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World 4 Timing Guide
By S S Absolution
Guide to the Beat of Mirror World Level 4. Conquer all the obstacles with reference to the beat timings and the mechanics that determine those. This level is a doozie, full of finnicky timings, and rhythms that are hard to completely decipher. Good luck, even with this it'll be hard.
   
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Vanishing Block Puzzle


So you need to hit the block at the top, it's easy to see jutting out. Fall back toward the original landing.








Jump on the rematerialized block then jump onward. This puzzle resurfaces one more time.
Sneaky Beat Ball

This beat ball is gonna flash into an upper position, dircetly above the position in the picture. The important thing about this is to be early as it switches to static in less than a second. There aren't really many cues to go off of either that I found. You'll just need to learn the timing by watching it.
Back in Tennessee... Again...
Once again you get to revisit the cool beginning puzzle. This is done with nearly the same execution.


There are two differences that you'll need to execute however. The first is that you need to hit the block's second placement and then run for the ledge opposite the one you came from. Jumping up push past the block, let it reappear then jump onward to get your beat ball home.
Phasing In and Out Static Ground
New section... new beat. This is a compound beat that has three sets in it. The timing is in the five count bass beats. Which on every third set will finalize with a double swap of static and safety.

If you look closely the changes resemble the static moving across the floor. If you rush toward the drop down after the beat ball goes home you need to watch out for a peculiarity to the beat. The very first iteration will begin with a 3 count.


This will resort back to the above slotted timing of 5 beats. You can drop after the 5 count changes it back. Beware to jump straight into the air to dodge the next change which is the double swap. Complete the rest of this jumping forward or straight up on the 4th beat hit.
Dropping Down


Using the same beat rythym as before you'll be able to drop down to each level. The beat timing is as simple as rolling off on the 4 count. You can be a little early as well, but just be careful.






Another portion of this is to do a vert. jump dodge whenever you're on a ledge from the side you came from. No need on the last one, you can just jump off before the vert. dodge is necessary.
The Long Bridge



This is a jump dodge that is completely reliant on the intial jump timing. Another jump is needed but the better your timing on the first the easier it will be.




The initial jump timing is within the same rythym again. This time, time the jump in between counts 2 and 3, shying slightly more toward 3. With this, the next jump will be super easy to get and doesn't even need to be cut that close.
Beat Ball Buddies


Same five count beat with the four count being your jump timing. Once on the farthest ledge vert. jump dodge the double swap then wait for beat 4 to press on.
Moving Hole 2.0
The beat ball changes the level but the 5 count beat rhythm remains. It is slightly different with a pause between beats 2 and 3, as well as 4 and 5 that you'll need to learn. Beat 5 marks a violent shift of the whole block back to it's starting position


This obstacle is reminiscent of the moving hole section from World 3. In that you'll need to be able to predict the length of pause between beats 2 and 3. To move with the hole and fall into the next section you need to time the 3rd hit. Pressing the button just as it comes out. Hold the direction and fall to safety.
Gotta Predict It
So after the type of timing reqs. the last obstacle threw at you this one is a cake walk.



You just need to be past the first two bar sections that pop up from the static. On the 3rd count, maybe at the end of the count, jump for the next platform as long as it's not too far off the later the better. The static on the other side should vanish and allow you to land easily.
Married After Two
All of a sudden the beat that involved the static floor will reappear. It's a going motif of this level to seemingly add random beats from previous portions of the level. It's all good though, it still sounds cool.


So this works in a dual set kinda way and timing the appropriate moment can be tricky if you're trying to do a speed run. There is one section where the 5 vert. bar static is counting off right after the 3rd set of the second section's beat. This is the point you need to jump, the other one will lead to your certain death.


At the 5 count in which the wall disappears you should be jumping toward the wall. The ground and the wall will change offering you a path to safety.
Jump... Drop
This challenge can be extremely fussy with it's timing. It is learnable, but the second portion of this is the most challenging to pass


If you timed the beat to the previous thread you should be able to perform a full running jump into the clearing to reach the safety ledge. For a more concrete timing you should wait for the middle between beats 2 and 3 of the rhythm. Just as you jump beat three should hit clearing the way to safety.



