We have covered all the mandatory platforming sections in ourwalkthrough.
They can also be part of environmental puzzles.
Some climbs are completely optional and allow you, for example, to get to collectibles or additional arenas.
it’s possible for you to use it not only to jump to the farthest shelves but also e.g.
to jump over monsters charging at you.Jumps can be combined with dashes described later in the text.
You don’t need to limit yourself to just jumping or dashing.
As a result, this is a great way to extend your flight time.
Important information is that when you grab the bar, other moves are reset.
You don’t have to do that after performing a dash - the hero will grab a wall automatically.
Our advice is to move slower - you will be able to avoid them without mistake.
The controlled character can fly straight up or forward - this depends on the angle of the jump pad.
Dash is unlocked in mission 2.
You must get to the room from the picture above.
This is part of the main plot, you’re able to’t miss it.
In the latter case, the main use isto fly farther and reach shelves, bars or climbing walls.
you might findlevitating yellow orbs that restore the number of available double jumps.
This increases the maximum number of possible dashes without touching the ground to four.
Some of the objects encountered during platforming sections are traps.
The first example of trap objects isround platforms that fall down.
If you land on such a platform, you have to immediately make another jump.
The second example of trap objects ismoving coffins.
Some platforms can only be reached after activating the green button.
Some of the more difficult platforming sections can require you tobreak through weakened walls.
This is the only way to protect yourself from falling and having to repeat the entire section.
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