Speedrunning Indiana Jones and the Infernal Machine GBC – Level 5 – Shambala Sanctuary

Level 3+4 speedrun article

While my focus has shifted away a bit from speedrunning, I still sometimes try to beat the records for the Game Boy Color version of Indiana Jones and the Infernal Machine. Now, since we got a new game announced, called Indiana Jones and the Great Circle… I honestly think it’s a great moment to continue that series on my blog, where I explain the starts and fastest ways according to me to beat the game. I want to say as a disclaimer that I’m talking about the current level speedrun records. The_Kovic made an awesome TAS of this game, I mainly want to talk about the current human speedrun. So, let’s dive right into it. Feel free to leave your questions, comments and/or thoughts on this article in the comment section down below.

Current records

One term I’ll explain is something I talked about in the introduction, I talked about “TAS of this game”. TAS stands for Tool Assisted Speedrun. This means that it’s created using tools like save states, slowdown amongst various others. Also, in these runs we can control the input to the frame. Basically, this means that we get a look if the run is perfected.

Now, comparing the route of the TAS through the game and the route of the current record, we basically don’t see a lot of differences. The biggest difference is that the movement is a lot cleaner and a lot of extremely risky jumps and tricks are preformed. From watching the video, the current TAS is, give or take 7 minutes 5 seconds.

Currently, the record for Shambala is 7 minutes 51 seconds, set by myself on December 10th 2023. I know it can go lower since I have already done it. But, due to me messing up my OBS settings, the video is anything but watchable. I decided to not upload the video, but I know it’s possible. Currently, my personal best is 7 minutes 40 seconds. I’ll explain how to save time in this article, since I even think it’s humanly possible to go even below that by a tiny bit.

On January 22nd, 2022 I also set the current record for all treasures in this level. The current record is 8 minutes and 57 seconds. Now, this run doesn’t use all the most optimal jumps and tricks. This is something that can go lower. In the guide, everything that’s in cursive is additional information for the all treasures route.

The route

The level starts with a little dialogue box that Indy needs to hurry up because the Soviets aren’t too far behind. In the PC version, the Soviets only turn up after you pick up a certain key. In the Game Boy Color version, they are already there. If you want to run this level, I highly advise you to learn where the 5 guards are in this level.

I had several runs where I lost time due to bad guard movement RNG. The first guard is when you move up. Just run past this guard to go to the next screen. Yet, if you are doing all treasures, the first treasure is to the left here. So, pick that up first. Usually, I pick up that red gem while at the right most edge of the texture and already turned to the right to run back to run up.

Keep running up towards the building, which is actually Shambala. It doesn’t really matter where Indy stands to open the door, since the game forces you in the middle of the entrance when you enter it. When you enter, you’ll notice a block to the left. Don’t make the same mistake I quite often make. It’s faster to go to the right block and move that one to the side first. So, move the block to the side and press the button that gets revealed. Do it for the right and left side, in that order.

After that, move upwards on the left side of this room towards two doors. Something I do that’s different to the TAS is I press the third button before I enter the next room. The TAS presses the button when we exit from the other room. Personally, I think it doesn’t make a lot of difference timewise, maybe 2-3 seconds. The reason I directly go for the switch is that I don’t want to forget to press it. The guard is usually now facing away from Indy and walking towards the other door. The TAS route is riskier, since there is a high chance that the guard is facing towards you when exiting the other room and can get a few shots off. And those can be quite dangerous, since the TAS even finishes this level with one health point left. Anyway, for the next room, you need to take the left door.

Now, the next room has three parts to it. It also has three bricks to move, well, depending on the route you are taking. But be careful here. There are two guards roaming around in this room. RNG can really screw you over here depending on how these guards move. Now, if you take the all treasures route, you have three bricks to move. The one for the treasure is at the far left in this room. If you are confident in your jumping, it’s possible to stand on the left most edge of this block and jump up towards the green gem. If you aren’t, move it once right and then jump up towards the green gem.

Now, we take the middle section. This is a little bit to the right when you enter from the left door. You’ll see two gears moving on the wall. Move the block over once to the left. If you stand on the right most edge and face right, you’ll be able to land on the higher platform with the gear. Feel free to move it closer if you don’t feel comfortable with those edge jumps.

After you picked up the gear, move towards the right most section. Now, we do the same block pulling thing here as well. If you can, try to jump up towards the ladder. The less climbing you do, the more time you save. Climbing is really slow in this game. When you reach the top of the ladder, we see the first Ice Monster of this level. Usually, moving to the top row of tiles and jumping over it towards the door avoids damage.

Now, in the following room, we have a hallway and two higher sections. Go towards the section on the right and move the block on the top left of the platform once down and once to the left. Here I lost 4 seconds in my record because of some horrible movement. The following trick might be in my head since the TAS doesn’t do it, but I usually do it. The reason why is that it’s the most consistent way I have to make 100% the cutscene of opening the room on the left triggers without you having to move another block. And that’s not pulling the top block towards the other square but pushing it. Don’t forget that on the top right of this section there is a gold bar treasure, after pushing the block is the perfect moment to go grab it. After you push over that block, go to the bottom right of this section and pull the block towards the bottom square. The reason you need to pull is that it saves time to not have to go around the block after the cutscene. Also, practice the jump of landing in the middle of the hallway or beyond that. You’ll need that later. Now, move to the newly opened section and move towards the other top corner. There you’ll need to pick up a rod. And, if you jump a bit higher, on the next tile a set of coins. After that, leave the building. Be careful to dodge the guards and the ice enemy on your way back. If you feel extremely risky, you can save time by jumping towards the ladder in the ice enemy room to save time, but if you don’t grab the bottom pixels of the ladder it’s game over.

Now outside… we move to the right of the building. Now, the fastest way to arrange the boxes is moving the two stack once to the right and the one stack once towards the left. Doing this jump without loosing time is extremely tricky but would save a lot of time over pulling the blocks into the easiest configuration. It’s a lot of edge jumps here, but I have done it and it’s possible. So, jump up and towards the platform to pick up the blue gem. After that…

… we go left of the building. Here I lose 2-3 seconds of time in my record because of some bad movement and not grabbing the two stack box right away. The easiest and fastest way to progress is pulling the two stack box one towards the top of the screen. After that, jump on the one stack and diagonal to the right to enter the next room. After entering the room, pick up the treasure at the left. Do it now, otherwise the guard RNG will be hell. Now, we need to go in the door next to the climbable wall.

From now on, the easy part of the run is over. Now come a bunch of sections that can potentially make you lose a lot of time or just end your run outright. There is a treasure at the bottom right of this room. Pick it up first. Now, jump over the gap and move towards the broken tile at the top right of the room at the gears. While facing the gears, open your inventory and pick the ratchet. You’ll need to move to the left 4 times in your inventory and press A. This is meant to block the bell from falling back down.

