consistent route is to head south-east and collect the first skull key, then use a 3-item bump to get past the one remaining death ray, a much easier bump. You can restock on healing potions in the following rooms for the Hecubah fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
The easiest way to kill the Lich King is to barrage him with shuriken from the edge of the screen. This won't aggro him, unless you have Shuriken of Bewilderment. Finish him off with a Charge, and proceed into the spinning laser room. Quicksave and quickload to reset the cycle, disable all the switches, then turn on the north-east switch and wait for it to kill the golems and liches. If their AI didn't cooperate entirely, either turn the laser off again and fight them the ordinary way, or just reload and try again. The latter is generally faster if there are iron golems alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, pick up the Staff of Oblivion, then either use it to empty the room of anything dangerous, or, in a segmented run, simply run through the horse of monsters, avoiding all ghosts and Confuse spells, chugging potions all the way.&lt;br /&gt;
&lt;br /&gt;
= Hecubah =&lt;br /&gt;
Get in a position that allows you to immediately kill all the demons, reload your staff, then stand by a fully charged pylon and wait for Hecubah to return. Chasing her down is never a good idea, no matter how long she takes. When she appears, immediately Charge her, then retreat back to your pylon and unload your Stff of Oblivion on her. Only use Warcry to dispel her Summon Gargoyle spell. When your staff runs out of mana, your Charge should be ready; hit her with it, retreat to a second pylon, quickly reaim your lightning to kill the Demon that spawns, then continue hitting Hecubah. Skip through the dialogue she starts, repeat damaging her until she's dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two ways this strategy can fail: she can hit you with a Death Ray before you're able to heal up and kill you, or she can Blink away from you just after you hit her with Charge. Generally staying at max range will prevent the former from happening, while the latter can be avoided by timing your Charge to hit during her casting animation. In addition, pay close attention to your buff bar; never Charge while Confused.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Warrior</id>
		<title>Nox/Warrior</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Warrior"/>
				<updated>2013-07-11T19:03:34Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin]&lt;br /&gt;
&lt;br /&gt;
= Warrior-specific techniques =&lt;br /&gt;
&lt;br /&gt;
== Using Charge ==&lt;br /&gt;
The most important ability the Warrior learns is Charge. Using Charge as efficiently as possible throughout every chapter is key to speedrunning this campaign. Generally speaking, you'll want to find an efficient use of the skill on every cooldown, or save it for a particularly long stretch of Charging. Particularly the end of the Charge is important:&lt;br /&gt;
*Hitting a monster immediately ends Charge and allows you to continue moving.&lt;br /&gt;
*Hitting certain environmental objects at certain angles allow you to continue moving. The most specific example is some forms of river banks, and the edges of rope bridges.&lt;br /&gt;
*Hitting a wall, solid object, or non-animate object (polyps or bouncers) will Stun you for about 1 second. Generally to be avoided.&lt;br /&gt;
*In version 1.0, hitting the Swap Weapon key will cancel the Charge movement, but keep you immobile for a duration equal to how long the Charge was going to last. This technique is vital to preventing Stuns after a long Charge, but keep in mind that cancelling too early will keep you immobile longer than you would be stunned. It is possible to restart your Charge after cancelling it by clicking attack while still immobilized. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to movement, Charge is also the Warrior's biggest source of damage. Use it while fighting big monsters, or to one-shot certain monsters for easy experience. It does not need a weapon to work, and does not scale with weapon damage.&lt;br /&gt;
&lt;br /&gt;
== Shuriken ==&lt;br /&gt;
Shuriken are the Warrior's ranged attack option. They fire extremely fast and deal a decent amount of damage, but are very limited in quantity. Most of your money will go towards buying shuriken, as there aren't too many to be found throughout the campaign. Shuriken can also press buttons from range. &amp;lt;br /&amp;gt;&lt;br /&gt;
Chakram are a type of shuriken that bounces off walls, and eventually either flies back to you or drops to the floor, rather than being consumed on use. Due to their unreliability, they're ignored in current routes.&lt;br /&gt;
&lt;br /&gt;
== Crashes ==&lt;br /&gt;
Never use your Harpoon spell on a Vampire's bat form. This form has 1 hp, Harpoon deals 1 damage, and the game will get confused about having to move a dead monster, which crashes the game.&lt;br /&gt;
&lt;br /&gt;
= Chapter 1-2 =&lt;br /&gt;
There are two ways to complete the first chapters, one significantly more risky than the other and mostly being for segmented runs only.&lt;br /&gt;
*Segmented route: Break the first barrel for two apples, then sell all your clothes to the merchant and buy another 7 apples. Run back to the exit of the level, then use a reload-bump to get past the locked door, straight into chapter 3.&lt;br /&gt;
*Single-segment route: Get the apples, then break open the wall to get the experience bonus from finding a secret. Head into town, discover the second secret, and do the Gauntlet access quest as normal. Make sure to collect 9 apples from the gardens, and also make sure to kill as many bats as you can easily do (you can miss at most two of them).&amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed into the Gauntlet. In the first room with lava, use a 6 strength applebump to get through the iron gate. Jump over the lava, flip the switch and kill the ogre, then go south and exit the Gauntlet. You should get exactly enough experience to reach level 2 and learn Charge. Now head back to the exit, selling your clothes and sword, and reload-bump into chapter 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
You might want to make a manual save here to use as a starting point for future reload bumps.&lt;br /&gt;
&lt;br /&gt;
= Chapter 3 =&lt;br /&gt;
In the single-segment route, this chapter has a lot of very long Charges to learn.&amp;lt;br /&amp;gt; Run straight to Ix, picking up as many healing potions as you can afford at the encampment. Proceed straight to the pygmy cave and into their little trap. Take out the first mage, then run straight past the other two; you might want to wait for a second or two before going through the doors, as doing so can avoid aggroing the mages and save a bit of health. Pick up the apprentice's armor, then head back to Ix.&amp;lt;br /&amp;gt;&lt;br /&gt;
Single-segment runs can use Charge to one-shot the pygmy mage, but if you used the segmented strategy, you haven't learned the spell yet. Instead, you'll have to defeat the mage with only your starting sword. The best way to do so is to immediately run at him, then as soon as you're in hitting range, stop running. If there's a small distance between you and the mage, it will often run off to the right and get stuck in a corner; if you get too close, he will more likely run into one of the passages, and it will be very difficult to chase him down.&lt;br /&gt;
&lt;br /&gt;
= Chapter 4 =&lt;br /&gt;
Buy some more healing potions at the start. On the second level of the catacombs, in the first coffin on route, is a Sword of Bewilderment that is vital for the run. Also pick up all the Shuriken you can find, and use one to press the red button.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Necromancer fight can either be completed by throwing a load of shuriken at him and adding Charge damage, or completely bypassed by bumping through the gate. Doing so may be difficult without using a reload bump from an earlier save, and you're going to need more apples later, so a reload bump is generally the wisest.&amp;lt;br /&amp;gt;&lt;br /&gt;
After dropping down, pick up the mace from the chest; it's your best source of fire damage, and you're going to have to clear the ext corridor. Head south, clear the zombies behind the iron gate, then use a 6-strength apple bump to bump into that room. Continue south-west, and drop down. (If you used the segmented strat, you should be level 2 and have Charge now.)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, there are two ways to deal with the Guardian of the Tomb. One is to defeat him using Charge for damage and Sword of Bewilderment to keep him off you; two Charges should kill it. Alternatively, you can reload-bump through the gate again, but this bump is highly inconsistent and it's likely faster to simply kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Proceed as normal, finding the best places to Charge for extra speed, up to the Keeper of Souls. To kill this boss, hit him with a Charge and then barrage him with Shuriken while chugging a load of potions; his Lightning spell is extremely deadly and Bewildering him does not stop him from using it at all. A second Charge should kill him. &amp;lt;br /&amp;gt;&lt;br /&gt;
Make sure to take all the bosses' loot with you. If you skipped the Guardian, then ope the north coffin after leaving the catacombs, and take the shield with you to sell instead.&lt;br /&gt;
&lt;br /&gt;
= Chapter 5 =&lt;br /&gt;
