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140 - World 3 Beat Timing & Boss Walkthrough
By S S Absolution
Face the beat of 140 Mirror World 3. Here's the answer to all your timing needs. You can technically use this for normal World 3 as well, as the levels are exactly the same just mirrored from the starting line. Complete with Boss Walkthrough. Praise the Sun!
   
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Hello... This Is Your Warning

Clearly this is a GUIDE, meaning there are spoilers up the wahzoo! So if you weren't expecting spoilers in a GUIDE then here is your last chance to turn back.

Please rate and comment. I'm always willing to improve this. Praise the Sun!
Vanishing Blocks



This first block will begin to phase out when you touch it.









You simply wait until the hollowed shape becomes more square then jump over to it.

Triple Double Stacked Vanishing Blocks.
The next set of blocks represent a puzzle sort of jumping routine. The basic rule of thumb for this is to only progress to the left from a top slotted block. Always move to the right from a bottom slotted block.
Grab the Orb!




The little beat ball fella will run away as you approach and hide in the materialized block.








To snatch it, simply hit the block and wait for it to turn.





Stand between the two blocks and then jump to catch it as it tries to hide behind the newest block. There's no danger here unless you jump into the block just as it materializes... so just don't be dumb, and getting the timing is super easy.

Clear the Gates


Once you return your little beat ball friend to his hidey hole the level shifts. The blocks move up and down in a four count type of formation.







However you can simply complete this task visually. Once the gates raise, proceed to the middle opening.









Wait here dummy.








Once the gates raise again it is safe for you to proceed and complete this obstacle.
Falling Down



There's a drop down that will require you to be able to time the four count change of the static blocks. In each set if the top two static boxes end outside then the bottom end inside.





I have an issue with any audio cues that will reveal the timing. There is however a small snare sound in the background beat that is hard to hear. This could hold an audible timing mechanism for you to use.





This all-in-all is a simple 4 count that you should be able to hold for a moment or two. If you lose the count just patently wait to reattain it.
Bridge Jump
The next need is to cross a set of three jumps with the static blocks moving up and down to the same four count. Except this time you can hear the four count in the beat. You should count to the snare drums that are sounding as the main rythym. A "bwoop" sound marks your 2 count everytime. So you should hear the bwoop along with a quick snare behind it. Jump onto the ledge.


As long as you timed the first jump decently you should be able to continue, jumping across the gaps. The beat should match this movement pretty perfect, to allow a push to safety.

To reiterate, the beat that is the timing mechanism for the static blocks is (s) = snare:

(s) "bwoop" (s) (s) --> Repeat
_1____ 2___ 3__4 --> These snares are fairly quick, so take your time and aquire the rythym before pressing on.
Moving Hole



This next part will rely on the four count beat mechanic you should hopefully have picked up on from the previous obstacle.







You should line up decently close to the static block and wait for the fourth snare to hit.








Immediately begin moving to your left. Stop and wait for the next four count. Wash, rinse, repeat.
Another of Your Bestest Friends

Your next little beat ball buddy can be heard off screen before you arrive. A solid 2 beat and then a higher pitched hit will sound that the beat ball friend is available. This is the number of spaces it rotates around counter-clockwise. BEWARE THAT THE OTHER CIRCLES ARE STATIC!!
Just Sit Back and Enjoy the Beat
This section can mostly be done off of visual cues. The most important timing issue in this new part is simply to wait for the static to appear on the launcher. Wait a momentary second and then jump toward it. Since it's mostly visual arrows are included.


As you place your buddy into the hole, you can simply hold to the left. Once the beat drops you'll be able to jump over and land on the launcher just as the static disappears.






A smaller landing with a launcher will be to your left. Land on this section and wait for the next launch cycle. As long as it launches you and you don't jump over that, you're safe.
Dodging the Stalagtite
There are two choices for this next obstacle. One is an aggressive manuever the other is far safer.



Choice One: Time the static and jump toward the open topped section closest to you. Land let it launch you, land, then proceed to the left passing under the stalagtite. Another launch sequence will propel you to safety.





Choice Two: If you're good at timing the static it is possible to land on the launcher and then proceed past the stalagtite and have the next launch be one to safety. This can be mistimed and can kill you, if rarely.
Launch Dodge then Jump Dodge


This next section is a double dodge manuever that is simple to execute. From the top perch, you need to time the static bar. You don't need to time it that well as a launch up is required from this. Once you land, you can proceed under the static.




One final timed jump is needed to not get launched up into your own death. Just plan this visually as you get close, once in range jump and proceed on.
Another Friend... Good fun
Getting the second from final beat ball friend is fairly simple. The orb moves in a sequence that is move one then dip then move two then dip.

It will go to the end of the small blocks and then change it's direction. So if it is on a block before the last then it will go to the last then come back and drop if it is on the 2 move phase. The arrows in the picture illustrate this.
Things Just Got Real

This section section brings a new beat for you to learn. It is hard to hear and master at first. You are looking for a cymbal in the beat that hits in an eight count beat. It is hidden behind the snare beat. As the blocks change, there is a cymbal hit directly after. This counts as your one. At the end of eight, the blocks begin to change.

For this first jumping contest, you'll need to time your jump to match the change. At count 7 or 8 you can jump toward the blocks as they change to the bigger blocks. If you time this well, you can proceed all the way until the second from last block. It will change while you're in the air if you can time it properly, land on the smaller version of the block then jump to safety.
Big Block... Little Block
This next section follows the same cymbal 8 count hit as before. These blocks changing pattern is offset from one another. If the closest is big then the next one is little then the one after is big. There are only 3 Blocks in this challenge.