Now comes one of the first sections that can cost you a lot of time. I highly advise you to practice this next section. Just take a look at the stream Klamath and I did. The idea is that you jump back and forth between the two broken tiles. The timing is extremely strict. You’ll hear a sound effect when you hit the tile in time. When you hit the tile and don’t hear the sound effect, the bell is going to fall down and you have to start over. So, try and try this bit until you are good at it. After 7, yes 7, jumps back and forth, the bell reached the correct point. Now, the camera will pull up to show the location of the bell. Whilst it’s moving down, move towards the door at the bottom left of the room. It’s possible to exit the room before the camera reaching the bottom. Since I missed this once during my record, I lost 12 seconds.

After exiting the room, a guard suddenly shows up. The fewer hits this guard does on you, the better. Yet, the space is quite tight and it’s difficult to avoid him. Now, we need to climb up the wall. Jump towards the climbable wall that’s closest towards the door we just entered the room from and climb up. Now, we do something that’s unique to the Game Boy Color. Whilst climbing up, you will have to drop towards another ladder. For the first drop, it’s fine if you move over to the left. For the second drop, climb towards the top and let yourself drop towards the right and hold up. It’s scary to do, but hold up during the fall. Otherwise it’s game over for sure. After you climbed up, go to the left and exit this room at the top left door.

Now comes to the next trick, depending on how well you execute it, you’ll save more time. The idea is that, when you enter the room… you move towards the right edge of the room. Run down and jump down give or take a tile before the edge. Let yourself fall but hold up at the right time. The idea is that we grab the long ladder a bit down there. Failing this trick is a run ender. It’s no short ladder so be careful of dropping off this ladder. Now, after you are off the ladder, move to the bottom left of this room and climb down. Or be even more risky after this ladder snipe and snipe the ladder at the bottom left like the TAS.

Now, in the next room, don’t climb the ladder down. Midway the ladder, drop down towards the gears. You’ll notice that there is a peg sticking out of the wall. Stand in front of that one and open your inventory to go trice to the right to select the gear. Now, stay on the raised platform and move towards the other side of the room. Drop down to take the silver bar and jump up towards the raised platform. Those ice guardians are quite painful and hurt a lot. The more damage you take, the higher the risk you’ll loose your run. Now, jump towards the ladder from a little bit before the last tile to save the most climbing time.

Now, the clock starts moving. Move as quick as you can towards the button and here comes something I’m still unsure about the fastest way to go forward is. I know you can totally skip the cutscene of the camera moving up to show the statue turning like the_Kovic does in the TAS. Yet, in order to do this, you’ll need to preform some tricky jumps perfectly. It does save a lot of time, yet almost five minutes into an any % run and after preforming various edge corner jumps, that annoying bell part… I find the TAS strategy at the moment of writing too risky. I linked to the TAS a bit higher if you want to see how the TAS does it, but I’ll explain how I do it. It costs 10-15 seconds, but it’s a way safer strategy in my honest opinion. Sadly, using the glitch that Indy can move after the button press for a little while isn’t possible, so that costs us an additional second.

So, press the button twice and watch the cutscene of the camera moving up to show the statue moving. While the camera is moving down, we regain control of Indy. Depending on how confident you are with your jumps and your nerves at this point… Press the button between 7 to 9 times. I personally prefer 9 times. It gives you some room for error. The red brick-thing will be either at 9, 10 or 11.

Now, comes the annoying part. We need to go back up. Go towards the raised platform you notice at the middle top of your screen and jump up and enter the door. You’ll notice we exit at the platform at the bottom of the ladder we sniped earlier. Climb up to the top of it. Now, if you want to be extremely risky, you can do what’s known as a corner jump.

It’s an extremely risky jump that can save you a lot of time and is essential when you pressed the button at the bottom 6 or 7 times. The idea is that you jump from where the X is after you climbed up the ladder and hold left up in the air to land where the other x is. Now, missing this jump means a game over. So, you risk it all here. I was around 5 minutes 18 seconds in my record run and as you can see from the screenshot, I walked into the door after the ladder. Now, we need to do a corner jump to the raised platform at the left here. It’s quite the precise jump so that’s why I was only able to do it after my third attempt in my run. Enter the door and jump towards the ladder after exiting the door. Be careful to not miss that ladder, since if you don’t land on that raised platform, it’s an instant game over.

Now, after climbing up that ladder, go towards the button at the top right of this room. As soon as the statue starts spinning, press it. You’ll watch a lengthy cutscene of the statue going on the rails towards the bell. You will see something drop down from the bell and see the door you entered this room from close. This will take +/- 30 seconds.

Let me also tell you, if you don’t have a spinning statue in a few seconds, you best reset your run. Since now the clock needs to reach the red peg and that’s too big of a time waste.

But we are in the final strech of the level. Now, don’t loose focus in these 30 seconds since we are not done quite yet. Run towards the left and jump towards the ladder to save up on some climbing time.

When you reach the top of the ladder, and grab the 9th treasure at the top left of this room, we need to dance around the ice guardian to reach the climbable wall that’s just outside of the shadow part of this section. Now, when you enter the next screen, drop down at the right from the climbable wall.

Now comes the final life or die trick of this run. We need to drop down somewhere along the purple titles. The best way is where I have drawn a red line. Hold up to grab the climbable wall, but not too soon to not grab it at the top. Since climbing is slow in this game and there is still that pesky guard at the bottom. The idea is to grab the climbable wall as low as possible so you can drop down without loosing too much health and not loose too much health to the guard having some free shots at you. You’ll need to face that guard twice, since you need to enter that annoying jumping room to pick up the seed that dropped down. Now, you can save a little bit of time since the hitbox of the seed is bigger then you think. If you stand on the edge of the tile, you can pick it up.

Exit the room and make your way to the building. If you have health enough, drop down from the ledge outside. Once inside the building, move towards the blue flower tile and standing in front of the water… open your inventory and move three times to the right to pick the seed. Now, it’ll turn into a flower. Now, go up towards the right side of the room to enter the right door. After that, go to the right section and climb up the ladder. Here some luck will be involved to avoid the guard. When you climbed up the ladder, dodge the ice guardian again and now you have the run in the bag. If you don’t make stupid movement mistakes… you’ll be able to finish the run in just a few seconds.

Now, move down the hallway we all know to well into the final room. Pick up the final treasure at the bottom right of this room before you do the final “puzzle”. Now, when you stand in front of the fire… stand as close to the middle as possible. I have lost so much time when standing on the edges, it’s insane. In my record run, I lost close to 10 seconds because of this. Now, while facing the fire, open your inventory and move 3x to the right to select the flower. This will open the chest. Move towards the chest and face up and open it. After that, Indy will say that he found Urgon’s Part and the level ends.

Conclusion

Shambala is quite the insane run and after the first four shorter levels, this level is the first of a set of three quite lengthy levels with a lot of tricky jumps and avoiding enemies. Now, currently the world record is 7 minutes and 51 seconds. I have pointed out where I lost time in this article and if you count that all together, you have roughly 30 seconds.

I honestly think that 7 minutes 30 seconds is humanly possible for this level. Maybe even 7 minutes 20. But, that means there is barely any room for error and you need to take a lot of risks and be very lucky with the guards movements.

Usually, when I’m doing attempts for a new full game any % run, I usually know after Shambala if this is going to be a good or bad attempt. Another level is the Volcano, but the reason why I call it my run killer will be explained when I talk about that level.

