Uploaded December 2024 | Updated September 2026, 2 weeks ago
This level is where my first game clear attempt died on. It’s easily harder than level 2 because of so many more problematic spots. Nearly the entire level is chokable.
The sphinx are the most common enemies of the stage. They’re oddly the only enemies in the game to throw projectiles. Pink sphinxes have more health than blue ones.
They are quite tricky to dodge in general, as they fire projectiles quite frequently. They can also shoot off-screen and their shots accelerate which you need to be careful about.
But more. You see, enemies are able to make fake hits and attack *around* your position. And while this can be used against them, this behavior usually adds a lot of randomness to fighting.
Still, most enemies can’t actually hit you due to a lack of vertical hit range, so it’s not that bad. But these guys can, and they’re quite adept at this mechanic which is a problem considering their infinite range.
This said, Asterix’s remaining advantage of a larger air punch range (both directions) helps a little bit.
Take your time and don’t underestimate them… or anything in this level really.
0:18 This might be the worst club drop in the game. Despite it appearing out of thin air, it’s literally impossible to not pick up.
However, there’s also a glitch that makes the player immediately drop it if you cross the trigger in a certain way. This seems 100% consistent if you hug the bottom of the screen, then jump ahead… so by all means.
At 2:39 you must go to this corner to set-up for this next part.
Mummies attack by turning into a ball and rolling across the screen.
They both are invulnerable and deal damage on every single frame of their rolling movement, even the pre & post-rolling parts.
They have a large vertical hit range. You’re obviously meant to jump, but their top hitboxes also are pretty large.
Land punches are death especially with Asterix. He just can’t run away in time when they start attacking.
Mummies are a nightmare in groups.
Jumping over one mummy is sketchy, so groups of them is nearly impossible.
They can also disperse on both sides, and it’s just as hellish as it may sound. There’s more to say but I’m cutting it there.
Getting to 3:41 is already something, but then here are the hardest enemies in the game.
These bandage guys feel like they belong in a Dark Souls game for how unforgiving they are.
They have lots of health, taking a baffling 5 air/heavy punches.
They can jump in many ways, making them hard to predict.
Their attack is instantaneous and they do it upon landing or after taking a hit.
And last… they have humongous attack range *on all sides*.
So, jumping bombs if you will. They “explose” if you are around them, and you can’t punch them without going boom.
The only no-hit technique I could find on these guys back them was this : youtube.com/watch?v=1JHV9h075p0 (funnily enough, hitting them in the air causes them to stay airborne. But this doesn’t affect the gameplay much.)
I was originally gonna do this challenge with that… but as you can see instead, I made them look basically free here. Why is that ?
I think the devs must have known the killing machine they ended up designing, so they made the following change : they straight up inverted the damage table on them.
Heavy punches do shit damage... and light punches kill them in only two hits ! Even a small punch followed by a medium one is enough.
This information is a game changer, but only as long as you connect the first hit. And man, you can’t ask for much with Asterix. In order for the enemy to not attack, you need to punch them with a light hit *during their jump*. The timing with his light punch is incredibly precise, not to mention the enemy can jump around your punch. It’s a precarious process, even with my best positioning.
Obelix can literally outrange those guys with his light punch and atomize them in a second.
So :
3:46 : I scroll the screen down then hug it from there. Kill the first guy quick or the other one will get you. Last one doesn’t react until you punch it.
4:23 : The easiest one as you can fight each of them individually with ample space.
5:11 : Bad. This position makes you safe from getting ganged up by the top one. Don’t move too far to the left though.
7:58 : The hardest encounter. I couldn’t manage to find an easy setup, and the guys on the left are the most unreliable to hit both at the same time.
The remaining autoscrollers in the game are at 6:47. You can pass first half without moving if your position is good. Second half would be tough, but being able to buffer the club actually leads to a huge cheese, as the mummies can be hit before they come.
5:53 Blue enemies spawn after the pink ones while the wall moves. I messed it up here by making an extra set spawn but it was fine. This part took a while to figure out the best way.
8:38 Don’t get close to the sarcophaguses and you’ll be fine.
Here you have it.
I’m so glad to have done this for myself. But is my quest over ?
This level is where my first game clear attempt died on. It’s easily harder than level 2 because of so many more problematic spots. Nearly the entire level is chokable.
The sphinx are the most common enemies of the stage. They’re oddly the only enemies in the game to throw projectiles. Pink sphinxes have more health than blue ones.
They are quite tricky to dodge in general, as they fire projectiles quite frequently. They can also shoot off-screen and their shots accelerate which you need to be careful about.
