Cyber Hook

Cyber Hook

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Cyber Hook Speedrunning Guide
By Snail489 and 4 collaborators
Snail and Audacity will teach you the movement techniques to climb the Cyber Hook leaderboards!
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Introduction
The goal of this guide is to help you learn the movement mechanics of Cyber Hook so that you can get started speedrunning. We also include some more advanced movement mechanics needed for achieving Top 10 times, as well as a variety of other tips from top runners. We've also included some gameplay clips, with keyboard and mouse inputs. I highly recommend paying close attention to these, and even slowing down the video.

Before we begin: the best way to learn is to join the Cyber Hook Discord channel, ask questions and post videos/stream your gameplay! Many of the top players are active, and the fastest way to learn is by asking! https://discord.gg/FBbTaptR4Y

We'll teach you to play like this:

Also, if you're interested in tracking your performance, I have a leaderboards website here[snail489.shinyapps.io] that measures your performance across all maps.
Auto-Release vs. Manual Release
There are two main gameplay settings: manual release and auto-release. By default, manual release is enabled. You can change the option here:

What is manual release?
This setting allows you to hook onto objects using left-click and disconnect manually by pressing a key, typically right-click or CTRL. After landing a hook, you may either hold down left-click to pull towards the object or let go of left-click to remain hooked without pulling yourself in.

What is auto-release?
This setting allows you to hook onto objects using left-click and release the hook by simply letting go of left-click. This means that in order to remain hooked to an object using auto-release, you are required to pull yourself towards it.

Please note that you may also disconnect from a hook by pressing Spacebar. Depending on the circumstances, this is a lot different compared to releasing via the previously mentioned methods, for reasons we will discuss later.

New players generally prefer auto-release because it's simpler and more intuitive. However, you can achieve top times with either setting - just choose whatever you find works best for you!

Also, we highly recommend you turn down the screen shake to below 0.1. In the screenshot above, I've set mine to 0. It's much easier to aim without screen shake.
Maximising Hook Time
In Cyber Hook, you gain speed when you pull your hook. Therefore, the best way to build up and maintain speed is by staying hooked for as long as possible, and always pulling in. You will lose speed whenever you are not pulling onto something.

The video below show two example runs. The top is a “bad” run, where the player waits a considerable amount of time between consecutive hooks. The bottom is a “good” run, where the player chains their hooks together quickly and there is much less wait time between each hook:

You can see the player in the top video rapidly loses speed as soon as they release their hook. In the bottom video, there is almost no speed loss because as soon as they release their hook, they hook onto another object. This is especially important for maps that involve travelling vertically, because you lose speed even more quickly when moving upwards.

So, in summary, the goal of Cyber Hook is to travel to the exit in as straight a line as possible. You want to stay hooked onto objects for as long as possible. Once your hook starts to take you off the ideal line, you want to grab onto another object (in front of you, or on the side) as soon as possible. Optimising the timings of your hooks is the most important part when speedrunning Cyber Hook.
Wallrunning
Difficulty: Easy

How do I wallrun?
If you are close enough to a wall, holding down Spacebar will initiate a wallrun.

Why would I use a wallrun?
You gain 20 speed as soon as you leave the wall (unless you are already over 140 speed). Therefore, wallrunning is a simple and effective way to build up a lot of speed. You can get this speed boost by either wallrunning off the edge of a wall, or just releasing the Spacebar.

Here's a few clips of wallruns. Notice the speed boost I get after each wallrun. On the first map, Speedy Luke, I wallrun on two walls to reach the 140 speed cap faster. I also wallrun downwards so I can immediately get more speed due to gravity. The second map, Walk, shows a similar technique. The third map, Navigation, shows that you can wallrun on very thin/tiny walls to get a boost too:

When should I wallrun?
You want to get the wallrun boost as quickly as possible, generally at the beginning of a map.