Currently, when I’m doing speedrun pratice, I’m trying to perfect Shambala. I want a clean recording of my personal best and I want to see how much lower I can take that all treasures record. Now, my first record for the any % of this level was 8 minutes 55 seconds and for all treasures it was 9 minutes 46 seconds. I have saved a minute for each category for this level, and I can go lower. So, keep your eye out on the leaderboards, since as soon as I preform a run that beats my current record run, I’ll post it.

And with that said, I have said everything about this level for now. If you have any questions about this guide, feel free to ask them in the comments. Also, I wish everybody a happy new year, since this is the first article I’m going to publish in 2024. I also want to thank you for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to weclome you in the next article and until then have a great rest of your day and take care.

First Impression: Pokémon Scarlet & Violet (Switch) ~ Closer To Good

Pokémon.com micrositeWikipedia

It has been a while since the latest Pokémon game came out. Honestly, I expected myself beating this game a lot sooner. But, we are now over half a year later, and I haven’t beaten the game yet. What’s going on? Is this game the first Pokémon game I’m going to drop or did I get distracted? Well, I have some opinions on this game and I wanted to talk about this game… but, I was unable to find the right words or a great angle to write about this game. So, this week I decided to give myself time till my writing day and then sit down and give my opinion on this game. In the meantime, I have almost completed the game but since I haven’t, this is going to be a first impression. And of course, I’m going to invite you to leave a comment in the comment section down below with your thoughts and/or opinions on the game and/or the content of this article. Since, this game is something else… It split the fanbase into two camps, and I want to talk about it.

There is a story?

In this game, you play as a student who enrolls into the local Academy. It doesn’t take long before your usual adventure in the Paldea region starts. The introduction in this game is something you’d expect from a Pokémon game.

After the headmaster visits you, you can pick your starter Pokémon and go attend school. You meet your rival on your way to school and not too long after, you get introduced to the actual main story of this game. The treasure hunt.

This treasure hunt is sort of a final exam / field expedition. Whilst you want to start your treasure hunt, you get introduced to the three different story lines that will go on.

Two out of the three story lines are your typical Pokémon affair. The first story line is your journey to become a Pokémon Master, by defeating the 8 gyms spread across the region and then taking on the Pokémon League. The second story line is what I call the “Team Rocket” story line. Basically, taking on the evil team of the game. But, in this game, we also have a third story line. This is a nice change of pace and adds a bit more depth to the game.

In terms of writing, this game is fine for what it sets out to do. If you expect a more mature Pokémon game story, you won’t find it here. The story is more aimed at young children and teens. My biggest problem with the story is that it’s too tame most of the time. There is no real tension, no real line to pull you into the story.

Yes, the evil team this time around isn’t just your cheerleading squad for one of the major side characters. Looking at you, Sword and Shield. No, this time it’s a team of students that ran away from school. Delinquents, if you will. If only they did a bit more to stand out. Besides your first interaction with them, they barely do anything outside their bases. On top of that, their bases are generic, I have a hard time telling their bases apart.

I totally understand that it’s difficult to create an open world game and having a story that really pulls you in. Since, you never know where the player is going to go next and if you lead the player too much, they might feel that the game is too linear and scripted. But, I’m convinced that you can do more than what this game does.

Let’s keep with the evil team, Team Star, as an example. Your first encounter is at the school gates. You fight two grunts that are causing a small bit of ruckus. After you have beaten them, you get some backstory and during the start of the treasure hunt… You get challenged to take down their bases. That’s cool, great setup. But, the annoying thing is that the gameplay behind that turns into almost additional gym battles.

We never see Team Star take over a village or do something. There is no actual reason to interact with Team Star besides for the story. When will we see the evil team actually being evil or being a danger to the player? That’s what I feel that the story in this game is missing. It feels like an afterthought, a way to get the player to point A to B. I feel that The Legend of Zelda – Breath of the Wild did it a lot better. In that game, we as a player have a reason to go out and explore. We need to gear up to defeat Ganon and save the world.

In this game, we … Explore the world because it’s “homework”. I’m sorry, but the story is swinging a miss in this game. Maybe I’m a bit too old, or maybe I’m being too critical, but it’s too safe. Yes, you have three separate story lines, and they are fine, but they never cross paths with each other and there are not of hooks for the player to want to follow along and continue the story. I really don’t get what other reviewers are seeing in this story.

After a lot of thought, I think I can explain why I’m not clicking with the story. First, like I said, it’s too safe. There is no lurking threat in the world that make you want to save this world or want to see what happens next. The closest of the three story lines is actually the new story line. Where you help heal a sick Pokémon.

Secondly, it lacks a lot of progression. Most of the tension of the story stays on a flat line. For example, let’s take the Team Star story line. There is no real worry in Team Star after you defeated the other bases. I mean, I don’t notice anything different when I have defeated one or three bases. Yes, the interactions at the start and after beaten the base are a bit different… But, you have the gameplay loop is always the same in the bases.

And third, the gameplay is working against it. For an example, you can read the paragraph above. Another example is that the trainers on the routes don’t notice you anymore, like in the previous games. Yes, you have to interact with them before they start a battle. So, you don’t naturally level up anymore and that way you have to grind… And that way, the player is more focused on the gameplay than on the story. Also, the dialogue isn’t different if you are rematching a gym leader after being defeated by the leader for one or more times… I mean, come on, things have to work in tandem for it to work.

Re-heated dinner

One of the best ways I feel to describe this game is that it’s a re-heated dinner. Of course, those dinners can still be extremely tasty, but it isn’t fresh anymore, and you don’t know which parts are heated enough or need more heating.

This game has a lot of going for it. I love the fact that this is one of the first main line Pokémon games that isn’t linear. You can choose where to progress and decide your own pace.

Sadly, I have to mention the elephant in the room. This game has a lot of issues in terms of performance. The frame rate can dip in some areas, but the texture pop-in is awful.

You can mostly see this problem in large area’s. You see the environment loading in, in the distance. It’s like the render distance is too far to begin with. If this was created by a small team of developers, I could understand. It’s an ambitious big open world and some areas might be rough. But, this is Game Freak we are talking about. I feel that they stretched themselves too thin. Since 2010, we are roughly getting a Pokémon game every year. And we got two big titles last year.

The more that I played this game, the more I got the feeling that the ambition for this game was too big. I’m just glad that this game doesn’t have a lot of game breaking issues. Or at least, I haven’t encountered any. According to this article from the Sun, the raids might be broken… But to be honest, I don’t really bother with the raids. I don’t like the gameplay loop of raids and I feel like it’s a boring, very optional activity.

Just like the camping and sandwich mechanics in this game. Sure, it’s amazing they are in this game and add some depth we Pokémon fans are asking for… But, it feels undercooked. I have to be honest, I haven’t bothered using the camping at all. I had even forgotten that it were mechanics in the game.