Head into town, and restock on apples, meats and ciders for bumping purposes. Sell all your loot, and buy as many shuriken as you can afford (most expensive ones first). Proceed to the ogre village. &amp;lt;br /&amp;gt;&lt;br /&gt;
Either a 3-strength bump or a reload bump can get you past the gate into the ogre village. The former requires you to clear all the ogres with shuriken, while the latter makes going through the village a lot more dangerous. Either way, flip the switch to open the gate up afterward, then head to the maidens.&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, two choices: Either you can clear the whole village of ogres, then open the gate and escort the maidens to safety. They are very fragile and a single death forces you to reload a save. Alternatively, you can clear away the ogres around the cage, bump inside of the cage to trigger the quest, then bump out again so the maidens can't follow you and get in trouble that way. Once you leave the map, you'll complete the quest anyway.&lt;br /&gt;
&lt;br /&gt;
= Chapter 6 =&lt;br /&gt;
Another chapter with some very long Charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
Run past everything. On the second level of the castle, take a secret door to the south-east to bypass the need for keys. Before entering Horrendous's room, try to unequip all your armor while on the move, then after the cutscene ends, pick up a full set of armor. You could loot as many gauntlets, boots, armlets and helmets as you can carry to get a lot of gold, but doing so isn't necessary in the current routes. You might not want to pick up a pair of boots, as you'll get another pair in the next chapter, and you'll save the time required to equip it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Fighting the Necromancer, simply Warcry immediately after a Charge to prevent him from going invisible, then unleash a barrage of shuriken. This should be enough to kill him before the silence dissipates; if it isn't, Bewilder him before it runs out, then continue.&lt;br /&gt;
&lt;br /&gt;
= Chapter 7 =&lt;br /&gt;
Ignore the drunk guy, buy more apples. If you've picked up all the armor from Horrendous, you can sell it here for either Fire resistance armor, or a Warhammer (which you can't use yet because you're too low level). Either way, proceed to reload bump past the iron gate and into the tower. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the wizard tower, save all your Charges for one-shotting any wizards that get in your way. Pick up as many healing potions as you can, and use them freely. Know where to use Warcry: on level 1, use it when entering the room with the ruby key. On level 2, use it when exiting the room with the silver key and after the purple wizard. On level 3, use it on the first purple wizard. On level 5, use it before opening the chest with the key. On the other levels, use your own discretion. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 2 offers the first boots with a movement speed enchant, which easily pays off the time it takes to pick up. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 3, you might want to try to use the purple wizard's Blink ability to your advantage. If you chase him closely, you'll follow his Blink spell, and with any luck you might be teleported into the last room of the level, saving some time. You only get one chance, if you're not lucky, go through the level the normal way. There is a Flimsy Warhammer in this level that could be used, though current routes don't use it. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level 4 is the hardest area in the entire game. There is no way to make it more consistent, aside using Charges to get rid of the brown wizards, since their fireball staff cannot be Silenced. Try your best to dodge fireballs and to save Warcry for the worst situation, chug as many potions as you can; you can afford it. Getting through this area with the least deaths possible is key to a good run. &amp;lt;br /&amp;gt;&lt;br /&gt;
On level 6, Charge the top wizard and immediately Warcry; if done correctly, he'll start running into a wall, allowing you to easily kill him (Bewilder him after the Silence wears off, then kill him). The second wizard should pose no threat afterward, simply Bewilder him as well and kill him. Stock up on as many potions as you can on this level. You can ignore and run past the final two wizards with a properly timed Warcry.&lt;br /&gt;
&lt;br /&gt;
= Chapter 8 = &lt;br /&gt;
Another chapter with long Charges to learn.&amp;lt;br /&amp;gt;&lt;br /&gt;
While it is possible to bump through the door leading to the Temple by simply running at it from the right angle, simply doing a 2-item bump is far more consistent. Inside the temple, use Charge on the boulders; you may get stunned, but you still do damage to them, and a few more Halberd hits should break them and allow you to pass faster. The gate can be bumped or reload-bumped, depending on how many items you have left. Make sure to Silence the Beholders as soon as they try to cast Slow, or if they're in your way; touching them triggers their Spark and kills you. Proceed through the temple as normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
The rock golems are extremely deadly in melee range, so for the most part you'll be using shuriken to kill them. However, it's possible to hit them with Charge and immediately retreat fast enough for their attack to miss you, and doing so is vital for a quick kill.&lt;br /&gt;
&lt;br /&gt;
= Chapter 9 =&lt;br /&gt;
This chapter offers the choice to use Charges for either experience, or pure speed. The man-eating plants offer a lot of experience and die in a single Charge, but most optimal Charge ranges don't hit them; similar with the shadow crawlers. One Charge must be saved to kill a plant that blocks off your path. The fairy fight is mandatory; the plants that block the way will respawn when killed, and furthermore there is an invisible wall behind them. The guy who offers his help has no useful items for you. The necromancer afterward can be skipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
The ogre stronghold section has a number of mandatory kills, save your Charge for these. There aren't too many places to use Charge to gain time, anyway, so using it to pick off problematic monsters is probably a better idea. The only mandatory Charge is past the pit of spikes towards the end. &amp;lt;br /&amp;gt;&lt;br /&gt;
The snow section has a number of good Charges. Be wary that some monster spawns are completely random, and some of these are Ghosts; look for illuminated spots in the snow, and avoid them. Take your time on the three necromancer fight, they're unlikely to harm you much and will die soon enough. Try to stick as close to the Lich as possible and Charge+Warcry him as early as possible to prevent him from casting Forcefield; it halves your damage output.&lt;br /&gt;
&lt;br /&gt;
= Chapter 10 =&lt;br /&gt;
More very long charges to learn. &amp;lt;br /&amp;gt;&lt;br /&gt;
A well-aimed Charge can get you past the first corridor without falling into any holes; finding the positioning is key. After triggering the next two switches, you have approximately 10 seconds of waiting to do; you can use it to snipe a few gargoyled with shuriken. After counting out 10 seconds, Charge past the next corridor, and cancel it just at the end; if done well, you'll avoid aggroing the gargoyles in the alcoves. &amp;lt;br /&amp;gt;&lt;br /&gt;
In the following area to the north-east, you can easily get the key and get out without having to kill a single mob. To the south-east, open the second coffin and pick up the greatsword; it has knockback, which is vital for fighting the vampire in the next room. Vampires will one-shot you, so make sure to kite him around with your knockback, and be VERY wary to hit your Charge properly.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Iron Golem is even more deadly than Rock Golems, so again stick to shuriken and the occasional Charge. Proceeding through the mazes, feel free to kill a few gargoyles, you're likely to get levelup here which can save you a healing potion. In the bumper room, head straight to the switch to the north-west, then hug the north wall to get to the exit.&amp;lt;br /&amp;gt;&lt;br /&gt;
Charge past the next vampire, you'll avoid aggroing it. You can attempt to bump past both purple lasers (between 4 and 6 strength required) but it's extremely inconsistent (about 2% consistency). The more consistent route is to head south-east and collect the first skull key, then use a 3-item bump to get past the one remaining death ray, a much easier bump. You can restock on healing potions in the following rooms for the Hecubah fight.&amp;lt;br /&amp;gt;&lt;br /&gt;
The easiest way to kill the Lich King is to barrage him with shuriken from the edge of the screen. This won't aggro him, unless you have Shuriken of Bewilderment. Finish him off with a Charge, and proceed into the spinning laser room. Quicksave and quickload to reset the cycle, disable all the switches, then turn on the north-east switch and wait for it to kill the golems and liches. If their AI didn't cooperate entirely, either turn the laser off again and fight them the ordinary way, or just reload and try again. The latter is generally faster if there are iron golems alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
Finally, pick up the Staff of Oblivion, then either use it to empty the room of anything dangerous, or, in a segmented run, simply run through the horse of monsters, avoiding all ghosts and Confuse spells, chugging potions all the way.&lt;br /&gt;
&lt;br /&gt;
= Hecubah =&lt;br /&gt;