More details on wallrunning:
  • It's usually best to wallrun angled slightly downwards. You gain speed more quickly because you begin falling immediately, thus gaining speed due to gravity.
  • It doesn't matter how far you've travelled while wallrunning, the boost will be the same.
  • You can only gain up to a maximum of 140 speed from a wallrun. So, if you start a wallrun with 120 speed, you'll end the wallrun with 140; and if you start with 130, you'll still end with 140.
  • Holding the W+A and W+D keys while wallrunning allows you to wallrun diagonally. If the wall is on your right, W+A will move you diagonally downwards and W+D will move you diagonally upwards. The opposite occurs when the wall is on your left.
  • Your speed increases over time much more slowly when wallrunning compared to moving normally. Therefore, it's ideal to initiate a wallrun as late as possible to maximise the speed you have at the start of the wallrun. A good example of this is the first wallrun on the map Field, where we deliberately initiate the wallrun further along the wall so we can build up more speed.
  • There are some harder variations of wallruns (double wallruns, hooked wallruns). These are more advanced techniques. More on this later.
Pulling Down
Difficulty: Easy

How do I pull myself down?
Hook and pull onto an object below you. If you're using manual release, disconnect the hook by pressing right-click or CTRL, whereas if you're using auto-release, just let go of left-click. As mentioned earlier, this is a situation where you should NOT use the Spacebar to release the hook.

Why would I pull down?
In a lot of maps, you need to travel down to reach the goal. If you release the hook with Spacebar, you will jump upon release, wasting airtime and potentially reducing your speed. Releasing with the other methods allows you to re-direct your momentum downwards instead.

The video below shows two runs. In the top run, I release my hook with Spacebar, resulting in a very slow descent to the goal. In the bottom run, I pull myself downward and release the hook normally, which allows me to reach the exit much faster:

When would I pull down?
Whenever you need to travel downwards. You can also use it at the start of a map to gain speed quickly. This is because, when you pull yourself down, you gain additional speed from both the hook pulling and gravity. You can then hook above you to re-direct the momentum.
Landing Hook
Difficulty: Easy

What is a Landing Hook?
When you fall downwards, hook onto the ground just before you land. If your feet touch the ground while hooked onto the ground, you will gain more speed.

Why would I use it?
When you drop downwards, you gain speed due to gravity. But if you land on a platform, you immediately lose all the additional speed. By hooking the ground just before you land, you won't lose the speed, and instead actually gain more speed.

Check out this video, paying particular attention to the speedometer. In the top run, the player lands on the ground after falling, and all additional speed is lost. In the bottom run, the player’s feet touch the ground while hooked, so the extra speed is kept. We show this technique used on two different maps:

When would I use it?
Whenever you need to land on the ground from high up, given there is a hookable surface to land on.
Using Slowmo
Difficulty: Easy

How do I use Slowmo?
You can activate slow motion by holding down Shift. In Slowmo, the timer continues to run at normal speed but the game (movement, enemies, etc.) runs at reduced speed.

Why would I use Slowmo?
Your hook's range is increased in Slowmo, making it possible to grab objects which are out of reach at normal speed. Slowing down the game can also help you perform more complex strategies, because it affords you the time to aim each hook, without losing too much speed from being unhooked.

However, because the timer continues to run at full speed, this means that it is generally slower to use Slowmo excessively.

When would I use slowmo?
  • When you are first learning to speedrun a map.
  • If an object is too far away for you to reach it, Slowmo's range increase may allow you to hook onto it, demonstrated in the video below. In the bottom run, I use Slowmo to get extra range, meaning I can grapple the first object earlier.

  • To maintain speed. The video below shows two runs. In the top run, no Slowmo is used. I have to wait a long time until I can reach the platforms at the top, resulting in a lot of speed loss. In the bottom run, Audacity uses Slowmo to reach the top platforms quickly. This reduces the time he spends unhooked, so that he maintains speed more effectively.


You can also see how important it is to maximise your time spent hooked!
Instant Double Jump
Difficulty: Easy

What is an instant double jump?
It's a way to perform a double jump at the very beginning of a map without needing to perform a regular jump beforehand.

How do I perform an instant double jump?
The secondary jump keybind must be assigned to a mouse button. This can be found in the Controls settings, shown below. Right-click is the most intuitive button to use, but any mouse button will work. Please note that you may want to rebind this when playing other maps if you also use right-click to shoot or retract your hook.

To perform the instant double jump, secondary jump must be held during the countdown leading into the start of a map, then when jump is pressed, the double jump will execute.

When would I use an instant double jump?
This mechanic sees very little use throughout the game, but it's a way to get a medium height jump at the very beginning of maps. Some levels in which it's used include Jump !, Walk ! and DNA.
Hooked Wallruns
Difficulty: Moderate

What is a hooked wallrun?
It's a faster (but harder) version of a wallrun which allows you to gain more speed.