Now, a mechanic that really hits its mark in my opinion is the gimmick mechanic of this region. Terastallization is such a unique idea, and it works extremely well. The gist of the gimmick is that Pokémon can become a crystal form of themselves. Depending on the Pokémon, they either hold their typing or change into a different type. This adds another strategy layer upon the game. I really like this mechanic over some of the previous gimmicks. You can even change the Tera type of your Pokémon to obtain an edge in battle. I’d explain it all in depth, but I’ll let this amazing NintendoLife article handle that.

Something I also really like is how you get a fast way to explore this quite open landscape. The world feels real and is a lot of fun to explore. The bike legendary Pokémon you get is a godsend. To be honest, I would have complained quite a bit if you only could walk everywhere. Since the walking speed isn’t that fast. It’s also cool that you can upgrade the abilities of your ride during the story.

But, then again… The world feels too empty. There are areas that are just devoid of anything. Barely any wild Pokémon walking around, items to find or trainers to battle. Yes, wild Pokémon walk around visibly and they are to scale. You can let the Pokémon that’s first in your party also run around to battle and gain XP automatically. Too bad that your partner Pokémon is too slow to keep up with your ride.

There are also different type of items in the world. There are materials and items. The items are just like in previous Pokémon games where you have potions, healing items, TM’s, Pokéballs… to name just a few types. But you also have materials you have to use to craft TM’s. Yes, craft TM’s. They are finally single use again but you can stop at Pokémon Centers to go to the TM machine and craft a TM again if you have the needed materials. And you can find materials to craft new sandwiches too.

I feel like Game Freak had a long list of things they wanted to implement. But in some areas they didn’t succeed. For example, the Pokémon Centers are just a joke now. They feel like a gas stop at the side of the road, if that even. A small food truck is a better description. Each Pokémon Center feels copy pasted everywhere. There are also barely any unique characters around in the Pokémon Centers…

Also, healing with healing items is a bit broken. You have to use each potion one by one while you can choose to use more than one XP candy at the same time. Oh, and when you want to heal more than one Pokémon, you have to reselect the healing item.

What the future holds and gives

I have to be honest, I have written a lot of drafts for this review. There is so much this game does right but there are also various fundemental things where this game swings a miss. Let me give another example: It has a more expansive story but all the characteres are still silent. Not even small grunts like in Breath of the Wild.

The fact you can finally control the camera during Pokémon battles to a degree is great fun… But, the visual mess you can create sometimes is just shameful.

There are so many buildings in the villages now but so many of them are just set decoration. To the point where there is barely any additional lore to be found. No unique thing that sets the villages apart, apart from their geographical location. And all special locations are visited during the story at some point… So, yeah.

The controls are extremely responsive in this game, but the map screen is a nightmare to use. It’s a bit too easy to zoom in and out, there is no easy way to center the map or to go to your location. A lot of times I had to rotate the map since I wasn’t sure where I was in the region.

The music in this game is something where I don’t have any complaints about. The music in this game has the amazing mix between new and oldschool Pokémon music and it does quite a lot for the atmosphere. I highly recommend that you play this game with a good sound system or a good headset. Since, that’s what is giving the areas some more atmosphere and brings the game more to life.

There is also a day and night cycle in this game that isn’t linked to the real life day night cycle. It’s just like in Minecraft, but in this game the length of the cycle is a lot longer. It’s almost an hour and twenty mintues, give or take. This makes it enjoyable since you don’t have to devote time at a certain part of the day to try and catch a night Pokémon. Then again, it looses that charm too… So, it’s a double edged sword with no right answer.

Listen, I could keep talking about this game for a while longer but I think I have talked about the biggest things I wanted to talk about. I think I have explained why this game split the fanbase into two. There are some people who dislike this game because of all the technical problems and some of the shallow parts of the game… yet, there are people who like this game because it’s that big open world Pokémon game that finally dares to take the plunge into doing something new instead of holding to the “8 gyms and defeat evil team along the way” story from all previous gens.

It finally has more mechanics, more depth but parts are unpolished and we don’t know if that polish is going to come or if they are more focusing on all the DLC and/or this year’s big Pokémon title. Personally, I’m curious to see where they are taking the series next. If this was their first attempt on the open world Pokémon game… I have to say that it was a nice attempt.

My personal advice for the next game is to scale the scope down by a lot. I’d rather see a polished and well crafted game then a game where there is a lot to do but nothing has depth. Like, you have two types of currencies but you can use both of them for everything. (Thank god by the way that you don’t make these microtransactions, or all hell would have broken loose.) Make your mechanics unique, meaningfull and fun to use. Focus on that and on the technical aspect and the rest will come. You can always add more depth in updates and/or DLC.

Before I start rambling about this game for too long, I think it’s high time to write the conclusion. What do I think about this game? Well, I think that this is your typical 7/10 game. It has a lot going for it but it’s rough. Very rough sometimes in the technical department. But, it isn’t unplayable or unenjoyable… it has just some (very) low moments and these make the high moments sometimes taste bittersweet. I’m enjoying myself while playing this game, but it was a good idea to enjoy this game in chuncks since it came out.

In any case, that’s everything I wanted to say about this game for now. I’m rather curious what you think about my article. Feel free to leave a comment in the comment section down below. I also hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 2 – Babylon

In May and July, I have written about how the speedrun of Indiana Jones and the Infernal Machine for the GBC works. I wrote about the Any % route and the All Treasures route of the first level Canyonlands. Today, I want to take you on a journey to the second level Babylon. So far, we are following the levels of the N64 and PC version. But later in the game, we’ll have some differences. Anyways, before I get right into talking about the route, I want to mention that I’ll be talking certain terms and techniques that I have explained in the previous articles. If something is unclear, feel free to leave a comment in the comment section. Also, feel free to leave a comment in the comment section with your thoughts/opinions on this article! Anyways, let’s get right into it… Here I go explaining the route of the second level.

A small update

I have a few announcements to make. The first announcement is that two weeks after I published my write-up on the All Treasures route of Canyonlands, I decided to run the level again. With the possible time saves I have talked about in the article. And wouldn’t you know it, I have lowered the record from 4 minutes 41 seconds to 4 minutes and 36 seconds. Yup, I lowered the record by 5 seconds. I’m convinced that with a bit better movement and a bit more luck with RNG, the record might even go lower.

The second announcement is that all GBC categories are currently filled. What I mean by that is, that each category has at least one run. The only category that didn’t have a run was the full 100% run of the game. Where all treasures were picked up, almost all healing items (and sold) to play the full game including the secret level Return to Peru.

This run is stressful and not a lot of fun to do. Since, one or two mistakes in a level can cost you the whole level and in certain levels that can be a major time loss. In my run, I made a lot of mistakes, and I’m convinced it can get lowered, but that’s not for today. After trying for over three months, I finally got a run that I felt happy with, that made it to the end. And to my surprise, the end time was only ~25 minutes longer than my All Treasures run without Peru. The run took me 2 hours, 25 minutes and 56 seconds.

The final announcement is that I lowered a few other records. I lowered the time on Palawan Volcano and Infernal Machine. But, I’ll go more in detail about that when I get to the write-up of those levels.

With that said, here are the current stats of the second level.