Get in a position that allows you to immediately kill all the demons, reload your staff, then stand by a fully charged pylon and wait for Hecubah to return. Chasing her down is never a good idea, no matter how long she takes. When she appears, immediately Charge her, then retreat back to your pylon and unload your Stff of Oblivion on her. Only use Warcry to dispel her Summon Gargoyle spell. When your staff runs out of mana, your Charge should be ready; hit her with it, retreat to a second pylon, quickly reaim your lightning to kill the Demon that spawns, then continue hitting Hecubah. Skip through the dialogue she starts, repeat damaging her until she's dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are two ways this strategy can fail: she can hit you with a Death Ray before you're able to heal up and kill you, or she can Blink away from you just after you hit her with Charge. Generally staying at max range will prevent the former from happening, while the latter can be avoided by timing your Charge to hit during her casting animation. In addition, pay close attention to your buff bar; never Charge while Confused.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches</id>
		<title>Nox/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches"/>
				<updated>2013-07-11T17:31:52Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Versions =&lt;br /&gt;
Nox can be run in two versions: Original (1.0) or Latest (1.2). The differences are as follows: &lt;br /&gt;
*1.0: Contains Infinite Jump glitch, Charge Cancel glitch, Reload Cancel glitch, Lightning Stacking.&lt;br /&gt;
*1.2: Contains normalized damage on spells.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Since Nox offers free, 360 degree movement, you'll want to cut corners as much as possible. Know which rocks, plants and monsters you can jump over, and try, when possible, to time your jump so that you land just on the edge; you can get small boosts in movement that way. This is most consistent on coffins and other objects that open on touch.&lt;br /&gt;
&lt;br /&gt;
== Leveling up ==&lt;br /&gt;
Finding enough experience to level up is important for a variety of reasons. All classes gain additional health per level, Wizards and Conjurers gain additional mana, and Warriors learn new skills at certain levels. Items have level requirements as well. &amp;lt;br /&amp;gt;&lt;br /&gt;
The game awards a lot of experience for finishing quest objectives and defeating bosses, so there is never a need to grind experience. Any time you're able to gain experience without wasting time, however, is generally a good idea.&lt;br /&gt;
&lt;br /&gt;
== Blocking ==&lt;br /&gt;
While wielding a shield, a staff, or a greatsword, you are able to block attacks. You automatically go into a blocking animation by standing still for a short while, after which any melee or ranged attacks coming from the angle you're facing are blocked. &amp;lt;br /&amp;gt;&lt;br /&gt;
Most spells, and attacks from axes and warhammers cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
Both keys and doors are defined by colour: any given locked door requires either a Ruby, Sapphire, Gold or Silver key. Any key o the correct colour will work; as a result, it is occasionally possible to use a key on a door it was not originally intended for. However, on the start of a new chapter all keys in your inventory are destroyed. Because of this, no useful applications of this mechanic have been found yet.&lt;br /&gt;
&lt;br /&gt;
== Skipping Animations ==&lt;br /&gt;
All leveling animations and most quest completion animations can be skipped by opening the quicksave menu and closing it again. Warriors, when leveling up and gaining a new skill, can simply hit Esc (when not gaining a new skill, also use the quicksave method).&lt;br /&gt;
Some conversations can be skipped through by hitting Esc, instead of the Next button, but there is no logic as to which can and which can't (although it is consistent).&lt;br /&gt;
&lt;br /&gt;
== Three Necromancer Fight ==&lt;br /&gt;
At the end of the Dismal Swamp chapter is a mandatory fight with 3 Necromancers. 50 seconds after the start of this fight, a Lich spawns in the center of the area. This puts the fight on a rather lengthy timer, allowing you a lot of leeway to carefully pick off the three necromancers. Only the speed at which the Lich is defeated defines how fast you can progress.&lt;br /&gt;
&lt;br /&gt;
== Laser Puzzle ==&lt;br /&gt;
At the end of Land of the Dead is a room with 4 spinning lasers. The most consistent way to approach this room with all characters is to save and reload at the entrance to the room, in order to reset their cycle. This allows you to disable the closest switch immediately, then hide behind the walls on the south and proceed to disable the other switches. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, this technique commonly triggers the liches and iron golems following the puzzle to move out of their usual position, allowing you to reactivate a spinning laser and letting it kill them for you.&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
== (Apple)Bumping ==&lt;br /&gt;
Items that are on the floor have hitboxes and physics. Dropping a stack of items on the floor puts those hitboxes inside of each other, causing the items to push each other away. Thus, dropping a stack of items right at your feet can launch you away in the opposite direction.&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious application of this mechanic is apple bumping. This glitch consists of putting your back against a door, gate or wall, then dropping a high quantity of items on the floor (most commonly apples) one pixel away from the center of your character. If done correctly (and with some luck) you will be launched through the door.&lt;br /&gt;
&lt;br /&gt;
=== Different Door Types ===&lt;br /&gt;
The amount of items needed to successfully Applebump depends on the door in question, and in some cases the direction of the bump. In addition, some doors are too thick to be bumped through; instead, you get stuck inside of the door, sometimes with no way to escape.&lt;br /&gt;
*Single Wooden Door - Generally cannot be bumped. Exceptions are noted where relevant.&lt;br /&gt;
*Double Wooden Door - Generally cannot be bumped.&lt;br /&gt;
*Single Wooden Gate - Minimum of 3 items; consistent at 4 items.&lt;br /&gt;
*Double Wooden Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Single Iron Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Double Iron Gate - Minimum of 3; consistent at 4.&lt;br /&gt;
*Iron Fence - Minimum of 5; consistent at 6. (Fences tend to slightly push you back as you try to stand next to them. Standing in the corner of an iron fence puts you straight next to it)&lt;br /&gt;
*Wooden Fence - Generally cannot be bumped(?).&lt;br /&gt;
*River Bank - Minimum of 3; consistent at 5.&lt;br /&gt;
*Double Large Doors - Generally cannot be bumped.&lt;br /&gt;
*Ix Temple Door - Minimum of 0; consistent at 2. (Running into this door at the right angle can trigger the level transition zone)&lt;br /&gt;
&lt;br /&gt;
=== Different methods of bumping ===&lt;br /&gt;
There are three additional methods of doing a door bump.&lt;br /&gt;
*Fireball - Either the Wizard's spell or from a Fireball Staff, the knock-back from a fireball hitting a monster or a wall can do a bump. The strength varies between 2 and 6, depending on how close the fireball explodes.&lt;br /&gt;
*Summon Monster - The spawning of a monster through the Conjurer's summon ability applies the same physics bump. The strength depends on the size of the summoned creature and the way it will behave once summoned; it can vary between 1 and 4 on Large creatures, but is highly inconsistent.&lt;br /&gt;
*Telekinesis - The Wizard's Telekinesis spell can bump with any strength, depending on how many spells have been stacked.&lt;br /&gt;
&lt;br /&gt;
=== Reload Bumping ===&lt;br /&gt;
When using the quickload function, any momentum your character currently has is retained after the load. This allows a different technique of bumping: Quicksave while standing at a door or fence, move away to an open area, do a full strength applebump, then quickload on the first frame of movement. You'll retain some of the bump strength, approximately 5 items of strength, but because you reloaded, you still have all your apples in your inventory. This is generally more time consuming than an ordinary bump, but it allows you to do bumps in otherwise dangerous areas, or to simply avoid having to buy/find more apples.&lt;br /&gt;
&lt;br /&gt;
=== The Wall Bump ===&lt;br /&gt;
The Wizard is able to make his Wall spell clip into a door. Doing so will change the door's physics properties, which can allow the Wizard to bump through doors that other classes are unable to. Since Wall is a very lategame spell, this technique has few applications.&lt;br /&gt;
&lt;br /&gt;
=== Purple Laser Bump ===&lt;br /&gt;
The Land of the Dead chapter contains purple lasers that deal immense damage on every frame of contact. However, with a strong enough Applebump it is possible to be propelled past the laser without the game rendering a frame where you touch the laser, thus not triggering its damage. The minimum strength for this is 3 items, or 6 when crossing the double lasers (though this is extremely inconsistent and only recommended for segmented runs). &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infinite Jump ==&lt;br /&gt;
By casting a spell while in the middle of the jumping animation, the game prolongs the jumping state indefinitely, allowing you to practically walk over rocks, plants, polyps, lava, fire, spikes, traps, and smaller enemies. The infinite jump ends when you jump again, come to a halt, or cast another spell. If you want to cast a spell while infinite jumping, simply reactivate the glitch while doing so.&lt;br /&gt;