But more. You see, enemies are able to make fake hits and attack *around* your position. And while this can be used against them, this behavior usually adds a lot of randomness to fighting.
Still, most enemies can’t actually hit you due to a lack of vertical hit range, so it’s not that bad. But these guys can, and they’re quite adept at this mechanic which is a problem considering their infinite range.
This said, Asterix’s remaining advantage of a larger air punch range (both directions) helps a little bit.
Take your time and don’t underestimate them… or anything in this level really.
0:18 This might be the worst club drop in the game. Despite it appearing out of thin air, it’s literally impossible to not pick up.
However, there’s also a glitch that makes the player immediately drop it if you cross the trigger in a certain way. This seems 100% consistent if you hug the bottom of the screen, then jump ahead… so by all means.
At 2:39 you must go to this corner to set-up for this next part.
Mummies attack by turning into a ball and rolling across the screen.
They both are invulnerable and deal damage on every single frame of their rolling movement, even the pre & post-rolling parts.
They have a large vertical hit range. You’re obviously meant to jump, but their top hitboxes also are pretty large.
Land punches are death especially with Asterix. He just can’t run away in time when they start attacking.
Mummies are a nightmare in groups.
Jumping over one mummy is sketchy, so groups of them is nearly impossible.
They can also disperse on both sides, and it’s just as hellish as it may sound. There’s more to say but I’m cutting it there.
Getting to 3:41 is already something, but then here are the hardest enemies in the game.
These bandage guys feel like they belong in a Dark Souls game for how unforgiving they are.
They have lots of health, taking a baffling 5 air/heavy punches.
They can jump in many ways, making them hard to predict.
Their attack is instantaneous and they do it upon landing or after taking a hit.
And last… they have humongous attack range *on all sides*.
So, jumping bombs if you will. They “explose” if you are around them, and you can’t punch them without going boom.
The only no-hit technique I could find on these guys back them was this : youtube.com/watch?v=1JHV9h075p0 (funnily enough, hitting them in the air causes them to stay airborne. But this doesn’t affect the gameplay much.)
I was originally gonna do this challenge with that… but as you can see instead, I made them look basically free here. Why is that ?
I think the devs must have known the killing machine they ended up designing, so they made the following change : they straight up inverted the damage table on them.
Heavy punches do shit damage... and light punches kill them in only two hits ! Even a small punch followed by a medium one is enough.
This information is a game changer, but only as long as you connect the first hit. And man, you can’t ask for much with Asterix. In order for the enemy to not attack, you need to punch them with a light hit *during their jump*. The timing with his light punch is incredibly precise, not to mention the enemy can jump around your punch. It’s a precarious process, even with my best positioning.
Obelix can literally outrange those guys with his light punch and atomize them in a second.
So :
3:46 : I scroll the screen down then hug it from there. Kill the first guy quick or the other one will get you. Last one doesn’t react until you punch it.
4:23 : The easiest one as you can fight each of them individually with ample space.
5:11 : Bad. This position makes you safe from getting ganged up by the top one. Don’t move too far to the left though.
7:58 : The hardest encounter. I couldn’t manage to find an easy setup, and the guys on the left are the most unreliable to hit both at the same time.
The remaining autoscrollers in the game are at 6:47. You can pass first half without moving if your position is good. Second half would be tough, but being able to buffer the club actually leads to a huge cheese, as the mummies can be hit before they come.
5:53 Blue enemies spawn after the pink ones while the wall moves. I messed it up here by making an extra set spawn but it was fine. This part took a while to figure out the best way.
8:38 Don’t get close to the sarcophaguses and you’ll be fine.
Here you have it.
I’m so glad to have done this for myself. But is my quest over ?




![Ishras Ark in 0 Ds popkaless + bonus strat
I honestly forgot about doing those. Better late than ever.
Anyways, easy stage, not very different without Popka. Only dangerous part we have to cross twice is at 7:42.
At 8:24 and 10:31, I attempted to skip the door opening animation.
In the first instance I pulled it off, but got a bad outcome that slowed me down in the end, as the displaced Klonoa opening animation shouldn’t have happened. I dont think it is random, rather I think I shouldnt have spammed jump there.
And at the end is the successful outcome.
It’s the fastest Popka/less strat for entering this door, though a bit tight and the time-save is negligible when used in the former category.
[18 may 2022 : this trick isnt possible on the alternate version of this stage because there arent any Goomis around.]
Mira-Mira will absolutely make up for the lack of difficulty in this stage...