How do I perform a hooked wallrun?
Jump and hold Spacebar > Hook and pull to wall > Initiate wallrun > Keep pulling while wallrunning > End Wallrun for boost > Disconnect Hook (right-click) before you reach the point where you’ve hooked the wall.

Why would I use a hooked wallrun?
It's faster. The hooked wallrun is faster because you gain speed from wallrunning and pulling at the same time. Top players will use a hooked wallrun over a regular wallrun in almost all circumstances.

When would I use a hooked wallrun?
Near the start of a map, to gain speed more quickly. Just like a regular wallrun, you won't gain more than 140 speed from it.

Check out the video below, where I compare a regular wallrun against a hooked wallrun:

  • The first map is Walk. The top run uses a regular wallrun, which gets me to 107 speed. The bottom run uses a hooked wallrun, which gets me to 118 speed.
  • The second map is Aggressive. The regular wallrun gets me to 125 speed, while the hooked wallrun gets me to the 140 speed cap immediately. I also wallrun downwards to gain more speed due to gravity.
Windmills
Difficulty: Moderate

What is a windmill?
In some maps, you might see top players swing around a platform a few times to gain speed, and then fling themselves to the exit. This is known as a "windmill".

How do I perform a windmill?
  • Flick yourself down to gain speed. You can do this by hooking to the edge, double-jumping, then pulling down, or by wallrunning downwards.
  • Hook onto the platform you want to windmill around and pull while looking almost towards the hook point. You'll pull yourself above the platform. Continue pulling until you can pull yourself down below the platform again.
  • Repeat this - keep swinging in circles to gain speed.
  • Once you have enough speed, fling yourself towards your destination, usually the exit. You want to be looking at roughly eye-level when you release the hook, to maintain the most speed.
The video below shows Audacity performing a windmill on the map The Game. He double-jumps and pulls down, swings around the platform a few times and then releases straight to the exit. Pay close attention to where he aims, and his button presses:

When would I use a windmill?
You use a windmill on long, non-linear maps. For example, in the map DNA, the exit is located near the start, making it faster to build up speed by windmilling and skipping straight to the exit, instead of following the normal path.

Other tips when performing a windmill:
  • The more speed you have while spinning, the longer it takes to get pulled in completely.
  • Be aware of where your hook "string" is while spinning. Make sure you're not wrapping it up on the block you're trying to windmill around. If you get tangled on the platform, you'll lose a lot of speed.
  • For more advanced players going for Top 10 global times, you need to consider how large your windmill is. While you gain more speed on a large windmill (i.e. a very long hook), you'll also take a long time to build up this speed. This ultimately ends up being slower in spite of your higher speed.
Double Wallruns
Difficulty: Advanced

What is a double wallrun?
You perform two wallruns on the same wall in quick succession. This is quite an advanced manoeuvre, so you'd usually only use this technique when going for Top 10 global times.

How do I perform a double wallrun?
Start wallrun > Jump off for boost and hold Spacebar > Hook or strafe back into wall (quickly tap A or D into the wall) > Initiate wallrun again > End wallrun for a second boost.

Why would I use a double wallrun?
The highest speed you can get to by wallrunning is 140. If you reach a wall with low speed, you can perform a wallrun twice to reach that speed cap more quickly.

When would I use a double wallrun?
This technique isn't used on many maps. It's usually reserved for maps where the start requires you to wallrun very early. For example, the start of Evacuation or Fun Fair use double wallruns.

The video below shows a double wallrun on the map Run - Gun - Grapple. You can see the first wallrun (which is a hooked wallrun) gets me to 114 speed. Next, I release Spacebar, then hold it again while strafing slightly into the wall (by pressing D), so I get a second wallrun boost, taking me to 140 speed. The last wallrun is also angled downwards to gain more speed, and I then use a landing hook to maintain this speed:
Grab-Behind
Difficulty: Advanced

What is a Grab-Behind?
This is a technique that top players use on maps that involve flinging over a large distance (for example, maps that involve windmill skips). It allows you to maintain your speed better after releasing your hook.