Since a spellcast is needed to activate this glitch, the Warrior is unable to perform it.&lt;br /&gt;
&lt;br /&gt;
== Lightning Stacking ==&lt;br /&gt;
Any form of Lightning spell, whether it be the Wizard's Lightning or Energy Bolt, a Lightning Staff, or the final version of the Halberd, can be channeled while casting other spells or abilities. Only attacking, moving, being hit, or running out of mana will stop a Lightning channel. This glitch only appears in version 1.0.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches</id>
		<title>Nox/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches"/>
				<updated>2013-07-11T17:24:59Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Versions =&lt;br /&gt;
Nox can be run in two versions: Original (1.0) or Latest (1.2). The differences are as follows: &lt;br /&gt;
*1.0: Contains Infinite Jump glitch, Charge Cancel glitch, Reload Cancel glitch, Lightning Stacking.&lt;br /&gt;
*1.2: Contains normalized damage on spells.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Since Nox offers free, 360 degree movement, you'll want to cut corners as much as possible. Know which rocks, plants and monsters you can jump over, and try, when possible, to time your jump so that you land just on the edge; you can get small boosts in movement that way. This is most consistent on coffins and other objects that open on touch.&lt;br /&gt;
&lt;br /&gt;
== Leveling up ==&lt;br /&gt;
Finding enough experience to level up is important for a variety of reasons. All classes gain additional health per level, Wizards and Conjurers gain additional mana, and Warriors learn new skills at certain levels. Items have level requirements as well. &amp;lt;br /&amp;gt;&lt;br /&gt;
The game awards a lot of experience for finishing quest objectives and defeating bosses, so there is never a need to grind experience. Any time you're able to gain experience without wasting time, however, is generally a good idea.&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
Both keys and doors are defined by colour: any given locked door requires either a Ruby, Sapphire, Gold or Silver key. Any key o the correct colour will work; as a result, it is occasionally possible to use a key on a door it was not originally intended for. However, on the start of a new chapter all keys in your inventory are destroyed. Because of this, no useful applications of this mechanic have been found yet.&lt;br /&gt;
&lt;br /&gt;
== Skipping Animations ==&lt;br /&gt;
All leveling animations and most quest completion animations can be skipped by opening the quicksave menu and closing it again. Warriors, when leveling up and gaining a new skill, can simply hit Esc (when not gaining a new skill, also use the quicksave method).&lt;br /&gt;
Some conversations can be skipped through by hitting Esc, instead of the Next button, but there is no logic as to which can and which can't (although it is consistent).&lt;br /&gt;
&lt;br /&gt;
== Three Necromancer Fight ==&lt;br /&gt;
At the end of the Dismal Swamp chapter is a mandatory fight with 3 Necromancers. 50 seconds after the start of this fight, a Lich spawns in the center of the area. This puts the fight on a rather lengthy timer, allowing you a lot of leeway to carefully pick off the three necromancers. Only the speed at which the Lich is defeated defines how fast you can progress.&lt;br /&gt;
&lt;br /&gt;
== Laser Puzzle ==&lt;br /&gt;
At the end of Land of the Dead is a room with 4 spinning lasers. The most consistent way to approach this room with all characters is to save and reload at the entrance to the room, in order to reset their cycle. This allows you to disable the closest switch immediately, then hide behind the walls on the south and proceed to disable the other switches. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, this technique commonly triggers the liches and iron golems following the puzzle to move out of their usual position, allowing you to reactivate a spinning laser and letting it kill them for you.&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
== (Apple)Bumping ==&lt;br /&gt;
Items that are on the floor have hitboxes and physics. Dropping a stack of items on the floor puts those hitboxes inside of each other, causing the items to push each other away. Thus, dropping a stack of items right at your feet can launch you away in the opposite direction.&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious application of this mechanic is apple bumping. This glitch consists of putting your back against a door, gate or wall, then dropping a high quantity of items on the floor (most commonly apples) one pixel away from the center of your character. If done correctly (and with some luck) you will be launched through the door.&lt;br /&gt;
&lt;br /&gt;
=== Different Door Types ===&lt;br /&gt;
The amount of items needed to successfully Applebump depends on the door in question, and in some cases the direction of the bump. In addition, some doors are too thick to be bumped through; instead, you get stuck inside of the door, sometimes with no way to escape.&lt;br /&gt;
*Single Wooden Door - Generally cannot be bumped. Exceptions are noted where relevant.&lt;br /&gt;
*Double Wooden Door - Generally cannot be bumped.&lt;br /&gt;
*Single Wooden Gate - Minimum of 3 items; consistent at 4 items.&lt;br /&gt;
*Double Wooden Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Single Iron Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Double Iron Gate - Minimum of 3; consistent at 4.&lt;br /&gt;
*Iron Fence - Minimum of 5; consistent at 6. (Fences tend to slightly push you back as you try to stand next to them. Standing in the corner of an iron fence puts you straight next to it)&lt;br /&gt;
*Wooden Fence - Generally cannot be bumped(?).&lt;br /&gt;
*River Bank - Minimum of 3; consistent at 5.&lt;br /&gt;
*Double Large Doors - Generally cannot be bumped.&lt;br /&gt;
*Ix Temple Door - Minimum of 0; consistent at 2. (Running into this door at the right angle can trigger the level transition zone)&lt;br /&gt;
&lt;br /&gt;
=== Different methods of bumping ===&lt;br /&gt;
There are three additional methods of doing a door bump.&lt;br /&gt;
*Fireball - Either the Wizard's spell or from a Fireball Staff, the knock-back from a fireball hitting a monster or a wall can do a bump. The strength varies between 2 and 6, depending on how close the fireball explodes.&lt;br /&gt;
*Summon Monster - The spawning of a monster through the Conjurer's summon ability applies the same physics bump. The strength depends on the size of the summoned creature and the way it will behave once summoned; it can vary between 1 and 4 on Large creatures, but is highly inconsistent.&lt;br /&gt;
*Telekinesis - The Wizard's Telekinesis spell can bump with any strength, depending on how many spells have been stacked.&lt;br /&gt;
&lt;br /&gt;
=== Reload Bumping ===&lt;br /&gt;
When using the quickload function, any momentum your character currently has is retained after the load. This allows a different technique of bumping: Quicksave while standing at a door or fence, move away to an open area, do a full strength applebump, then quickload on the first frame of movement. You'll retain some of the bump strength, approximately 5 items of strength, but because you reloaded, you still have all your apples in your inventory. This is generally more time consuming than an ordinary bump, but it allows you to do bumps in otherwise dangerous areas, or to simply avoid having to buy/find more apples.&lt;br /&gt;
&lt;br /&gt;
=== The Wall Bump ===&lt;br /&gt;
The Wizard is able to make his Wall spell clip into a door. Doing so will change the door's physics properties, which can allow the Wizard to bump through doors that other classes are unable to. Since Wall is a very lategame spell, this technique has few applications.&lt;br /&gt;
&lt;br /&gt;
=== Purple Laser Bump ===&lt;br /&gt;
The Land of the Dead chapter contains purple lasers that deal immense damage on every frame of contact. However, with a strong enough Applebump it is possible to be propelled past the laser without the game rendering a frame where you touch the laser, thus not triggering its damage. The minimum strength for this is 3 items, or 6 when crossing the double lasers (though this is extremely inconsistent and only recommended for segmented runs). &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infinite Jump ==&lt;br /&gt;
By casting a spell while in the middle of the jumping animation, the game prolongs the jumping state indefinitely, allowing you to practically walk over rocks, plants, polyps, lava, fire, spikes, traps, and smaller enemies. The infinite jump ends when you jump again, come to a halt, or cast another spell. If you want to cast a spell while infinite jumping, simply reactivate the glitch while doing so.&lt;br /&gt;
Since a spellcast is needed to activate this glitch, the Warrior is unable to perform it.&lt;br /&gt;
&lt;br /&gt;
== Lightning Stacking ==&lt;br /&gt;
Any form of Lightning spell, whether it be the Wizard's Lightning or Energy Bolt, a Lightning Staff, or the final version of the Halberd, can be channeled while casting other spells or abilities. Only attacking, moving, being hit, or running out of mana will stop a Lightning channel. This glitch only appears in version 1.0.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches</id>
		<title>Nox/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches"/>
