Uploaded December 2024 | Updated September 2026, 3 weeks ago
Scratch what I said beforehand, because were this level 23 minutes long, I’m not sure when exactly you’d hear of me again. Only 7 minutes of this was taxing enough.
Crocodiles appear the least and aren’t too threatening considering they are land punch tailored anyway.
The pickaxe guys, despite moving super slow, are an actual menace. They never take knockback, and their very high range allow them to outrange Asterix. Though still easily disposable alone, they’re quite tricky to get rid off in groups, especially when combined with the remaining enemy type… but even just on their own, they won’t hesitate to seize your breathing room. They can be pretty dubious to dodge in that context too.
Their relatively quick attacks makes assailing two enemies that are slightly apart from each other quite risky, and it’s why I intentionally make the front enemy attack at times like 1:10 and 1:40 to indirectly make them group up more closely.
This, and with the fact that you can sort of safely dodge them by passing through them vertically (adding vital extra survival time to fights), it would make a stage full of these enemies not that challenging. And that’s why this next enemy, the stick guys are so terrific. I was already somewhat fearing them in my normal no death clears, so I was looking forward to hurting plenty.
Well, all alone, these enemies are also really easy to kill. The key is to use (abuse…?) the fact that their stick attack can’t hit you if you’re inside them. The wriggle room is quite decent for that, you can even safely uppercut them so long as you keep hugging them.
Dealing with two at once, such as in 1:46 and 5:24 would seem like quite the predicament however. They naturally have huge range, love sandwiching, take no knockback as well as attack even faster than the pickaxe guys. And especially all while using land punches, a move type that completely freezes Asterix in place.
Still, I ended up going for a cheese setup. I first make them roughly vertically align, then pass through them to lure them to attack. If both engage immediately, I would then quickly heavy punch chain the both of them down.
But it seems far more common for the second one to take longer. So in this case, I’ve learned to do movement that seems to force one of the two enemies to stop moving entirely. Leaving the other one solo and defenseless. I think the premise is that you stop moving vertically before the stick enemy that you want to freeze finishes attacking. I believe this could be applied in other places but I didn’t look much into it..
It gets even worse when both types are combined together. You simply can’t take them head on without taking a blow back or the maneuver being too risky. The only roughly functioning strat I have is this slow attack lure process, before safely punching them, mainly seen at 6:57. Make sure to always pass through the stick guy.
But the worst is when you have many of these enemies at once. It often becomes pandemonium and you need to react and make decisions. As such, I wasn’t able to find that many sharp strategies for this level.
0:45 Is easily the hardest section because of this. My best bet is getting rid of one of the stick guys before the pickaxe guys come along, in order to relieve pressure. And then survive from there. Also slopes.
The slighest position also leads to different enemy positioning which only adds up to the madness. We see this no sooner than in 0:19 where things already went wrong as the stick guy decides to stop moving out of nowhere, making me hesitant.
Clubs ? What are you talking about ?
1:59 This intentional kill delay worked in my original clear, and it still works. Just make sure to position yourself correctly.
2:13 another section with lots of variance. This approach to lure the pickaxe guys first is slow, but it’s the only decent thing I could find.
For some reason enemies can’t stop themselves from passing the trees from the riverside in this level.
The autoscroller has nothing different.
The section at 4:01 is terrible, even though it might not seem like much compared to what we did before.
I don’t understand why my strat works, and it seems a bit RNG. Idle at the beginning. Once the pickaxe guys get close, move left. Stop quickly and then move left again. If done correctly both of them will still chase you. If not, the stick guy will and things will go sour.
4:20 Keep one enemy alife for this next bit. If you let it live, you can safely destroy the two bushes without extra enemies spawning.
6:46 This part went completely wrong, but I also forgot my strat. I also believe I should have died at one point.
Best pace died on 5:24. First half is harder than second.
So is this the hardest one ? I doubt it. I technically had the least amount of practice out of them all so far, and wasn’t playing great, explaining the struggle. But it shouldn’t be underestimated. 7 minutes is also short.