Jump onto each block just as it changes to it's big size. Once on the first block though you'll need to rely on your count to make the proper jump timing. Jump timing is between the 7 and the 8. On the final block you'll need to do a vertical jump dodge to fall into the hallway passage.
Cascading Singularity Walls

Once in the hallway you'll encounter a section where the blocks change from big to small, except that the blocks form solid walls. They change to the same 8 count cymbals. You need to time the 8th count and begin moving then. Stop at the next wall and repeat.



There is a jump about halfway through that you'll need to time just slightly earlier. You can easily make the jump as the next wall vanishes.
Journey To Middle Earth

So this part sucks. Once you know the visual cue it's simple. If you look at the picture then you'll see that there is a pyramid outline in the background. The easiest way to know you're safe is to put your regress square wall just slightly in from the right wall of the tallest background pyramid. Or to the progression side of the broken red line.

Once the next switch over happens progress to the edge and wait. You can proceed back to the launcher jump timing from the previous beat ball section. Once static appears, wait 1 sec (mind talk) jump down.
The Jump After



Once on the launcher you can continue to ride it until it switches over.








The change generally occurs just as you begin your downward arc. You can fall onto the landing and simply progress to safety.
The Last Puzzle
There's a single puzzle left. You've got all the tools to watch and figure it out. If you really need it let me know... I suppose I could go through the level again to get one final screenshot.
Boss Sequence
This is easily one of the most challenging parts of the game, for me it was at least. Especially on Mirror World... So I went into normal learnt his sequence and then just mirrored the movements. It works.

Phase 1

This has five parts: 1 Single Triangle, 2 - 2 Triangles, 2 - 3 Triangles and 2 - 4 Triangles.

You simply use the direction keys to attack the triangle that has it's pointy side toward you. This is a simple point and click section that you should have no trouble getting through as long as you're concentrating well enough. It will get slightly more difficult as it continues going from only the attacking triangle to multiple showing up that are friendly. ONLY ONE TRIANGLE IS EVER HOSTILE!

Phase 2

This one is a sequence attack that uses a 1 then 2 rotational pattern. On normal mode you'll rotate clockwise, where on mirror mode you go counter-clockwise. So due to the orithogonal movements of the blaster, if you're on the second rotational move you'll need to aim opposite where the attacking triangle is at.

Example: If the attacking triangle is at the bottom you'll need to face the top to pacify it. The next round if another were to come from the bottom you'll need to aim to either side depending on the mode you're in. In normal this would be to the right, and mirror to the left.

Phase 3

This next phase is easy if you know the pattern. It's easily the most frustrating encounter if you don't though. Now not only will your blaster rotate in the same pattern as the previous phase but now the board is going to begin to rotate. It has an underlying pattern to it though. So in each mode it rotates a certain direction a certain number of spaces each round. Table one shows which round/direction the board rotate.

Table 1
Round
Normal Rotation
Mirror Rotation
1
1 Clockwise
1 CounterClock
2
2 CounterClock
2 Clockwise
3
1 CounterClock
1 Clockwise
4
2 Clockwise
2 CounterClock
5
1 Clockwise
1 CounterClock
6
2 CounterClock
2 Clockwise
7
1 CounterClock
1 Clockwise

With this knowledge it is easy to know where to aim at if you proceed to kill the test square with the double jump move. Meaning the double rotation from the blaster to fire at the block. Table two shows where to aim at in relation to the attacking Triangle's original location to pacify it. This knowledge makes it super easy to finish the final boss.

So just to clarify, as the triangles come into place, before they rotate, Table two shows where to aim at that point. Meaning if a hostile triangle comes in from the bottom an "Aim At" instruction means aim at the bottom.

Table 2
Round
Normal Aim
Mirror Aim
1
Aim At
Aim At
2
Aim At
Aim At
3
Aim Opposite
Aim Opposite
4
Aim At
Aim At
5
Aim At
Aim At
6
Aim At
Aim At
7
Aim Opposite
Aim Opposite
8 Comments
<#00FF11> Hamoodi_5150 7 Apr, 2023 @ 4:24am 
i do not want to go insane again by 100%ing the game
S S Absolution  [author] 26 Nov, 2021 @ 12:06pm 
@Ma3zKn1gH1: I've done your method, but always by accident and out of desperation. It seems, to me at least, that trying to make rapid decisions while continuously remembering which rotation the blaster was on left me prone to make mistakes with far more regularity. In normal mode it's not that big of an issue, but in mirror mode it can be frustrating to make a simple error and go back to the very beginning of the level.
Maz3_K 26 Nov, 2021 @ 10:52am 
the tables helpful but if ur fast enough u can wait for the board to rotate and then quickly attack using phase 2 pattern
S S Absolution  [author] 1 Sep, 2021 @ 10:22am 
@Razomir: That's how I did it at first. However, once I switched to just falling into the hole I had a higher success rate. To me it felt like added complexity as you're aiming for a smaller timing window while coordinating that with the jump strength/timing. That's not to say one method is superior over the other, it's all about your comfort.
Razomir 31 Aug, 2021 @ 1:59pm 
On the "falling down" segment you can do it without sound cues. Basically as soon as the upper layer opens up (the block hits the wall) you jump up. The jump timing is set nicely to pass through as the lower layer opens up.
S S Absolution  [author] 23 Jul, 2021 @ 2:45pm 
Glad I could help!
PIXX3L 23 Jul, 2021 @ 10:30am 
Wow, table 2 is a lifesaver! Thanks a lot :D
沙恩™ Bluntschli 19 Jul, 2017 @ 2:02am 
NICE