				<updated>2013-07-11T17:17:25Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Versions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Versions =&lt;br /&gt;
Nox can be run in two versions: Original (1.0) or Latest (1.2). The differences are as follows: &lt;br /&gt;
*1.0: Contains Infinite Jump glitch, Charge Cancel glitch, Reload Cancel glitch, Lightning Stacking.&lt;br /&gt;
*1.2: Contains normalized damage on spells.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Since Nox offers free, 360 degree movement, you'll want to cut corners as much as possible. Know which rocks, plants and monsters you can jump over, and try, when possible, to time your jump so that you land just on the edge; you can get small boosts in movement that way. This is most consistent on coffins and other objects that open on touch.&lt;br /&gt;
&lt;br /&gt;
== Leveling up ==&lt;br /&gt;
Finding enough experience to level up is important for a variety of reasons. All classes gain additional health per level, Wizards and Conjurers gain additional mana, and Warriors learn new skills at certain levels. Items have level requirements as well. &amp;lt;br /&amp;gt;&lt;br /&gt;
The game awards a lot of experience for finishing quest objectives and defeating bosses, so there is never a need to grind experience. Any time you're able to gain experience without wasting time, however, is generally a good idea.&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
Both keys and doors are defined by colour: any given locked door requires either a Ruby, Sapphire, Gold or Silver key. Any key o the correct colour will work; as a result, it is occasionally possible to use a key on a door it was not originally intended for. However, on the start of a new chapter all keys in your inventory are destroyed. Because of this, no useful applications of this mechanic have been found yet.&lt;br /&gt;
&lt;br /&gt;
== Skipping Animations ==&lt;br /&gt;
All leveling animations and most quest completion animations can be skipped by opening the quicksave menu and closing it again. Warriors, when leveling up and gaining a new skill, can simply hit Esc (when not gaining a new skill, also use the quicksave method).&lt;br /&gt;
&lt;br /&gt;
== Three Necromancer Fight ==&lt;br /&gt;
At the end of the Dismal Swamp chapter is a mandatory fight with 3 Necromancers. 50 seconds after the start of this fight, a Lich spawns in the center of the area. This puts the fight on a rather lengthy timer, allowing you a lot of leeway to carefully pick off the three necromancers. Only the speed at which the Lich is defeated defines how fast you can progress.&lt;br /&gt;
&lt;br /&gt;
== Laser Puzzle ==&lt;br /&gt;
At the end of Land of the Dead is a room with 4 spinning lasers. The most consistent way to approach this room with all characters is to save and reload at the entrance to the room, in order to reset their cycle. This allows you to disable the closest switch immediately, then hide behind the walls on the south and proceed to disable the other switches. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, this technique commonly triggers the liches and iron golems following the puzzle to move out of their usual position, allowing you to reactivate a spinning laser and letting it kill them for you.&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
== (Apple)Bumping ==&lt;br /&gt;
Items that are on the floor have hitboxes and physics. Dropping a stack of items on the floor puts those hitboxes inside of each other, causing the items to push each other away. Thus, dropping a stack of items right at your feet can launch you away in the opposite direction.&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious application of this mechanic is apple bumping. This glitch consists of putting your back against a door, gate or wall, then dropping a high quantity of items on the floor (most commonly apples) one pixel away from the center of your character. If done correctly (and with some luck) you will be launched through the door.&lt;br /&gt;
&lt;br /&gt;
=== Different Door Types ===&lt;br /&gt;
The amount of items needed to successfully Applebump depends on the door in question, and in some cases the direction of the bump. In addition, some doors are too thick to be bumped through; instead, you get stuck inside of the door, sometimes with no way to escape.&lt;br /&gt;
*Single Wooden Door - Generally cannot be bumped. Exceptions are noted where relevant.&lt;br /&gt;
*Double Wooden Door - Generally cannot be bumped.&lt;br /&gt;
*Single Wooden Gate - Minimum of 3 items; consistent at 4 items.&lt;br /&gt;
*Double Wooden Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Single Iron Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Double Iron Gate - Minimum of 3; consistent at 4.&lt;br /&gt;
*Iron Fence - Minimum of 5; consistent at 6. (Fences tend to slightly push you back as you try to stand next to them. Standing in the corner of an iron fence puts you straight next to it)&lt;br /&gt;
*Wooden Fence - Generally cannot be bumped(?).&lt;br /&gt;
*River Bank - Minimum of 3; consistent at 5.&lt;br /&gt;
*Double Large Doors - Generally cannot be bumped.&lt;br /&gt;
*Ix Temple Door - Minimum of 0; consistent at 2. (Running into this door at the right angle can trigger the level transition zone)&lt;br /&gt;
&lt;br /&gt;
=== Different methods of bumping ===&lt;br /&gt;
There are three additional methods of doing a door bump.&lt;br /&gt;
*Fireball - Either the Wizard's spell or from a Fireball Staff, the knock-back from a fireball hitting a monster or a wall can do a bump. The strength varies between 2 and 6, depending on how close the fireball explodes.&lt;br /&gt;
*Summon Monster - The spawning of a monster through the Conjurer's summon ability applies the same physics bump. The strength depends on the size of the summoned creature and the way it will behave once summoned; it can vary between 1 and 4 on Large creatures, but is highly inconsistent.&lt;br /&gt;
*Telekinesis - The Wizard's Telekinesis spell can bump with any strength, depending on how many spells have been stacked.&lt;br /&gt;
&lt;br /&gt;
=== Reload Bumping ===&lt;br /&gt;
When using the quickload function, any momentum your character currently has is retained after the load. This allows a different technique of bumping: Quicksave while standing at a door or fence, move away to an open area, do a full strength applebump, then quickload on the first frame of movement. You'll retain some of the bump strength, approximately 5 items of strength, but because you reloaded, you still have all your apples in your inventory. This is generally more time consuming than an ordinary bump, but it allows you to do bumps in otherwise dangerous areas, or to simply avoid having to buy/find more apples.&lt;br /&gt;
&lt;br /&gt;
=== The Wall Bump ===&lt;br /&gt;
The Wizard is able to make his Wall spell clip into a door. Doing so will change the door's physics properties, which can allow the Wizard to bump through doors that other classes are unable to. Since Wall is a very lategame spell, this technique has few applications.&lt;br /&gt;
&lt;br /&gt;
=== Purple Laser Bump ===&lt;br /&gt;
The Land of the Dead chapter contains purple lasers that deal immense damage on every frame of contact. However, with a strong enough Applebump it is possible to be propelled past the laser without the game rendering a frame where you touch the laser, thus not triggering its damage. The minimum strength for this is 3 items, or 6 when crossing the double lasers (though this is extremely inconsistent and only recommended for segmented runs). &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infinite Jump ==&lt;br /&gt;
By casting a spell while in the middle of the jumping animation, the game prolongs the jumping state indefinitely, allowing you to practically walk over rocks, plants, polyps, lava, fire, spikes, traps, and smaller enemies. The infinite jump ends when you jump again, come to a halt, or cast another spell. If you want to cast a spell while infinite jumping, simply reactivate the glitch while doing so.&lt;br /&gt;
Since a spellcast is needed to activate this glitch, the Warrior is unable to perform it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches</id>
		<title>Nox/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches"/>
				<updated>2013-07-11T16:45:22Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* (Apple)Bumping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Versions =&lt;br /&gt;
Nox can be run in two versions: Original (1.0) or Latest (1.2). The differences are as follows: &lt;br /&gt;
*1.0: Contains Infinite Jump glitch, Charge Cancel glitch, Reload Cancel glitch. &lt;br /&gt;
*1.2: Contains normalized damage on spells.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Since Nox offers free, 360 degree movement, you'll want to cut corners as much as possible. Know which rocks, plants and monsters you can jump over, and try, when possible, to time your jump so that you land just on the edge; you can get small boosts in movement that way. This is most consistent on coffins and other objects that open on touch.&lt;br /&gt;
&lt;br /&gt;
== Leveling up ==&lt;br /&gt;
Finding enough experience to level up is important for a variety of reasons. All classes gain additional health per level, Wizards and Conjurers gain additional mana, and Warriors learn new skills at certain levels. Items have level requirements as well. &amp;lt;br /&amp;gt;&lt;br /&gt;
The game awards a lot of experience for finishing quest objectives and defeating bosses, so there is never a need to grind experience. Any time you're able to gain experience without wasting time, however, is generally a good idea.&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