Scratch what I said beforehand, because were this level 23 minutes long, I’m not sure when exactly you’d hear of me again. Only 7 minutes of this was taxing enough.
Crocodiles appear the least and aren’t too threatening considering they are land punch tailored anyway.
The pickaxe guys, despite moving super slow, are an actual menace. They never take knockback, and their very high range allow them to outrange Asterix. Though still easily disposable alone, they’re quite tricky to get rid off in groups, especially when combined with the remaining enemy type… but even just on their own, they won’t hesitate to seize your breathing room. They can be pretty dubious to dodge in that context too.
Their relatively quick attacks makes assailing two enemies that are slightly apart from each other quite risky, and it’s why I intentionally make the front enemy attack at times like 1:10 and 1:40 to indirectly make them group up more closely.
This, and with the fact that you can sort of safely dodge them by passing through them vertically (adding vital extra survival time to fights), it would make a stage full of these enemies not that challenging. And that’s why this next enemy, the stick guys are so terrific. I was already somewhat fearing them in my normal no death clears, so I was looking forward to hurting plenty.
Well, all alone, these enemies are also really easy to kill. The key is to use (abuse…?) the fact that their stick attack can’t hit you if you’re inside them. The wriggle room is quite decent for that, you can even safely uppercut them so long as you keep hugging them.
Dealing with two at once, such as in 1:46 and 5:24 would seem like quite the predicament however. They naturally have huge range, love sandwiching, take no knockback as well as attack even faster than the pickaxe guys. And especially all while using land punches, a move type that completely freezes Asterix in place.
Still, I ended up going for a cheese setup. I first make them roughly vertically align, then pass through them to lure them to attack. If both engage immediately, I would then quickly heavy punch chain the both of them down.
But it seems far more common for the second one to take longer. So in this case, I’ve learned to do movement that seems to force one of the two enemies to stop moving entirely. Leaving the other one solo and defenseless. I think the premise is that you stop moving vertically before the stick enemy that you want to freeze finishes attacking. I believe this could be applied in other places but I didn’t look much into it..
It gets even worse when both types are combined together. You simply can’t take them head on without taking a blow back or the maneuver being too risky. The only roughly functioning strat I have is this slow attack lure process, before safely punching them, mainly seen at 6:57. Make sure to always pass through the stick guy.
But the worst is when you have many of these enemies at once. It often becomes pandemonium and you need to react and make decisions. As such, I wasn’t able to find that many sharp strategies for this level.
0:45 Is easily the hardest section because of this. My best bet is getting rid of one of the stick guys before the pickaxe guys come along, in order to relieve pressure. And then survive from there. Also slopes.
The slighest position also leads to different enemy positioning which only adds up to the madness. We see this no sooner than in 0:19 where things already went wrong as the stick guy decides to stop moving out of nowhere, making me hesitant.
Clubs ? What are you talking about ?
1:59 This intentional kill delay worked in my original clear, and it still works. Just make sure to position yourself correctly.
2:13 another section with lots of variance. This approach to lure the pickaxe guys first is slow, but it’s the only decent thing I could find.
For some reason enemies can’t stop themselves from passing the trees from the riverside in this level.
The autoscroller has nothing different.
The section at 4:01 is terrible, even though it might not seem like much compared to what we did before.
I don’t understand why my strat works, and it seems a bit RNG. Idle at the beginning. Once the pickaxe guys get close, move left. Stop quickly and then move left again. If done correctly both of them will still chase you. If not, the stick guy will and things will go sour.
4:20 Keep one enemy alife for this next bit. If you let it live, you can safely destroy the two bushes without extra enemies spawning.
6:46 This part went completely wrong, but I also forgot my strat. I also believe I should have died at one point.
Best pace died on 5:24. First half is harder than second.
So is this the hardest one ? I doubt it. I technically had the least amount of practice out of them all so far, and wasn’t playing great, explaining the struggle. But it shouldn’t be underestimated. 7 minutes is also short.