This next portion has relatively the same timing but will need to be played much more closely to the static. You need to start falling into the opening precisely in the middle of the beats 2 and 3. If you drop in at beat 3 you're dead enjoy starting over.
Filtered Beat Ball
This beat ball is in line with all the static balls of death in the second row. The first row of static can merely be jumped through with minimal danger.


To get the beat ball you should wait for the final 5 count hit of the beat that started this portion. The entire second row will begin to move quickly at the end of this beat cycle. If the previous zip did not reveal a beat ball the next one will.

To get back to deliver the beat ball you need to rejump through the net. For this jump back, anytime after the completion of the second beat will allow you to jump to safety.
Now They Both Move
So a cool story, both rows of static death move in opposite directions now. Same timing determines when they move. I found that this can easily be done on visual cues. For the First row you'll need to wait until a static ball passes the ground line. Then the second row, you should at this point know your jump angles and heights. Just watch for an opening and take it.
Confusing Look, Easy Execution


This next jump is timed simply by watching for the singles moving down to pass the plane of the ground. If it's completely below you're definetly safe to jump.
Other Notes
Until I can get screenshots, I'm just gonna upload my other notes on here for reference.

Horizontal Moving Circles
The next section has a 3 set beat
1-2-3 / 1-2-3-4-5-6 / 123
The last 123 is a real quick series of hits. You need to jump at 1 to 1 and a half. That timing will become more feel the more you play it. Allows for three jumps before fast move of static balls third being a vert. dodge. Fairly Simple

Broken Bridge Moving Circle
Two set of variations for this next obstacle the one you need to time has a double switch timing from section 2 just after a fast move by the vertical moving circle statics. Meaning, A quick circle movement will happen then the double floor switch will happen from section 2. The other has has these two events off timed. Once across you will need to wait until just after the fast move then jump over to the ledge. Once you land you need to jump immediately again to dodge the double change.

Double Row Horizonatal Circles
This one is the exact same timing of the three set beat from the previous horizontal obstacle. Except your timing needs to be a lot better. It is also possible to trap yourself in some unsavory positions where escape is impossible.

Perpidicular 5 Count Walls + Moving Circle Traps
Line up close to the first set of 5 count walls. When they disappear charge the ledge. DON'T STOP. Jump at about a half inch, maybe a bit more from the ledge and you'll go through this no problem. Next part, wait for fast move of circles, say "one" in you head then jump over into the opening. Continue rolling to safety.

Vanishing Block Through the Net
You'll need to go ahead and time this first jump over to the block for as late in the slow moving period as possible. Once you jump over you'll have to wait for the fast move motion then jump when the row closest to you is just above the ledge and the dot farthest from you. It's easy just awkward looking and timed slightly weird.

I will be writing more on this. I have written cues on the remainder of the level just no screenshots. Comment on this if the portion you need isn't posted yet, I'll be glad to let you know.
4 Comments
S S Absolution  [author] 12 Dec, 2022 @ 6:12am 
@Arriator: Yes, five and a half years later and the memories of this level are still frustrating, pleasing and incredibly fulfilling once you've beaten it. Hopefully you enjoyed this gem of a game.
Arriator 11 Dec, 2022 @ 12:22pm 
This one's rough... the boss is neat, at least. The Long Bridge had me stumped for ages... and I'm not a fan of the moving small balls.
mystic_man95 13 Sep, 2017 @ 12:31pm 
Got it first try today, http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1134505387 I agree the boss isn't very difficult if you take your time/focus on dodging the static balls. Two things to watch out for, static balls coming from both sides at the same time trapping you, and right after a hit when you float up/down and have to dodge balls on top and bottom. It's also important to try and stay center after the 2nd hit because you will get trapped pretty quick if you don't get the final shot within 2-3 cycles. Happy to have my 100% average back, thanks for the tips.
S S Absolution  [author] 12 Sep, 2017 @ 6:59pm 
The last obstacle is probably the one that killed me the most. I had such a hard time finding the beat rythym that I think I set a reoccuring timer on my phone to help me out. The boss is easy once you realize each phase has three hit points to it. The last hit point of each phase is always non-moving centered. Also I believe it's the third phase the board rotates and send you falling down. To get past this all you need to do is hold one of the orithoganal side directions until you are on the ground. This level isn't really all that hard, it's just that it has a lot of finnicky timings. Besides for the final obstacle the other one that really pissed me off was the Jump... Drop section.