Both keys and doors are defined by colour: any given locked door requires either a Ruby, Sapphire, Gold or Silver key. Any key o the correct colour will work; as a result, it is occasionally possible to use a key on a door it was not originally intended for. However, on the start of a new chapter all keys in your inventory are destroyed. Because of this, no useful applications of this mechanic have been found yet.&lt;br /&gt;
&lt;br /&gt;
== Skipping Animations ==&lt;br /&gt;
All leveling animations and most quest completion animations can be skipped by opening the quicksave menu and closing it again. Warriors, when leveling up and gaining a new skill, can simply hit Esc (when not gaining a new skill, also use the quicksave method).&lt;br /&gt;
&lt;br /&gt;
== Three Necromancer Fight ==&lt;br /&gt;
At the end of the Dismal Swamp chapter is a mandatory fight with 3 Necromancers. 50 seconds after the start of this fight, a Lich spawns in the center of the area. This puts the fight on a rather lengthy timer, allowing you a lot of leeway to carefully pick off the three necromancers. Only the speed at which the Lich is defeated defines how fast you can progress.&lt;br /&gt;
&lt;br /&gt;
== Laser Puzzle ==&lt;br /&gt;
At the end of Land of the Dead is a room with 4 spinning lasers. The most consistent way to approach this room with all characters is to save and reload at the entrance to the room, in order to reset their cycle. This allows you to disable the closest switch immediately, then hide behind the walls on the south and proceed to disable the other switches. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, this technique commonly triggers the liches and iron golems following the puzzle to move out of their usual position, allowing you to reactivate a spinning laser and letting it kill them for you.&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
== (Apple)Bumping ==&lt;br /&gt;
Items that are on the floor have hitboxes and physics. Dropping a stack of items on the floor puts those hitboxes inside of each other, causing the items to push each other away. Thus, dropping a stack of items right at your feet can launch you away in the opposite direction.&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious application of this mechanic is apple bumping. This glitch consists of putting your back against a door, gate or wall, then dropping a high quantity of items on the floor (most commonly apples) one pixel away from the center of your character. If done correctly (and with some luck) you will be launched through the door.&lt;br /&gt;
&lt;br /&gt;
=== Different Door Types ===&lt;br /&gt;
The amount of items needed to successfully Applebump depends on the door in question, and in some cases the direction of the bump. In addition, some doors are too thick to be bumped through; instead, you get stuck inside of the door, sometimes with no way to escape.&lt;br /&gt;
*Single Wooden Door - Generally cannot be bumped. Exceptions are noted where relevant.&lt;br /&gt;
*Double Wooden Door - Generally cannot be bumped.&lt;br /&gt;
*Single Wooden Gate - Minimum of 3 items; consistent at 4 items.&lt;br /&gt;
*Double Wooden Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Single Iron Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Double Iron Gate - Minimum of 3; consistent at 4.&lt;br /&gt;
*Iron Fence - Minimum of 5; consistent at 6. (Fences tend to slightly push you back as you try to stand next to them. Standing in the corner of an iron fence puts you straight next to it)&lt;br /&gt;
*Wooden Fence - Generally cannot be bumped(?).&lt;br /&gt;
*River Bank - Minimum of 3; consistent at 5.&lt;br /&gt;
*Double Large Doors - Generally cannot be bumped.&lt;br /&gt;
*Ix Temple Door - Minimum of 0; consistent at 2. (Running into this door at the right angle can trigger the level transition zone)&lt;br /&gt;
&lt;br /&gt;
=== Different methods of bumping ===&lt;br /&gt;
There are three additional methods of doing a door bump.&lt;br /&gt;
*Fireball - Either the Wizard's spell or from a Fireball Staff, the knock-back from a fireball hitting a monster or a wall can do a bump. The strength varies between 2 and 6, depending on how close the fireball explodes.&lt;br /&gt;
*Summon Monster - The spawning of a monster through the Conjurer's summon ability applies the same physics bump. The strength depends on the size of the summoned creature and the way it will behave once summoned; it can vary between 1 and 4 on Large creatures, but is highly inconsistent.&lt;br /&gt;
*Telekinesis - The Wizard's Telekinesis spell can bump with any strength, depending on how many spells have been stacked.&lt;br /&gt;
&lt;br /&gt;
=== Reload Bumping ===&lt;br /&gt;
When using the quickload function, any momentum your character currently has is retained after the load. This allows a different technique of bumping: Quicksave while standing at a door or fence, move away to an open area, do a full strength applebump, then quickload on the first frame of movement. You'll retain some of the bump strength, approximately 5 items of strength, but because you reloaded, you still have all your apples in your inventory. This is generally more time consuming than an ordinary bump, but it allows you to do bumps in otherwise dangerous areas, or to simply avoid having to buy/find more apples.&lt;br /&gt;
&lt;br /&gt;
=== The Wall Bump ===&lt;br /&gt;
The Wizard is able to make his Wall spell clip into a door. Doing so will change the door's physics properties, which can allow the Wizard to bump through doors that other classes are unable to. Since Wall is a very lategame spell, this technique has few applications.&lt;br /&gt;
&lt;br /&gt;
=== Purple Laser Bump ===&lt;br /&gt;
The Land of the Dead chapter contains purple lasers that deal immense damage on every frame of contact. However, with a strong enough Applebump it is possible to be propelled past the laser without the game rendering a frame where you touch the laser, thus not triggering its damage. The minimum strength for this is 3 items, or 6 when crossing the double lasers (though this is extremely inconsistent and only recommended for segmented runs). &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infinite Jump ==&lt;br /&gt;
By casting a spell while in the middle of the jumping animation, the game prolongs the jumping state indefinitely, allowing you to practically walk over rocks, plants, polyps, lava, fire, spikes, traps, and smaller enemies. The infinite jump ends when you jump again, come to a halt, or cast another spell. If you want to cast a spell while infinite jumping, simply reactivate the glitch while doing so.&lt;br /&gt;
Since a spellcast is needed to activate this glitch, the Warrior is unable to perform it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Warrior</id>
		<title>Nox/Warrior</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Warrior"/>
				<updated>2013-07-11T16:38:04Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: Created page with &amp;quot;= Current Fastest Time = [https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=b771g0aGEPs&amp;amp;list=PLOjj6J-b5LkTvBdcwH6ivYzeqh3jYvPvQ&amp;amp;index=1 34:29 by Onin]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Wizard</id>
		<title>Nox/Wizard</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Wizard"/>
				<updated>2013-07-11T16:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: Created page with &amp;quot;{{sda run|http://speeddemosarchive.com/Nox.html}}  = Current Fastest Time = [https://www.youtube.com/watch?v=IjoW2xvhQ1E&amp;amp;list=PLhlFHhHlXbcFNe8NDU6MYhOGIrkcab5hL 34:06 by Pjoxt]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/Nox.html}}&lt;br /&gt;
&lt;br /&gt;
= Current Fastest Time =&lt;br /&gt;
[https://www.youtube.com/watch?v=IjoW2xvhQ1E&amp;amp;list=PLhlFHhHlXbcFNe8NDU6MYhOGIrkcab5hL 34:06 by Pjoxt]&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox</id>
		<title>Nox</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox"/>
				<updated>2013-07-11T14:43:20Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Additional Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Nox/Wizard|Wizard]] - Complete the Wizard campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nox/Warrior|Warrior]] - Complete the Warrior campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nox/Conjurer|Conjurer]] - Complete the Conjurer campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Nox/Mechanics and Glitches|Mechanics and Glitches]] - Tactics, glitches and mechanics that apply to all classes&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/images/b/ba/Nox_items.zip Items List] - A database of item drops in the campaigns (Currently missing Warrior items)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Console Commands and Cheats =&lt;br /&gt;
&lt;br /&gt;
Press F1 to bring up the console and type one of the following commands:&lt;br /&gt;
&lt;br /&gt;
* show info -- Displays the current map, coordinates, level and class on the screen&lt;br /&gt;
&lt;br /&gt;
* racoiaws -- Enables the following cheat commands&lt;br /&gt;
** help cheat -- List cheat commands&lt;br /&gt;
** set god -- Enable God mode, unlimited mana and all spells&lt;br /&gt;
** cheat ability -- Reset user abilities&lt;br /&gt;
** cheat health -- Restore health&lt;br /&gt;
** cheat mana -- Restore mana&lt;br /&gt;
** cheat level # -- Modify your character's level&lt;br /&gt;
** cheat spells # -- Set all spell levels to the given number&lt;br /&gt;
** cheat gold # -- Set your gold to the given number&lt;br /&gt;
** cheat goto x y -- Teleport to coordinates (x y)&lt;br /&gt;
** load mapname -- Loads the given map, e.g. &amp;quot;load Wiz01a&amp;quot;&lt;br /&gt;
** show ai -- shows relevant squares for AI movements, including walls and waypoints&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches</id>
		<title>Nox/Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox/Mechanics_and_Glitches"/>