Link to Speedrun.com page (All Treasures)Link to Speedrun.com page (Any %)
The current world record at the time of writing is owned by:

for Any %: the_kovic who ran this level in 4 minutes and 19 seconds on January 29th 2022.
for All Treasures: me who ran this level in 6 minutes and 44 seconds on February 28th 2022. (Note, my ILS is part of my All Treasures – No Peru record. That’s why the video time is so different.)

Editorial note: when I haven’t given credit to screenshots, it’s taken from my runs.

ILS = Individual Level Speedrun. A speedrun of only one level.

Good to know: when I talk about a “two block gap” or “a tile”… the size of a tile is give or take half Indy’s sprite.

The route

You would think that the route is quite different in the two categories due to the almost 2 minutes and a half-time difference between the two. But, let me assure you, that’s not true. The route is almost the same but only some differences that add up some time on the clock. So, I’ll mention these “side paths” in cursive when the time comes. So, the cursive text is something additional for the All Treasures route. Text in cursive should be skipped and ignored when you go for the Any % route.

The first 30 seconds of the level is the exact same for both categories. As soon as the level starts, you’ll have to mash “A” to get the text box out of the way and move to the right.

Run from the_Kovic
Run for the_Kovic

You’ll quickly reach a part of the structure where you can jump on. Jump on top of the lower brick and try to stay at the right edge of it while moving up. Here is a screenshot from the_Kovic’s run that has amazing positioning.

The reason that you have to be as close to the right edge as possible is that it saves a few frames on the jump to the right you’ll have to do when on the top.

Also, the_Kovic also discovered during making the TAS of the Any% of this game… That when you are on the edge of a block, the actual edge… You can make jumps further and higher than you expect. This’ll come in handy in the next screen. So, after the jump to the right, you’ll have to do some jumping up a “staircase” to exit the screen.

Run from the_Kovic

When you enter the next screen, it’s important that you land on the block that’s sticking out. The reason is that otherwise, you’ll lose a lot of health. Health that you’ll need later in the level.

Granted, there is a herb really close by but grabbing that herb in Any% is out of the way and makes you lose more time than landing on the block. If you are certain of your abilities, this block can be skipped when you go for the All Treasures route, but the time gain is as good as lost with picking up the herb. So, yeah. I usually try to avoid taking damage here.

Now, next is moving towards that movable brown block. In the current world record by the_Kovic, he actually lost time. Remember how I talked about the discovery he made during the creation of the TAS? Well, you can make two gap jumps and land one block higher when you jump from the edge of the block. It’s something you can see in action in my All Treasures run at the 6 minutes mark.

Sadly, this is quite a precise trick and being able to do it saves ~ 2 to 3 seconds. Yet, failing it… Well, let’s say it can cost you ~ 5 or even more seconds. Depending on if you move the block or not. This jump can be implemented in more spots, but it’s not too beginner-friendly. Since, the edge of the block almost looks like Indy isn’t touching the block anymore at all.

Anyway, after you made this jump you’ll have to jump on the building. Be careful when you jump since almost the whole back tile is blocked by a wall. So, don’t jump too early. When you land on the building, a small cutscene plays with a door opening. And here is where the first route difference happens. After the cutscene, you’ll have two options.

The blue arrow points to the all treasures route and the red arrow to the Any % route. Now, this door goes to a location where you only pick up one treasure and only has one entrance and exit. So, after picking up that treasure, you’ll have to jump on the building again and continue with the Any % route.

Now, let’s pick up our first treasure. To enter the door, you can either drop and run or jump from the block.

Jumping is a few frames difference since jumping is a tad bit faster compared to first having the dropping down animation. Anyhow, it can also be a mental thing… It feels faster to me. Now that we entered the room, we have to do something that I always call… Dancing with the guard. The treasure is in the top left corner of the room. In the top right, a guard spawns. This guard is annoying and can decide if you lose time or not.

The fastest way to get the first treasure is going to the bottom of the tent and picking up the treasure, like the purple line shows. Now, the faster you do this, the less far down the guard goes. If the guard is at the position from the screenshot, you are safe to leave in the exact same way you came. Otherwise, you’ll have to go around via the top of the tent and lure the guard a bit away from the exit. Since, his hit box otherwise blocks the exit if you take the bottom route. Going via the top route looses a second but is safer. Also, if you lost too much health, don’t take the herb from the other screen… There will be a herb that’s a bit later you can grab that’s less of a time loss. Now, take the route with the red arrow before the cursive text began.

So, when you jumped over the gap and moved down to the next screen. Here, you’ll enter a room with two treasures and this room is a pain for the All Treasures %. But, for the Any %, you’ll have to just drop in the water… Or when you know the right spot, jump into the water to save a few frames.

Now, picking up these treasures is a pain in the behind. It doesn’t matter to which way you jump first. But it matters from where. The safest is jumping from inside the purple squares. The best thing that can happen when you jump wrong is that you hit the wall. The worst thing that can happen when you jump wrong is that you drop into the water, and you’ll have to go around to get another chance. And that time loss, is way too high when you want to beat the ILS. This can only be a back-up strat in full game runs. In any case, after picking up the two gems, drop down in the water, so we follow the Any% route again.

After dropping into the water, you’ll have to swim up. Now, for the all treasures route of this level, you’ll have to make a small detour. The quickest way to exit the water for the Any% route is like the black arrow, hugging all the way to the left. For the All Treasures route, let’s go with the red arrow. You’ll enter the same room but for the all treasures route, swimming all the way to the right avoids one scorpion to pick up the treasure. Also, there is a herb in the middle of the path. Something good to know is that this herb also cures poison stings.

So, let’s pick up our fourth treasure. For this treasure, you’ll have to avoid some scorpions in narrow hallways. After exiting the water, go up right away until you hit the well and then go to the left. You’ll find a blue gem. Be careful with jumping to avoid the scorpions on your way back to the other side of the wall where you picked up the blue gem… Since, jumping too far means, back into the water with you.

When exiting the water following the black arrow, avoid the sting when going up and exit the screen via the left exit. When you are following the All Treasure route of this level, the room you enter in might look familiar. It’s on top of the room with the tent where the first treasure is picked up. When you missed picking up the second and/or third treasure… Those gems, you can drop down here to get another shot.

Depending on how good your lines are, you won’t loose too much health in this screen. Go around the bend and jump on the ladder when there is one tile between you and that will make Indy grab almost the top of the ladder. After climbing up, go left right away, with a bit of luck, the guard won’t shoot you. After that, go down when you can’t go left anymore. But don’t hug the right most edge of the pathway down since the screen transition to the next screen won’t happen.

In the next screen, go to the left and drop down in the section without the guard. To get to the next screen, run on the left most line of the sand. Walking on the tiles won’t transition you to the next screen. On the next screen, hug the left wall and when it bends to the left, go left as well all the while hugging the wall. Now, you’ll come into an open area.

Let’s go a bit to the right to pick up the treasure we saw when entering this screen. When you jump up the block via the right edge to reach the right edge of the platform… You’ll be able to grab the golden coins without the guard being alerted.