![Klonoa: Door to Phantomile 100%NG+ in 1:01:01 [PB/Former WR]
Start to finish : 0:55 - 1:01:57 / VOD : www.twitch.tv/videos/2085898078
This time beats my previous time of 1:03:20 by 42 seconds. Was beaten by 30 seconds by NeilLegends new time, 1:00:31, 2 months and 20 days later.
Played the Namcollection version on PS2.
My second valid speedrun. Also a much better run. No huge mistakes, and while the worst segment was by far the end of 6-2, its bound to be imperfect on average so thats acceptable. Improvable bosses, still not a top notch early game but at least the run doesnt look horrible anymore. Only one minute left to save, which is definitely doable but nothing to underestimate either. Im planning on running a little bit of this even after the MMR, at least if irl things are going my way. Klonoa: Door to Phantomile 100%NG+ in 1:01:01 [PB/Former WR]](https://i.ytimg.com/vi/j4f6y4yMmwo/mqdefault.jpg)

![Summary of the unskippable dreamstones of 0% popkaless
And there it is. 16 throughout the entire game. On PAL, though I dont know if this matters.
I wouldnt immediately know how to interpret this number. I guess we could see how it compares to its predecessor. DtP took off with 34, and across the years dropped down all the way down to just one.
May this game live the same fate ? Of course, we have no way to tell, but it seems unlikely.
The count of DtP progressively lowered down thanks to better stage layout manipulation, and new tricks such as wall-clips. In LsV though, wall-clips wouldnt help much with the remaining gems. Maybe only three of them. Most are situated in strictly linear sections, where theres clearly nothing you can do to avoid going through these parts at all. The only plausible way out of them there would be even wiser layout usage, or carrying enemies to them. If we could also find a way to extirp ourselves out of tornadoes without getting dragged inside them that would help a lot.
But as of today, this is the current state of the challenge with this game. I dont have any more ideas that I havent already tried.
As it stands, Chamber oFun is the stage with the most of them with 5, followed by Volkan Infernos 3.
I honestly thought that Fun was by itself gonna equalize if not surpass the count of the entire rest of the game. It would clearly have if it werent for the Boomies we can carry to skip most of the second tornado slider.
I made another summary of the scores, including the extra stages at 2:12.
Over.
[Update, 27 june 2022 : La-Lakoosha was improved by one dreamstone to a 1 count, thereby lowering the overall count by one gem to 15.]
Vision scores playlist : https://www.youtube.com/playlist?list=PL1GOxYfabbWIHQj6axuMeDzVlibdt6t-P Summary of the unskippable dreamstones of 0% popkaless](https://i.ytimg.com/vi/jqr0poHIeeI/mqdefault.jpg)
![Klonoa : Door to Phantomile any% in 36:13 [Obsolete/Former WR]
Run begins at 2:38 and ends at 38:47.
VOD : twitch.tv/videos/2227362723
This run beats the previous any% world record held by me, a 36:26, a 13 second improvement.
This run is officially goat any% material. Its my best speedrun ever currently, though I know I can still go beyond it. in fact, this streaming session was probably my best one ever. It probably was the best Klonoa dtp any% session ever... and the best Klonoa dtp session period, honestly.
youtube.com/watch?v=S4dFee-ZfqA
In the current top level meta, there are three legendary tricks. Their difficulty are comparable to one another, and beyond anything else in the run (using my, or most peoples strats).
These are, in descending order :
- Perfect ghadius : you get 4 hits in during one cycle of phase one, and then take him down using all 6 moos in the second phase, preferably quickly. Extremely RNG heavy, tense execution, painfully easy to choke.
- 4-1 end room skip on the left side (any method).
- 3-1 switch trick.
Ever since my unretirement, I only ever managed to get only one of these tricks per run, usually the last one. And Ive done a lot of runs.
Today. I did ALL THREE. No. I did ALL THREE, TWO RUNS IN A ROW.
So either this was the craziest fluke of my entire Klonoa career, or Ive just reached another level.
And of course, in this run, the vast majority of it was perfect.
There are only three mistakes. Namely, a -7s Naha I strat compared to my previous PBs -14s.