				<updated>2013-07-11T14:42:39Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: Created page with &amp;quot;= Versions = Nox can be run in two versions: Original (1.0) or Latest (1.2). The differences are as follows:  *1.0: Contains Infinite Jump glitch, Charge Cancel glitch, Reload...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Versions =&lt;br /&gt;
Nox can be run in two versions: Original (1.0) or Latest (1.2). The differences are as follows: &lt;br /&gt;
*1.0: Contains Infinite Jump glitch, Charge Cancel glitch, Reload Cancel glitch. &lt;br /&gt;
*1.2: Contains normalized damage on spells.&lt;br /&gt;
&lt;br /&gt;
= Mechanics =&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
Since Nox offers free, 360 degree movement, you'll want to cut corners as much as possible. Know which rocks, plants and monsters you can jump over, and try, when possible, to time your jump so that you land just on the edge; you can get small boosts in movement that way. This is most consistent on coffins and other objects that open on touch.&lt;br /&gt;
&lt;br /&gt;
== Leveling up ==&lt;br /&gt;
Finding enough experience to level up is important for a variety of reasons. All classes gain additional health per level, Wizards and Conjurers gain additional mana, and Warriors learn new skills at certain levels. Items have level requirements as well. &amp;lt;br /&amp;gt;&lt;br /&gt;
The game awards a lot of experience for finishing quest objectives and defeating bosses, so there is never a need to grind experience. Any time you're able to gain experience without wasting time, however, is generally a good idea.&lt;br /&gt;
&lt;br /&gt;
== Keys ==&lt;br /&gt;
Both keys and doors are defined by colour: any given locked door requires either a Ruby, Sapphire, Gold or Silver key. Any key o the correct colour will work; as a result, it is occasionally possible to use a key on a door it was not originally intended for. However, on the start of a new chapter all keys in your inventory are destroyed. Because of this, no useful applications of this mechanic have been found yet.&lt;br /&gt;
&lt;br /&gt;
== Skipping Animations ==&lt;br /&gt;
All leveling animations and most quest completion animations can be skipped by opening the quicksave menu and closing it again. Warriors, when leveling up and gaining a new skill, can simply hit Esc (when not gaining a new skill, also use the quicksave method).&lt;br /&gt;
&lt;br /&gt;
== Three Necromancer Fight ==&lt;br /&gt;
At the end of the Dismal Swamp chapter is a mandatory fight with 3 Necromancers. 50 seconds after the start of this fight, a Lich spawns in the center of the area. This puts the fight on a rather lengthy timer, allowing you a lot of leeway to carefully pick off the three necromancers. Only the speed at which the Lich is defeated defines how fast you can progress.&lt;br /&gt;
&lt;br /&gt;
== Laser Puzzle ==&lt;br /&gt;
At the end of Land of the Dead is a room with 4 spinning lasers. The most consistent way to approach this room with all characters is to save and reload at the entrance to the room, in order to reset their cycle. This allows you to disable the closest switch immediately, then hide behind the walls on the south and proceed to disable the other switches. &amp;lt;br /&amp;gt;&lt;br /&gt;
In addition, this technique commonly triggers the liches and iron golems following the puzzle to move out of their usual position, allowing you to reactivate a spinning laser and letting it kill them for you.&lt;br /&gt;
&lt;br /&gt;
= Glitches =&lt;br /&gt;
&lt;br /&gt;
== (Apple)Bumping ==&lt;br /&gt;
Items that are on the floor have hitboxes and physics. Dropping a stack of items on the floor puts those hitboxes inside of each other, causing the items to push each other away. Thus, dropping a stack of items right at your feet can launch you away in the opposite direction.&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious application of this mechanic is apple bumping. This glitch consists of putting your back against a door, gate or wall, then dropping a high quantity of items on the floor (most commonly apples) one pixel away from the center of your character. If done correctly (and with some luck) you will be launched through the door.&lt;br /&gt;
&lt;br /&gt;
=== Different Door Types ===&lt;br /&gt;
The amount of items needed to successfully Applebump depends on the door in question, and in some cases the direction of the bump. In addition, some doors are too thick to be bumped through; instead, you get stuck inside of the door, sometimes with no way to escape.&lt;br /&gt;
*Single Wooden Door - Generally cannot be bumped. Exceptions are noted where relevant.&lt;br /&gt;
*Double Wooden Door - Generally cannot be bumped.&lt;br /&gt;
*Single Wooden Gate - Minimum of 3 items; consistent at 4 items.&lt;br /&gt;
*Double Wooden Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Single Iron Gate - Minimum of 2; consistent at 4.&lt;br /&gt;
*Double Iron Gate - Minimum of 3; consistent at 4.&lt;br /&gt;
*Iron Fence - Minimum of 5; consistent at 6. (Fences tend to slightly push you back as you try to stand next to them. Standing in the corner of an iron fence puts you straight next to it)&lt;br /&gt;
*Wooden Fence - Generally cannot be bumped(?).&lt;br /&gt;
*River Bank - Minimum of 3; consistent at 5.&lt;br /&gt;
*Double Large Doors - Generally cannot be bumped.&lt;br /&gt;
*Ix Temple Door - Minimum of 0; consistent at 2. (Running into this door at the right angle can trigger the level transition zone)&lt;br /&gt;
&lt;br /&gt;
=== Different methods of bumping ===&lt;br /&gt;
There are three additional methods of doing a door bump.&lt;br /&gt;
*Fireball - Either the Wizard's spell or from a Fireball Staff, the knock-back from a fireball hitting a monster or a wall can do a bump. The strength varies between 2 and 6, depending on how close the fireball explodes.&lt;br /&gt;
*Summon Monster - The spawning of a monster through the Conjurer's summon ability applies the same physics bump. The strength depends on the size of the summoned creature and the way it will behave once summoned; it can vary between 1 and 4 on Large creatures, but is highly inconsistent.&lt;br /&gt;
*Telekinesis - The Wizard's Telekinesis spell can bump with any strength, depending on how many spells have been stacked.&lt;br /&gt;
&lt;br /&gt;
=== The Wall Bump ===&lt;br /&gt;
The Wizard is able to make his Wall spell clip into a door. Doing so will change the door's physics properties, which can allow the Wizard to bump through doors that other classes are unable to. Since Wall is a very lategame spell, this technique has few applications.&lt;br /&gt;
&lt;br /&gt;
=== Purple Laser Bump ===&lt;br /&gt;
The Land of the Dead chapter contains purple lasers that deal immense damage on every frame of contact. However, with a strong enough Applebump it is possible to be propelled past the laser without the game rendering a frame where you touch the laser, thus not triggering its damage. The minimum strength for this is 3 items, or 6 when crossing the double lasers (though this is extremely inconsistent and only recommended for segmented runs). &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Infinite Jump ==&lt;br /&gt;
By casting a spell while in the middle of the jumping animation, the game prolongs the jumping state indefinitely, allowing you to practically walk over rocks, plants, polyps, lava, fire, spikes, traps, and smaller enemies. The infinite jump ends when you jump again, come to a halt, or cast another spell. If you want to cast a spell while infinite jumping, simply reactivate the glitch while doing so.&lt;br /&gt;
Since a spellcast is needed to activate this glitch, the Warrior is unable to perform it.&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox</id>
		<title>Nox</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox"/>
				<updated>2013-07-11T14:39:24Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Nox/Wizard|Wizard]] - Complete the Wizard campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nox/Warrior|Warrior]] - Complete the Warrior campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nox/Conjurer|Conjurer]] - Complete the Conjurer campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Nox/Mechanics and Glitches|Mechanics and Glitches]] - Tactics, glitches and mechanics that apply to all classes&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/images/b/ba/Nox_items.zip Items List] - A database of item drops in the campaigns (Currently missing Warrior items)&amp;lt;br /&amp;gt;&lt;br /&gt;
To explore item locations, use the following console commands:&lt;br /&gt;
* racoiaws&lt;br /&gt;
* load [map name]&lt;br /&gt;
* cheat goto [X coordinate] [Y coordinate]&lt;br /&gt;
&lt;br /&gt;
= Console Commands and Cheats =&lt;br /&gt;
&lt;br /&gt;
Press F1 to bring up the console and type one of the following commands:&lt;br /&gt;
&lt;br /&gt;
* show info -- Displays the current map, coordinates, level and class on the screen&lt;br /&gt;
&lt;br /&gt;
* racoiaws -- Enables the following cheat commands&lt;br /&gt;