Now, go left a tiny bit to enter the door. You’ll enter a small room with a lever. Try to flip the lever as early as you can. This’ll open a bigger door to the left. Exit the room and go to the left to the newly opened door. Now, it’s time to dodge some guards. Also, don’t get distracted but this is one of the few rooms where you’ll notice some slowdown, it looks like this room isn’t optimized and in the long corridor, you’ll notice it… If you don’t hug the wall that is.

In this office space, there are three guards. Now, not taking damage here is almost impossible. So, dodge and weave boys. Go up, go left (don’t forget to pick up the treasure in the first office room, to the left) and go down. Go to the right. Now, in the one to last room, you’ll see a David Star with a hint to solve a block puzzle later. Since we are speedrunning, we shall ignore going into that room since the solution is easy and will be shown later in the article.

When you go up after the room, you’ll see the last guard. If you lost too much health, feel free to pick up the herb. If you have at least half your health, you are safe to continue. Shoot the two barrels so they explore and you can continue to the next screen.

The way forward is quite clear, it’s going down. This will make Indy drop down into a pool of water and now we get to the water maze. The biggest reason why there is such a big time difference between the Any % route and the All Treausures.

Now, allow me to me to use a diagram from the walkthrough by Jeff H. to explain the next parts. The red line is how the fast way in the underwater maze is. Always hug the walls, since that saves frames. Also, there is a small mistake in the diagram. The part before the last bend is a bit higher than shown on the diagram. Don’t waste too much time, since it’s a thight squeeze otherwise. When you go for the all treasures route, do pick up the first treasure in the first swim. After picking up treasure one, exit the water maze and let the breath meter fill before you go to pick up treasure two. This additional swim is one of the biggest reasons for the time difference. We have collected 8 treasures now. Be careful to not press A too soon to pick up the treasures, since Indy’ll swing his machette and this is a small timeloss.

After exiting the water maze, you’ll notice two pressure plates to the edges of the room. First go for the left one and then for the right one. This’ll activate an elevator down in a small cutscene. Then, from the right switch, go up to hit another pressure plate. Hit this switch three times by going on it and off it and on it again. The faster you do this, the more time you save. Then, press the pressure plate one of the left also three times for a small door opening cutscene. Enter that door.

Now, you will enter the room with the David Star where you saw the clue earlier. Move the right block to the most bottom spot on the star. Move the left block to the second spot if when counting anti-clockwise. A door should open. A visual aid:

We are almost at the end of this level. Let’s pick up some tablets. Now, remember this moment for a bit later in the article. Go to the left right away to find a small platform with a yellow L looking thing on it. This is one of the four tablets you’ll need to finish this level.

The red circle in the screenshot is where the tablet was. Now, the next jumps are a bit tricky if you aren’t too used to diagonal jumps in this game. Of course, in the all treasure route, we pick up the treasure. Doing this jump to the ladder saves some climbing time. And like I explained in the Canyonlands write-up, climbing in this game is extremely slow.

When you reach the top of this ladder, you’ll see another L-tablet. Of course, pick that up. Then use your whip to reach the platform to the right. On that platform, pick up the tablet and use your whip to go to the right again to go pick up the final clay tablet.

Now, on the last platform, there is an extremely tricky ladder snipe you can do. The ladder at the bottom is extremely close and it’s extremely easy to over or undershoot it. Feel free to try it since it save a few seconds, but missing the snipe means game over. I usually play it safe and jump across the gap on the right to slide down. This is one of the main reasons why I said you’ll need some health, since if you keep pressing down to go faster on this slide down, you’ll take a considerable amount of damage.

The next step is exiting the room. Now, remember that moment when I said to remember that moment? Well, if you know this room well and practice it… You’ll be able to finish this room in 45 – 50 seconds. The most annoying bit is the whip part since if you aren’t at the right spot, Indy swings his whip in the air and this is the biggest possible time loss in this room. Also, don’t forget that the SELECT button swaps faster between your inventory than actually going in it. The clay tablets don’t appear while using SELECT.

So, now you will need to head to the elevator you activated earlier. Activate the elevator by pressing A whilst having the hand icon at the bottom. This room is the final room of the level. Don’t forget to pick up the final treasure. Since, you won’t be able to pick it up as soon as you place the final tablet! I usually pick it up before doing anything else in this room.

You’ll see a cog and something that looks like a button/switch. Go stand right in front of it, facing it. Open your inventory and select the cog item. This will open the location where you need to place your four tablets you picked up.

Now, when you face the tablet placing spot… Keep calm whilst navigating the inventory. Know that the cursor goes a bit slower then when you press or hold it. The amount of time I lost by doing horrible inventory navigation, it isn’t funny anymore. After placing the 4th and final tablet, a map will be revealed and the end of the level jingle will play.

Wrapping up

This is one of the levels I rarely have trouble with. While I did make some silly movement mistakes in my All Treasures ILS, I did have the route down. I think I can shave off at least 5 to 10 seconds with a lot better movement.

Also, the current Any % world record can be beaten when the at the start, the block isn’t pulled to get on the building and the ladder snipe at the end is implemented. It would bring the record a down by a few seconds. But, you’ll need to play the level close to perfect to beat it. I tried it once and I thought I got it, but due to a bad jump, a bad lever flip to open the office area and no ladder snipe, I lost too much time.

Both records are close to fully optimized. Like I said earlier, my All Treasures has some bad movement and the_Kovic’s Any% doens’t have all tricks implemented. But, you’ll need to practice to be able to beat the times. Unless, there is something I’m overlooking or a new strategy is found or route optimization.

The biggest thing of this level is that it’s a longer level to run sandwiched between three shorter levels. Especially for the Any% runs. I mean, Canyonlands is beaten in a few seconds, and the two next levels can be beaten in give or take 2 minutes. Actually, think about it, the comment doesn’t really count if you go for the All Treasures route.

Anyways, that was the write-up for Babylon. It would be a bit silly to create two parts for this level since almost all treasures are on the Any% route or a bit besides it. But, it made for an amasuing article to write and I hope to read as well. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 1 – Canyonlands (Part 2)

Introduction to this miniseries

A while ago, I wrote an article about speedrunning one of my most treasured childhood games. One of my yearly traditions is playing through this game and ever since last year, I wanted to have a new challenge. That challenge I found in speedrunning the game, and now when I’m playing the game, I try to challenge myself to try to beat my PB. In this miniseries, I’m going to talk about the current route, tips, and tricks of the Game Boy Color speedrun of this game. So, let’s grab our hat and whip and let’s dive right into the first level… again? Well, yes. It’ll soon become clear. Also, feel free to leave a comment down below with your thoughts and/or opinions on this article, the content, the game and/or the route.

Introduction to All Treasures

In the first part, linked higher, of this miniseries… I talked about the Any% route. Basically, the goal in the Any% category is to finish the level as quickly as possible. Now, there is another category we have and that’s “All Treasures”.

So, in each level of this game, 10 treasures are hidden. The Game Boy Color version is an exception to that, since it has two levels with no treasures. This exception doesn’t even apply to the PC nor the N64 version.

The treasures are meant to buy supplies at the “IQ store” in between levels. In the PC & N64 version, you can buy more varied health items and ammo but in the GBC (Game Boy Color) version, you can only buy either a health kit or a poison kit. And you can have a max stock of 5, which is also different compared to the PC & N64 version.