How do I perform it?
Once you've built up sufficient speed to perform a skip (e.g. by windmilling around), fling yourself towards the exit. Immediately after releasing your hook, you want to grab onto an object to your side, and hold it for a split second, until the object is slightly behind you. Then release the hook, usually with Spacebar. The result is that your direction of travel becomes a bit flatter, but you will maintain speed more effectively while performing the skip.

When would I use this?
Only in a handful of maps that involve large skips. You may see world record replays use this technique in maps like Vortex.

In the video below, I perform a windmill on the map Vortex. Near the end, I need to fling myself up to reach the exit, which would normally cost me a lot of speed. To avoid this, I perform a grab-behind. I hook the purple block to fling myself up, then grapple the blue block on my right until it's slightly behind me:
Grapple Boosts
Difficulty: Advanced
You usually only need this if you're competing for Top 5 or Top 10 global times.

What is a grapple boost?
The grapple boost is probably the most advanced technique in the game. By spamming a few hooks in quick succession, you can quickly gain speed. However, it only works when you start with low speed, specifically below 120 speed.

Why would I perform a grapple boost?
Grapple boosts give you a small speed increase at the start of a run. This can make a huge difference in terms of the actual time you achieve.
The video below compares a run with no grapple boost (top screen) vs. a run with a grapple boost (bottom screen), across several maps. In each case, you can see the bottom run obtains a sudden speed boost at the start of the run, allowing them to reach top speeds more quickly. Pay close attention to the button presses - in almost every case, the only difference is the use of a quick double-jump before re-hooking, at the start of each run.

How do I perform a grapple boost?
Take a look at the video below, particularly paying close attention to the keyboard and mouse inputs. In both runs, you can see Audacity almost immediately reaches 120 speed. Without the grapple boost, it would usually take a second or longer to reach this speed:

There are a few different ways to get grapple boosts:
  • Hook onto an object > Double jump > Hook > Jump > Hook and release.
    In the first clip in the video above, Audacity does this on the map Sweet Discovery. He also releases himself downward to gain additional speed. This is the easiest and most common way to perform grapple boosts. Double jumping after the first hook rather than the second is crucial for speed gain. You gain a minor speed boost from double jumping at low speeds, so right after the first hook is the best time to do it.
  • Hook > Jump > Hook > Jump > Hook, etc.
    In the second clip in the video, Audacity places about five hooks in quick succession on the map Tunnel. This method of performing grapple boosts is a lot more difficult to control and master.

When should I use a grapple boost?
At the start of a map, because it only works when you have below 120 speed.

Other tips for performing grapple boosts:
  • Grapple boosts are used in most maps. It's usually as simple as hooking until you're at 90 speed, double jumping and immediately hooking again.
  • It is much easier to perform grapple boosts when you are using manual release. This gives you control over when you are releasing your hook. Automatic release players might struggle with releasing the hook before they jump. Play around with it and find what works for you.
  • The amount of speed you gain on the grapple boost can vary based on the angle at which you're grappling, as well as the distance from the platform. Try playing around with different timings and angles to see what works best for you.
  • It's possible to get grapple boosts simply by jump releasing a hook at the correct time. Some maps where this technique is particularly notable are Vortex, Ride, Lerap, Carpenter and One More Time, as well as many others.
General Tips
Here are some general tips that might help you in learning to speedrun this game. Credit to Heathy (TripleB) for these tips:
  • You get a 20 speed boost after wallrunning if you're under 120 speed. So if you disconnect from the wallrun you're at 119 speed you will shoot to 139 speed. It also helps if you can wallrun at a downwards angle as it'll give you a little bit of fall speed gain before you hook back up.

  • Try to minimize the amount of floating you do between hooks. If you're not hooked and moving up you will lose speed, so always know where you want to hook next after disconnecting and try and hook to it as fast as possible. The more time you spend hooked and pulling, the more speed you will have.

  • Pulling yourself down is faster then just falling down, but when you do pull yourself down make sure you disconnect the hook without jumping. So use CTRL/Right Click to disconnect the hook without jumping, if you're pulling down and then disconnect with jump (Space) you will lose speed.

  • Where you are looking while doing something can be very important. You can lift yourself higher when pulling by just looking up while doing it, same goes with moving left, right or down too. This is especially needed while doing the big windmill skips.

  • Knowing how to read replays is very important. Very subtle movements can make a pretty big impact on your time on a map, sometimes it will get you that extra 10 speed at the start of a map and that can give you a huge time gain.