Two tries ultimate 6-2 skip.
And... this Gelg Bolm last hit fail, which wasnt a motor skill failure. I found the placement of both the boss and the enemy to be in unusual spots, and it messed with my timing.
So, and as you can see by this beautiful green splits run, I lost about ~~43 seconds overall. Such that technically, 35:3X is possible.
Now, about whats next. I have to be smart about running the game and reaching my goal.
I cant just hope that things will continue to improve and Im gonna keep one-upping myself every single time, a pattern Ive been noticing now (where are my old 37 days ? My last 9 runs had six 36s in them). Clearly, luck has had a huge biast on my side. And by virtue of the etherial laws of probabilities, it will be forced to turn over extremely soon. I really cant expect myself to achieve this level of performance consistently.
Thus, I have to humble myself, and go one step back. Because I think it will do me no psychological good to attempt to beat this run directly with another one, Im just gonna pretend it doesnt exist, and Ill instead run against my 36:26 again. If you remember, that time had none of these tricks, and yet, I was only less than 30 seconds away from the sub.
I didnt save the splits for it, but I wouldnt be using them during the run anyways.
At the end of the day, my bottom line has always been about having at least one run per streaming session that manages to get at least one of these critical tricks. I dont care what happens beyond that.
Oh, and I STILL didnt feel pressure. Maybe just a little bit of after passing Ghadius, but nothing that would risk my play.
Though you might remark my heavy breathing in places. Well, that was deliberate. Some attempts ago, I had a pretty good pace making it to Nahatomb. I wasnt feeling particularly stressed though the run was close to PB pace. But suddenly my back started to ache.
Its a very rare sensation, and I dont know if its just me, or if all speedrunners are experiencing this to some degree. But much like nerves, it can disturb your composure and make you lose focus, though in an overall shorter timespan.
I thought that breathing in and out at regular intervals during a confirmed good run would make it less likely to happen later on (on top of being calming to some degree I guess), but Im just doing whatever.
Enough writing. We all had fun for a moment, but next PB will truly take time. No pressure. 36s are still worth a penny. Klonoa : Door to Phantomile any% in 36:13 [Obsolete/Former WR]](https://i.ytimg.com/vi/kGWaW_NMAmk/mqdefault.jpg)


![Nahatomb first phase improved strategies
[See watch?v=pmw7XRE5E1w for update] quickly recorded these three instances, and put them through editing in thirty minutes or so. Played on JPN.
This video saw birth thanks to the retroachievements leaderboards of this game. To make things simple, after following procedures and downloading programs, youre able to emulate a game, play on it, all the while its data is being read by an external program, a bit like x-rays.
With a lot of craftiness, its possible to create a system that based on how the data is running like, yields you achievements based on your actions, or gives you access to time-attack, purely based on how the data is running.
And for this game, among other things, there happens to be a boss time-attack implementation for every single boss, including al individual Nahatomb phases. You can play on it and compete for the lowest time in the leaderboard. As follows : youtube.com/watch?v=jg1NDMNw028 (the timing for these bosses are from when the health bar appears and the final hit is administered)
Since forever - there had to be one top level DtP representative, and I was busy -, amoser was the king of the hill, with a fair surplus of time behind everyone else, for most ILs. And as you could imagine, some of his times would be completely off-limits to people unless they knew about the top level speedrunning strategies.
But today, this is different. Because since the beginning of april of this year, two of his times have fallen.
And the faster times... performed by a unknown figure by the username DaniWoX... appear to make absolutely zero sense.
The first time is set on Baladium, with an improvement of roughly 15 seconds over amosers time 28.93, with a 14.56 : retroachievements.org/leaderboardinfo.php?i=9348
To save seconds of time over complex fights would be one thing. To save 15 seconds with Baladium, an incredibly rigid and locked-in-place fight, whose fastest and only strategy that speedrunners have since the dawn of time for that matter, a child could quite literally figure it out, seems not of this world.
