![]() ![]() Higher and Higher: You’ll spot a sand area on the roof of the next tunnel, so Burrow Dash into that, and then keep moving. As soon as the end of the Worm has gone by, make a dash for it, because he’ll run on a small loop and won’t be far behind you. Let the Sand Worm burrow past, all the while keeping Ori under the sand. Burrow into that, and control Ori so that he stays concealed in the sand. Hide and Seek: The Worm will now be hot on your heels, but luckily there is an area of sand underneath you to your left. As you do, you’ll notice the Worm is back on your tail, and you need to quickly Sand Burrow through two consecutive sand patches above you, and then a third which is up and to the left of you. Up and Away: Over a ridge, and in between some thorns, you’ll spot a blue flower, which bouncing on will send you flying into the air. There are then a further two sandbags you need to successfully Burrow Dash through, and you’ll then notice that the Sand Worm disappears. In the distance, aim for a Grapple Hook, followed by a sandbag you can Burrow Dash through before coming to another pillar. You’ll then need to jump and climb up the stone pillar to your right. One grappled, you’ll be propelled higher, and need to zig-zag between sand portions on the right, and then left, then right again, ensuring you Burrow Dash out of them to the next one.Ī little platforming: Back to some traditional platforming now, as your last Burrow Dash should land you on some precarious platforms, which you need to quickly run across. It is critical to exit the sand at the top with a Burrow Dash to gain height and you will see a Grapple Hook to use above you. You’ll need to move through this sand relatively quickly, and Dash in the sand if you have space to. The Sand Climb: As you’re still falling, either use Dash or Burrow Dash to the hanging sand ball, and then Burrow Dash into the sand portion on the ceiling when you are in range. Failing that, though, use Dash to breeze past them. Now in an ideal world, you’ll have Triple-Jump equipped here meaning your last jump can be back to the left to avoid the last set of thorns. This will allow you to use the second jump of your double-jump to jump right and dodge the upcoming thorns that will appear from the left. If done correctly, you should miss the next set of thorns coming out from the right. Jump down the gap, but then immediately hold left to pull back your fall to as close to the thorns you just jumped over as possible. But it’ll take a little bit of practice to do so, as well as avoid the thorns in your path. Thorn Drop: The next section can be over relatively quickly, and needs to be to not get caught by the Worm. Burrow Dash out of the sand to the right to advance. There is a cliff edge to climb up on your right if you miss-time it, but that will allow the Sand Worm to catch up. ![]() This sand section needs a vertical Burrow Dash exit to get the height you need to simply Burrow Dash into the next piece of sand. ![]() Jump off and then Burrow Dash into the next sand portion. When you Burrow Dash out you should grab a hanging rope. You’ll approach an area of Sand you need to Burrow Dash into, and with this entire run, try and also Burrow Dash out of sand portions too for extra speed. Jump and Dash your way over the obstacles and gaps, trying to keep your momentum. Because the more you can Dash to get a headstart, the easier this Escape effort becomes. Dash is definitely your friend in the opening parts to try and get some room between you and the approaching Sand Worm The Escape Sequenceĭash and Burrow Dash: Get used to hammering the RB button at the start of the run. But it certainly is possible with some practice, so don’t despair if you find yourself dying a lot here, that is expected. It’s frantic, frustrating and requires the tight and efficient use of lots of different skills. Prepare yourself for the toughest, most punishing escape in Ori and the Will of the Wisps. ![]()
0 Comments
Leave a Reply. |