Vision scores playlist : https://www.youtube.com/playlist?list=PL1GOxYfabbWIHQj6axuMeDzVlibdt6t-P Ishras Ark in 0 Ds popkaless + bonus strat](https://i.ytimg.com/vi/qC8-G3OKLcA/mqdefault.jpg)
![Klonoa : Door to Phantomile any% in 38:31 [Obsolete]
Run begins at 2:31 and ends at 41:02.
VOD : twitch.tv/videos/2202813818
My run for the PlayStation Racing race ! (https:// therun.gg/races/ricky-weekly-18)
Landed second, beaten by amoser by a dozen seconds. Good fun !
Kind of the same thing as the previous PB but apparently I was faster by 13 seconds.
I got first try ultimate 6-2, thats about the only good thing.
Well, I thought my movement for Naha III was sick looking, even thought I got awful RNG.
Rip Gelg Bolm, I had a pretty nice perfect fight streak until now. Also the fight on its own costed me 40 seconds, I didnt even anticipate it to be this bad.
Awful 6-1, better but not fast Ghadius still in three runs
If Gelb Bolm was perfect, this would be 37 Klonoa : Door to Phantomile any% in 38:31 [Obsolete]](https://i.ytimg.com/vi/qKeWU9_yEL4/mqdefault.jpg)


![“Frame-perfect death” video follow-up
Follow-up to this : https://www.youtube.com/watch?v=JBh2rb_ms_Q and https://youtu.be/5JrisspqHKc
This time, a small video dedicated to my results and random findings on something that I spent an excessively long time on.
After randomly stumbling on a Rongo-Lango music glitch on JAP where you do similar stuff to trigger it, I got motivated to dive into it all again, recording info about many different actions being done at the exact end of a boss fight, and that across all versions of the game excluding Namcollection. A wild journey that I estimate took me 20 hours to end. It was lengthened by the sudden discovery of a 5rd version of the game, Best for Family (PS1 re-release shortly after original JAP release date). And by even more if you count all of the video editing, and text preparation and layout, as it is a grouped upload… This has been in preparation probably since the start of summer.
The concluding effort of which translates into these two videos, but also this OpenDocument excel file loaded with stats. To easen me the work a little bit, some of the events in this video will be left for you to read on that file : https://www.dropbox.com/scl/fi/4f09aars003lau6ngqaz0/F-p-kill-death-pause-data.ods?dl=0&rlkey=kr8myrp29g8p0m37evw5gdw9g#
With this particular video I will aim at giving video documentation to some of those findings, along with additional info that wouldn’t exactly fit in the excel.
Let’s begin with the Rongo Lango clip that started it all. But before that, I need to explain what sequence of music glitches are. I’ve made videos very far and between about them, but haven’t really made something comprehensive yet so this will be the perfect occasion (You’ll allow me to cut some slack as I’m too lazy enough to make a full dedicated video on them).
Sequence of music glitches are a series of multiple and unrelated tracks that plays only for a loop, one after the other, all separated by large moments of silence, up until the very end where it seems to quiet down forever…
Unlike the music mute glitch though, pausing here won’t revert it back to normal, since we’ve had to do just that in order to trigger the glitch in the first place (exception for 3-2’s sequence which can be fixed through other means).
As far as it is known, there are three of those sequences in the game and the way to trigger them varies.
The already known sequences were the following : https://www.youtube.com/watch?v=fqU_pYJXXq0
https://youtu.be/1w6Kr9 oWw?t=321 (bottom of description)
And here I show a brand new one. It successively plays “Quiet Choir”, “Balue & Lephise” and “Weeping Karal”. You can find additional info or how to reproduce it on the excel, but it’s factually very simple, and exactly like shown here.
[Edit 27 december 2021 : two new sequences were found here : https://www.youtube.com/watch?v=bmALQ0q5Jxc]
During my pause-kill-death madness, I picked up on some weird instances of unrelated tracks playing for a couple frames after the end of a cutscene. They really don’t trigger at random and I suggest reading the special info row of Rongo Lango and Nahatomb’s second phase to learn more about it. There most likely are more.
This is it for this specific video. Let me end off by saying that I’ll never go through the trouble of testing a thing through all the many versions just to spot potential version differences. That just makes for way too much work. Someone else might have fun with that, but I’d rather let them unveil themselves over unsuspected players first.
Would really like to upload two last videos before real life strikes back as it periodically does “Frame-perfect death” video follow-up](https://i.ytimg.com/vi/qs60M_K6DZc/mqdefault.jpg)