If you ask me, the only way to imagine this time-save as possible, and by a second, would be if you do the following two things :
- Loading the fight by letting the cutscene finish, a very small improvement allowing us to hit Baladium faster (see youtu.be/PkuwvC5XVQg?t=33)
- Bringing Baladium down with only two throws... ?????????????????????????????????????
Dont forget the part where you have to make both throws without failing.
The second time, Nahatomb first phase, 9 seconds over amosers 49.61 with a 40.31 :
retroachievements.org/leaderboardinfo.php?i=18751
Yet another completely stiff and cycle based fight. Unlike Baladium, its fastest strategy wasnt as readily known and as obvious, but speedrunners would still have quickly figured it out anyways.
But just like Baladium, it remained the strat every top players were more or less relying upon.
Suffice to say, these times dont sound reasonable. Whats more, this players other times are unremarkable in comparison. Ask me whats the odds of coming up with not just one, but *two* brand new strategies on some of the most immovable bosses, possibly insanely difficult strategies, but not having the slightest clue at how to do the other fights.
Can a three minute time owner of Balues Tower really do this ?
It may be blatant cheating, or more reasonably, a bug with the game data reading that causes the IL to end prematurely, like how it had been in the past of this leaderboard. Unless we contact this player, or find these strats on our own, we may never know for sure if its real or fake.
...But with this said and done, I got thinking.
Staying on imaginary bounds, there was perhaps a way to save this much time on Nahatomb. The only way we know : by skipping an attack. Specifically, my mind fixated on the tongue attack.
I always thought it was completely impossible. Because even with perfect movement and planned positioning of the three remaining death Moos once their armor get broken by Nahatombs fist shockwave, he would initialize the move well before you can fill the fourth cannon. Or at least, trying to abide by the standard approach of the fight, of filling one cannon at the beginning, then three more using the running death Moos, and then a 50/50 normal death Moo spawn with the last cannon.
And thats when I realized it. What if you simply didnt go by this order ? What if you made it so you force the tongue attack to never show up, with strategic enemy handling ? Could we hope that this is faster ?1
Well, on paper, it was hard to gauge, but surely intriguing. I quickly jumped in the game to try it out (displayed on the left).
Trying this one approach, I encountered a variant of it (right), as its still following the spirit of not having the tongue move show up.
I do not have much knowledge with these strategies, nor of their consistency factors. But these are unequivocally faster : 6.8 seconds.
To continue... Nahatomb first phase improved strategies](https://i.ytimg.com/vi/kQH2K7nFKJc/mqdefault.jpg)

![4-1 end room skip new approach + comparisons
Here it is ! New approach where you dont even go to the right side, and only exploit one flying Moo spawn in the process.
Not much editing here as well.
Forgot to record at 60 fps too but no big deal
While making research on the previous video, I wondered how useful bringing a Plown to the large gap section was instead of always tossing it over. And got ridiculously lucky very quickly. This is basically a couple hours old strat.
So, I compared it (bottom) to the two known strats based on the old approach. The safe one (top-left) and reckless (top-right). A whopping 7 s of difference !
This comparison also helped me picture how both strats of the old approach faced one another. To discover they are almost one. Im more justified than ever to never care about anything but the consistent one.
You absolutely have to make the Moo hit the ground for a fast enough respawn, and then its a simple frame-perfect damage + grab. Unfortunately, that, and the fact your height on each attempt will always vary by a tiny bit but big enough to mess with the overall shoot timing of it makes it only really viable for any% IL.
In a parallel world, *this* could have very well been our first 4-1 end room skip strat. What a grim time itd have been
[Edit five days later : I realize you can retry it again using the Burnie, probably still without losing much time. So I guess its still worth considering for top level play.
Ive also tried dropping the flying Moo on the Burnies flames in the hopes of finding something, maybe an easier approach without the f-p input, but was unsuccessful
If you make any mistakes starting from the Plowns, then the incoming Burnies flames will invariably kill them when transported around
And you dont have to jump *from* the ledge] 4-1 end room skip new approach + comparisons](https://i.ytimg.com/vi/lGd8aiDOYNw/mqdefault.jpg)