Now, all treasures is a tricky run to do. Since, in the GBC version, you need to play close to perfection if you want to unlock the final “secret” level Peru. In a full game all treasures run you can choose between two categories. You either go for “All Treasures (No Peru)” or “2055 IQ”.

The tricky thing about “2055 IQ” is that you basically can’t close to anything, or you won’t have enough points to go to the Peru level. And in the run, you aren’t allowed to cheat and after beating the game enter the level code and skip the challenge. But, the tricky thing is that some levels require you to use a health pack for the quickest route. It’s a puzzle I currently haven’t attempted and plan to do one day.

But, I’ll focus on full game runs in their separate article. For now, let’s focus on Individual Levels Speedruns or ILS for short. So, how is the current route of the “All Treasures” of Canyonlands? Let’s explore!

The category rules as of writing this article:

Link to Speedrun.com page
The current world record at the time of writing is owned by me who ran this level in 4 minutes and 41 seconds on April 17th 2022.
The previous records I had were: 5m25, 4m58, 4m53.

Feel free to follow along while waiting the run.

Note: in this article I talk about time marks of the run. Since there is a failed run in the upload, the video time doesn’t match the run time. I’m sorry about that.

Note 2: when I say “current record”, I obviously mean my current record at the time of writing this article. So, I hope to clears up confusion when this record is beaten and/or improved by me or someone else.

The run explored

So, unlike the Any% route… We avoid the ladder snipe down directly. Since this snipe would make 4 out of the 10 treasures impossible to collect. So, we go left.

Now, the movement of this scorpion on the other platform is an RNG fest. In most cases, if you hug the upper wall, you can avoid it without any problem. When I get bitten by the scorpion, I reset right away. The lost health from the poison makes gathering the first treasures way more risky.

So, the sequence of events here is:

  • Jump over the safe pit
  • Huge the uppermost wall and go left
  • Jump over the unsafe pit
  • Ready Indy’s whip by mashing select twice while running left
  • Jump at the last second, so you jump over the waterfall.

If you do this sequence perfectly, you’ll be right in place to whip over the gap. Yet, this is easier said than done. The sequence of inputs I just described are close to frame perfect in some places. All these actions take place in give or take two or three seconds. When I don’t reach the other end and climbing the ladder when the timer hits 11 seconds, I know I can reset the run.

Why do I see that as a reset point? Well, because I know myself. If I allow my timer to be higher, I’ll go in a slight panic mode since I feel like I’m unable to beat my record and make too many silly mistakes sometimes costing me the whole run. So, it’s to keep myself calm. Anyway, you might have noticed that yellow coin looking thing in the 2nd screenshot. That’s one of the four treasures here. That’s the treasure you should get last. If you take this as your first treasure, you’ll lose a lot of time since there is no easy way to get back to the area with the first three treasures, and you’ll have to do the whip swing again which costs around a second or two.

Oh yes, you can save some time if you jump up right after swinging with the whip. This saves half a second in climbing, but it’s tricky to do, and a bad jump can land you either lower or just at the bottom of the ladder losing the time save. But, as far as I know, there is no real danger in trying to attempt this trick.

Now, after you climbed up… I highly suggest that you press select once so Indy’s hand is the tool you are using. Now, there is something you need to know about doors in this game.

I enter the treasure room in my current world record around 16-17 seconds. If you watch the run, you might notice that Indy looks like he is entering the wall.

Now, here is the thing about doors in this game. The hitboxes are wider than they visually appear. So, in other words, visually it looks like you can enter where the aqua line is. Yet, you can enter where I drew the white line.

Trying to enter a door as soon as possible saves a few frames, but these add up quickly in this level.

Now, this is a moment where you can make a choice. I haven’t tested it which route is faster. The first choice is that you go for the two treasures above and the second choice is that you go for the treasure at the bottom. Both have their dangers but all three need to be collected.

The sequence of collecting these three depend on me if I’m able to enter the door behind the stone you can push. Usually, I go to the right of the stone and push it to the left while hugging the wall. I let go of left at the end of the push animation to push up and usually Indy goes in the door right away.

Yet, in my current world record run I decided to do things a bit different. I decided to jump up right away and get the two treasures on top. Without pushing the stone at all. Which is a dangerous and risky move.

Usually, when you push the block to the left… You can jump up on the left side and grab the red jewel. After that, it’s easy to avoid the bastard of an enemy and grab the green jewel. Oh, jump over those tiles with the crack in them. Since, if Indy is full on that tile… He’ll fall down below in the water without any way out. Loosing your chance to pick up the treasures in this area.

If you go up right away, the chances of that enemy poising Indy is a lot higher. But if you go up, you’ll need to first go for the green jewel. Since going for the red first will make you a better target for the enemy and corner jumps are quite tricky, and I landed so many times on those unstable tiles during attempts, it’s not funny anymore. Also, I find that when you drop down after the red jewel, it’s easier to line Indy up to push the stone without having to re-orient him.

So, let’s push the stone, so we can pick up the final treasure in this treasure room. After going up, there is a very ideal way to move in this room to have the fastest time.

Yes, I’m taking screenshots of the YouTube upload

The blue and purple lines show the way towards and back from the treasure. Depending on the movement of the scorpion, it’s easier to line yourself up. While you can walk pretty close to the water… It’s a reset when you fall in. Since, you lost your chance to pick up two treasures now. In my current record, I chose to go down & around since the scorpion was a bit too close to the ideal route and I didn’t want to risk it.

And also, it’s best that you pick up the treasure on the first few frames on your way back. Since, you’ll be able to keep your momentum which saves a few frames. You can see how I do my controller inputs for this around the 37 second mark in the run.

On my way back, I noticed that the scorpion was down below, so I was able to get closer to the edge with the water. But, it’s possible to get even closer, but remember… This is quite risky since falling into the water makes you unable to obtain certain treasures. Since, unlike the PC/N64 version, there is no way to get back up here and obtain these treasures. Even in casual play.

So, around the 48-second mark… I have left the treasure room. With a bit better movement and not being poisoned by the enemy I think I can shave a second off here. Yet, it would be extremely tricky to do and risky. After leaving the treasure room, it’s time to go to the right to go down, jump over the waterfall and pick up the coins we saw earlier to pick up the final out of 4 treasures on top here.

During my current record, I lose a bit of time here as well by hugging the upper wall.

Now, comes something risky. After collecting the coins, you’ll need to jump down and try to line Indy up the closest edge of the waterfall. The goal is to land in the pool down below closest to the exit point. But, when you jump down too early… You might let Indy miss the pool and die. Jump too late, and you lose a second or two in the water since Indy swims so slow in this game. My drop/jump around the 53-second mark isn’t perfect. I was too center. I had better but I also had worse. After dropping into the water, exit it as soon as you can at the top right-hand side.

After exiting the water, you might notice that enemy and want to jump over or away from it. Don’t. Since, it’s somewhat easy to avoid and you are risking loosing time by either dropping back into the water or jumping too early/late and getting poisoned. Just move a bit down around the spot in the screenshot above. I actually moved down perfectly in my current record. Since, you need to avoid a wall and go into the door a bit behind it. This is what you see me do around the 1 minute 4 seconds mark.