  • Practice makes perfect, but don't burn yourself out. It's easy to want to grind that one map over and over but it'll make you hate the game after a while. I will generally spend only about 30 mins on a map, move on and then come back later. Sometimes just playing a different map will help you with a map you're working on.

  • Set small goals. Aiming for top 3 can be a pretty hard goal on some maps, so it's better to make smaller goals. Aim for top 50s or somewhere on the leaderboard in your country and then work your way up from there.
Some Example Runs
Here are some example runs performed by myself (Snail489) and Audacity. We've added a keyboard and mouse overlay, so you can see exactly what inputs we're doing. I've also added some labels in the top right corner to explain what kind of movement technique we're using.

Emulsion: This is a good map to practice your hook timings. Audacity is able to ensure that he's almost always hooked onto an object:

Purple Veins: This map is good for practising hook timings and highlights how Slowmo can be used effectively to maintain speed. Notice how Audacity is able to maximise his time spend hooked onto objects:

Run - Gun - Grapple: This map showcases the double wallrun technique and how to travel effectively in the air:

Vortex: This is a good map for practising the windmill technique:
Level Strats (Worlds 1-3) by Audacity and sut_son
Here are some tips Audacity has written (with some revisions by sut_son) to help players learn the strategies on each map. If you are confused by some of the mechanical terminology used here, it should be explained somewhere in the guide.


World 1 - The Beginning

1-1 Sweet Discovery
Super fast first short grab into double jump double hook. Slight delay between first hook and second hook while double jumping. A few additional tips, courtesy of Codly: The best way I've found to do the grapple boost is as follows: short first hook > double jump > hook > jump > hook. This is all done very quickly and the amount of speed gained tends to vary. It is tricky and can feel a bit random at times. You can add more hooks and jumps but 3 hooks seems to work very well. It is crucial that you double jump after the first hook since that is where you will gain the most speed.


1-2 Tubes Of Speed
Hooked wallrun out the window. Try to minimise speed loss when landing on the yellow platform by getting a good swing. Hook up and pull in to the blue block at the end of this platform until you're close to it, at which point you should hook ahead and hold this as long as possible to get decent speed for the next section.

1-3 Cubes of Despair
Fast wallrun. Linear travel. Basic focus on hook timings and general speed retention principles.


1-4 Speedy Luke
Look straight for easier, good wallrun. It's easier to drop lower (thus gaining more speed) comparing to staying vertically flat.

1-5 Tunnel
Quick floor hook, move slightly towards either purple block at the sides. Double jump hook the purple block and quickly jump release this hook to get a grapple boost. Quick regrab back down after performing the grapple boost. Cut corners tight and make sure slowmo is short.

1-6 Jump!
Release hooked wallrun on the left wall just before you reach the window gap. Air strafe effectively to reach the exit. [Map update to decrease window size is pending, which will result in this strat becoming obsolete]

1-7 Aggressive
Don't drop too far down before you climb up the tube section. Try to release on a flat line or slight incline to the wallrun. Make soft contact with the wall so you don't lose much speed.

1-8 Swing Swing Tower
Hook timings. Minimize time floating. For the final fling, don't dip too far down before your release (takes too much time).

1-9 Walk!
Perform an instant double jump while strafing left to get the first wallrun. Perform quick regrabs and keep a tight line.

1-10 Skeleton Path
Minimize time between hooks but also try to avoid getting caught in a pattern of swinging side to side. Travelling in a mostly direct path to your next grab will usually yield the best results.

1-11 Gotta Go Play
Quick starting turn and grab. Large windmills (long hooks) are ideal for this. Avoid getting your hook tangled around the starting platform.


World 2 - The Training

2-1 DNA
Instant double jump into a quick grab. Wallrun almost straight down. Quick grab up and quick grab on the final swing. Mouse drag the swing to cut the hook time.

2-2 Trail
Aim for a clean wallrun off the inside of the left block. Moderate corner wraps that give a good balance of hook time for speed and time spent cornering. Don't travel up too much on the final section.

2-3 Take Off
Setup is entirely reliant upon a good angle off the wallrun and good use of slowmo to keep your speed before the skip. Long hook for the final fling.

2-4 Bark
Quintessential skip map. Try for fast, smooth rotations with long hooks. After the first windmill, hook closer to the middle of the block, rather than the edge. This reduces the time spent performing the following windmill.