** help cheat -- List cheat commands&lt;br /&gt;
** set god -- Enable God mode, unlimited mana and all spells&lt;br /&gt;
** cheat ability -- Reset user abilities&lt;br /&gt;
** cheat health -- Restore health&lt;br /&gt;
** cheat mana -- Restore mana&lt;br /&gt;
** cheat level # -- Modify your character's level&lt;br /&gt;
** cheat spells # -- Set all spell levels to the given number&lt;br /&gt;
** cheat gold # -- Set your gold to the given number&lt;br /&gt;
** cheat goto x y -- Teleport to coordinates (x y)&lt;br /&gt;
** load mapname -- Loads the given map, e.g. &amp;quot;load Wiz01a&amp;quot;&lt;br /&gt;
** show ai -- shows relevant squares for AI movements, including walls and waypoints&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox</id>
		<title>Nox</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox"/>
				<updated>2013-07-11T13:33:35Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Nox/Wizard|Wizard]] - Complete the Wizard campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nox/Warrior|Warrior]] - Complete the Warrior campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Nox/Conjurer|Conjurer]] - Complete the Conjurer campaign&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Nox/Mechanics and Glitches|Mechanics and Glitches]] - Tactics, glitches and mechanics that apply to all classes&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/images/b/ba/Nox_items.zip Items List] - A database of item drops in the campaigns (Currently missing Warrior items)&amp;lt;br /&amp;gt;&lt;br /&gt;
To explore item locations, use the following console commands:&lt;br /&gt;
* racoiaws&lt;br /&gt;
* load [map name]&lt;br /&gt;
* cheat goto [X coordinate] [Y coordinate]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Tricks and Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis Stacking ===&lt;br /&gt;
The &amp;quot;Telekinesis&amp;quot; spell can be cast multiple times and the effects stack. This allows the mouse pointer to have a great effect on object physics, including the player.&lt;br /&gt;
&lt;br /&gt;
=== Bump Through Doors ===&lt;br /&gt;
This physics glitch allows the player to pass through some locked doors. First, stand as close to the door as possible. Drop a large stack of items (like apples or cider) one pixel away from the character's centre on the opposite side to the door. The game physics will cause the player to be flung away from the dropped items towards the door and sometimes the player will appear on the other side of the door.&lt;br /&gt;
&lt;br /&gt;
The minimum amount of items for this to work varies between doors, usually between 2 and 4. For solid fences, the minimum is 6. More items increases the consistency.&lt;br /&gt;
&lt;br /&gt;
The vanilla version of this trick only works with some doors, such as gates. Other doors are too thick and the player can get stuck in the middle of the door.&lt;br /&gt;
&lt;br /&gt;
Wizards can have more success with larger doors by casting the &amp;quot;Wall&amp;quot; spell through the door first. This allows bumping through just about any type of door, but since the spell isn't available until late in the game this has limited use.&lt;br /&gt;
&lt;br /&gt;
Some spells can be used as a substitute for dropped items, including:&lt;br /&gt;
* Fireball (including Fireball Staff)&lt;br /&gt;
* Telekinesis stacked at least twice&lt;br /&gt;
* Summon Troll / Ogre&lt;br /&gt;
&lt;br /&gt;
This trick can also be used to bump through purple death rays.&lt;br /&gt;
&lt;br /&gt;
=== Infinite Jump ===&lt;br /&gt;
This glitch allows the player to stay hovering in the air, avoiding any traps on the floor including lava and flames.&lt;br /&gt;
* Start running in any direction&lt;br /&gt;
* Jump&lt;br /&gt;
* In mid-jump, cast a spell while continuing to move in any direction - the player will keep floating as long as movement is sustained&lt;br /&gt;
&lt;br /&gt;
Some spells do not seem to work with this glitch, but a good one is &amp;quot;Lesser Heal&amp;quot; which has no mana cost if the player is at full health.&lt;br /&gt;
This glitch was patched out in one of the patches so it requires an early version, works in 1.0 at least.&lt;br /&gt;
&lt;br /&gt;
== Console Commands and Cheats ==&lt;br /&gt;
&lt;br /&gt;
Press F1 to bring up the console and type one of the following commands:&lt;br /&gt;
&lt;br /&gt;
* show info -- Displays the current map, coordinates, level and class on the screen&lt;br /&gt;
&lt;br /&gt;
* racoiaws -- Enables the following cheat commands&lt;br /&gt;
** help cheat -- List cheat commands&lt;br /&gt;
** set god -- Enable God mode, unlimited mana and all spells&lt;br /&gt;
** cheat ability -- Reset user abilities&lt;br /&gt;
** cheat health -- Restore health&lt;br /&gt;
** cheat mana -- Restore mana&lt;br /&gt;
** cheat level # -- Modify your character's level&lt;br /&gt;
** cheat spells # -- Set all spell levels to the given number&lt;br /&gt;
** cheat gold # -- Set your gold to the given number&lt;br /&gt;
** cheat goto x y -- Teleport to coordinates (x y)&lt;br /&gt;
** load mapname -- Loads the given map, e.g. &amp;quot;load Wiz01a&amp;quot;&lt;br /&gt;
** show ai -- shows relevant squares for AI movements, including walls and waypoints&lt;br /&gt;
&lt;br /&gt;
== Item List ==&lt;br /&gt;
An item list is available at the following location. Some of the items can be random and may not appear in all games.&lt;br /&gt;
&lt;br /&gt;
https://kb.speeddemosarchive.com/images/b/ba/Nox_items.zip&lt;br /&gt;
&lt;br /&gt;
You can teleport to any of these items by using a combination of console commands, e.g.&lt;br /&gt;
* racoiaws&lt;br /&gt;
* load Wiz01a&lt;br /&gt;
* cheat goto 1411 4673&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Nox</id>
		<title>Nox</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Nox"/>
				<updated>2013-05-14T16:13:07Z</updated>
		
		<summary type="html">&lt;p&gt;Onin: /* Bump Through Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
== Useful Tricks and Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Telekinesis Stacking ===&lt;br /&gt;
The &amp;quot;Telekinesis&amp;quot; spell can be cast multiple times and the effects stack. This allows the mouse pointer to have a great effect on object physics, including the player.&lt;br /&gt;
&lt;br /&gt;
=== Bump Through Doors ===&lt;br /&gt;
This physics glitch allows the player to pass through some locked doors. First, stand as close to the door as possible. Drop a large stack of items (like apples or cider) one pixel away from the character's centre on the opposite side to the door. The game physics will cause the player to be flung away from the dropped items towards the door and sometimes the player will appear on the other side of the door.&lt;br /&gt;
&lt;br /&gt;
The minimum amount of items for this to work varies between doors, usually between 2 and 4. For solid fences, the minimum is 6. More items increases the consistency.&lt;br /&gt;
&lt;br /&gt;
The vanilla version of this trick only works with some doors, such as gates. Other doors are too thick and the player can get stuck in the middle of the door.&lt;br /&gt;
&lt;br /&gt;
Wizards can have more success with larger doors by casting the &amp;quot;Wall&amp;quot; spell through the door first. This allows bumping through just about any type of door, but since the spell isn't available until late in the game this has limited use.&lt;br /&gt;
&lt;br /&gt;
Some spells can be used as a substitute for dropped items, including:&lt;br /&gt;
* Fireball (including Fireball Staff)&lt;br /&gt;
* Telekinesis stacked at least twice&lt;br /&gt;
* Summon Troll / Ogre&lt;br /&gt;
&lt;br /&gt;
This trick can also be used to bump through purple death rays.&lt;br /&gt;
&lt;br /&gt;
=== Infinite Jump ===&lt;br /&gt;
This glitch allows the player to stay hovering in the air, avoiding any traps on the floor including lava and flames.&lt;br /&gt;
* Start running in any direction&lt;br /&gt;
* Jump&lt;br /&gt;
* In mid-jump, cast a spell while continuing to move in any direction - the player will keep floating as long as movement is sustained&lt;br /&gt;
&lt;br /&gt;
Some spells do not seem to work with this glitch, but a good one is &amp;quot;Lesser Heal&amp;quot; which has no mana cost if the player is at full health.&lt;br /&gt;
&lt;br /&gt;
== Console Commands and Cheats ==&lt;br /&gt;
&lt;br /&gt;
Press F1 to bring up the console and type one of the following commands:&lt;br /&gt;
&lt;br /&gt;
* show info -- Displays the current map, coordinates, level and class on the screen&lt;br /&gt;
&lt;br /&gt;
* racoiaws -- Enables the following cheat commands&lt;br /&gt;
** help cheat -- List cheat commands&lt;br /&gt;
** set god -- Enable God mode, unlimited mana and all spells&lt;br /&gt;
** cheat ability -- Reset user abilities&lt;br /&gt;
** cheat health -- Restore health&lt;br /&gt;
** cheat mana -- Restore mana&lt;br /&gt;
** cheat level # -- Modify your character's level&lt;br /&gt;
** cheat spells # -- Set all spell levels to the given number&lt;br /&gt;
** cheat gold # -- Set your gold to the given number&lt;br /&gt;
** cheat goto x y -- Teleport to coordinates (x y)&lt;br /&gt;
** load mapname -- Loads the given map, e.g. &amp;quot;load Wiz01a&amp;quot;&lt;br /&gt;
** show ai -- shows relevant squares for AI movements, including walls and waypoints&lt;br /&gt;
&lt;br /&gt;
== Item List ==&lt;br /&gt;
An item list is available at the following location. Some of the items can be random and may not appear in all games.&lt;br /&gt;
&lt;br /&gt;
https://kb.speeddemosarchive.com/images/b/ba/Nox_items.zip&lt;br /&gt;
&lt;br /&gt;
You can teleport to any of these items by using a combination of console commands, e.g.&lt;br /&gt;
* racoiaws&lt;br /&gt;
* load Wiz01a&lt;br /&gt;
* cheat goto 1411 4673&lt;/div&gt;</summary>
		<author><name>Onin</name></author>	</entry>

	</feed>