Now we enter a “puzzle” room where I hate the movement with a passion. If there is one thing I’m not too good at… that’s precise movement.

The solution to the puzzle is that you need to walk on the sun tiles in a certain sequence. First, you hit the 3rd tile counting from the left. Then, go to the first tile without walking over the second tile and just walk over the rest. So, from the left the sequence is: 2-3-1-4.

The issue here is that the hitboxes of these tiles are a bit off. The tops are quite sensitive and the bottoms aren’t. So, when you try and walk from tile 3 to tile 1, it’s easy to trigger tile 2 when you go overtop. Now, it’s highly recommended that you go overtop since the treasurees will drop from the totempole you see on top this room. So, yeah, this room is tricky and might require some “training”.

Now, after the treasures drop: go for the left most treasure first! Since, the right most treasure is perfectly in line with the door. Mixing these up might cost you a few frames. After exiting this puzzle room, you go to the right. There is another stone which needs to be pushed down once and then left once. It’s possible to jump from there to ledge above the door. Yet, I find it safer and more consitent to push it left twice so the gap is only one block. For some reason, I have a hard time making those two block jumps from a lower to a higher platform. While it is possible as you’ll see in the next level.

Now, hug the wall and jump at the last second as shown in the screenshot below here. If you do it right, you’ll grab the ladder and skip a part of the climbing animation. This is one of the minor optimisations you can do to save a few frames. Yet, be careful with trying this one. If you push Indy too much to the left, you will not grab the ladder and miss the platform and have to go back on the ledge.

After this, it’s a bit of climbing we need to do. Jump earlier to the ladder to skip climbing it when you can. This is an easy trick to master which can shave so much time off your runs. After the 2nd ladder, be careful since there is a scorpion quite close to the part where you accend from the ladder and being poisoned there is real easy. That’s why I usually jump forwards once to avoid that and get closer to the door.

Be sure you are at least more half health now since there are some parts coming up that will require you to be able to tank/take some damage. If needed, there is a herb in the hallway. Herbs are faster to heal compared to going into the menu, going to a medkit and then going out of the menu. You see me pick up the one outside of the hallway around the 2 minute 2 seconds mark.

There is a reason why I take out the pistol around the 2 minute 18 seconds mark. Because there are some enemies coming up which are difficult to avoid when you exit a door. I rather shoot them to be safe. Now, it’s possible to save a bit of time to do a corner jump from the ladder platform as shown with the purple line. But, it’s a tricky one and might cause you to loose your run. Corner jumps are in general not easy in this game. Usually, I take the safe route wit the lightblue line. Which looses a few frames, but it’s safer and more consistent.

Now, after this, you can make another choice. Go right into the closest door or go for another treasure. There are 4 left we still need to get and it doesn’t really matter which one you go for first. I usually go for the bottom one last. If you want to go for the bottom one first, be my guest. This will be the last treasure talked about in this article.

So, I go into the closest door right after killing that enemy. In that case, don’t put your revolver away. Since, scorpions have this nasty “”feature”” where they can poison you during the whipping across animation. So, shoot the scorpion dead when you enter the room and go left to whip across. Remember to use select to switch between your tools to save time. Opening & closing the menu adds so much additional time.

Now, don’t make the same mistake as me here. When you need to whip across, you shouldn’t be right at the edge since Indy’ll whip in front of him then. And this’ll cost you a second or so. Stand a bit more back. When you are swinging across, you might notice the next treasure.

If you pick it up now, it’s fine. If you want to pick it up on your way back… It’s fine as well. The time to pick up this treasure is the same either way. In my current record, I chose to pick it up after the two treasures after whipping across again. So, don’t forget to pick this one up if you skip it now. But, after whipping across… Shoot the enemy, for a similar reason as before. Now, after that, you’ll see two doors at the bottom.

You can choose the sequence of the two here. Since I have the gun equiped, I prefer the left door first. So, I’ll explain the right part later.

The gun is equiped and we go in the left door. The gun is needed since there is a nasty troll scorpion that you will encouter right after exiting the hallway after the door. Either move to the right, right away, or shoot it. If you shot it without getting poisoned, count yourself lucky since that will make the upcoming part way easier.

Now, the treasure is at the bottom of this section. Drop down as quickly as you can without taking too much damage. Since, you’ll need the health to tank scorpion poison since they are so nastly placed. Be sure to switch back to the hand to pick up the treasure box. I started my decent on the 2 minutes 47 seconds mark. The decent was quite clean. But, my ascend. Oh boy. From 2 minutes 56 seconds you see some messy jumping and me getting screwed over by scorpion poison twice. It’s something to costs me so much time and doing the ascend propely is somewhat stressful.

So, after the hallway, equip your gun again to kill the newly spawned scorpion and now, it’s time to explain the right door. For that door, be sure you have the hand equipped. Since, right after exiting the door, you’ll have to drop down.

If you drop down on the corner edge of the platform, you reach the hitbox when Indy is in that landing animation and when you mash “A”, you’ll pick up the treasure. Go left and swap to the whip to swing across.

Jump across the death pit and be VERY careful trying to do a ladder jump here. It might save you a few frames into the climbing animation but missing the ladder means certain doom and dead run. I rarely to never risk it here since I desipe loosing a run to a silly mistake near the end of the run.

After the ladder, go to the right, up and over jump across and get back into the door. After that, swing across the two gaps and get into the door again. Now, we come back to one of the choice spots. Since I started to talk about the “top” door first, let’s go down and to the left now for the final treasure.

In here, there is the final treasure of this level. Be careful to not step on the cracked tiles since they drop you down lower in the level. And when you don’t have enough health, they are deadly.

Now, it’s time to go to the right the whole way after exiting this door. Go towards the ladder we climbing up, where I said you could save time with that risky corner jump. And now go to the right instead of the left. And then, it’s basically the Any% run route after the ladder snipe. Be careful, since now there is an extra scorpion for you to avoid. But, I use that one to jump at the right time to speed up the first long climb.

My ending was a bit messy but hey. That means more time can be shaved off this run. Since we played the full level, we see Sophia actually walk up to Indy. When you do the ladder snipe of the Any% run, Sophia won’t show up but the textbox will play.

Don’t forget to push “A” to skip the textbox faster. And yeah, that’s the whole route.

Looking back on this run, I’m certain that a run of 4 minutes 38 seconds is totally possible. Especially since I saw a lot of potential improvement while looking through this run to write this article.

Now, this level has one of the biggest differences between the Any % route and the All Treasures route. A 4-minute difference even.

After writing this article, I’m quite hyped to try and beat my record. So, I’m going to try and do that during my summer holidays. Keep an eye on my Twitter since I’ll post there when I have beaten my time.

But oh boy, was this a long article yet a fun one to write. Next time in this miniseries, I’m going to take a look at the second level Babylon. Maybe I might write only one article about that level since most of these treasures aren’t too far off the main route for Any%, yet they do cost a lot of time to grab.

And with that said, I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article and until then, have a great rest of your day and take care.