2-5 Bridge
Early grapple boost into soft contact wallrun. Quick slowmo and try to wrap around/over the cube in the quickest possible way.

2-6 Spaaace!
Basic skip. Stay low on the final drop for the door for fastest exit.

2-7 Phoenix
Super fast turn around while avoiding the tube. For the windmill before the fling, try to align yourself so the hook tether doesn't get tangled on the block.

2-8 Finger Game
Keep yourself from floating at the mid section. Get a good angle straight to the door off the final fling.

2-9 Foliage
Goal for the first half is to get into the tube as fast as possible. Any slowmo usage needs to be very quick. Near the end, hook timings are essential to maintain speed. Try to get as close to the final platform as possible and use a quick hook to fling over the edge towards the exit door.

2-10 Pull Up
Release wallrun early. High focus on vertical aiming along with precise hook timings/placements.

2-11 Navigation
Quick slowmo grab. Flat line at the end (4 grabs).

2-12 Vortex
Early window exit is important but isn't entirely necessary if you have good skip fundamentals. Building speed is more important than fast setup. Make sure to perform a grab-behind at the end to maintain as much speed as possible when travelling towards the exit door.


World 3 - The Challenge

3-1 Hook!
Hold space and D during the countdown to prepare for a wallrun. Quickly flick down and back up, then hook wallrun the yellow block to transfer over the wall. The rest of the map is just building speed by maximising time spent hooked and reducing time spent floating.

3-2 Apura
Vertical swings on the mid section are important to gain speed and get a good angle for the final fling. The goal for the final fling should be to release as high as possible so you don't have to travel up while floating to the final platform.

3-3 Sneaked
Same start spam as Sweet Discovery and others. Rest of the map is basic skip mechanics and try to stay as tight as possible to the end for a short final hook.

3-4 Thinking with Hooks
Focus on longest hooks possible for max speed.

3-5 Evacuation
Getting off of the wallruns fast and getting on the ground early are huge time saves. When swinging up, try to wrap around the ceiling as tight as possible.

3-6 Emulsion
Fast grab to hooked wallrun. When going underneath, have the hook kick you up before attempting the slowmo hook. Try for a tight corner on the ending wrap around.

3-7 Yo-Yo
Early double wallrun is important. Very important to not lose speed on the drop down. Tight lines.

3-8 Thinking with Timers
There is a tiny crystal near the corner at the start, which opens a shortcut - you will see top runners shooting it if you watch their replays. Try to shoot the crystal as soon as possible so you can drop down early. If you have trouble hitting it, try using slowmo. After that, pull straight down and then drag your mouse to the right to avoid hitting any walls.

3-9 On the Run
Jump and strafe to the right to get the first and second wallruns at the start. The rest of the map is just normal skip mechanics.

3-10 Pilgrimage
Release off the wallrun early and try to drop down as early as possible. Grab early/fairly high up so you can exit the window as early as possible too.

3-11 Open Jail
Grapple boost with hooked wallrun into double wallrun. Not much height variation but take corners tight.

3-12 Eagle
Grab instantly (SUPER IMPORTANT: high sens makes this easier). Grapple boost (release all 3 first hooks as quick as possible). Release final grapple boost hook very close to wallrun to not lose speed. Disengage wallrun early.
Level Strats (Worlds 4-5) by Audacity and sut_son

World 4 - The Mastering

4-1 Workout
Grab behind you after the wallrun to wrap around the cube faster. Drop down for additional speed and a longer hook to make the next grab more seamless. Try to land on the upper platform as early as possible with little to no vertical impact.

4-2 Climbing
Quick jump hook up through the gap at the start. Wallrun on the left wall for a speed boost. When flinging round the block in the middle of the map, make sure to hook the ceiling afterwards as soon as possible to maintain speed. The rest of the map is keeping good hook timings to prevent speed loss while floating and travelling upwards.

4-3 Fun Fair
There is a hidden crystal that unlocks a speed tunnel; this tunnel instantly sets you to 360 speed. You can watch top replays to see where this crystal is. At the start, you should use a fast double wallrun and maximized hook time. Top runners will hit the crystal by rebounding bullets against the wall. Follow the left-side line on the section for an easy lineup for the crystal (watch Audacity's replay). Shoot the middle line where the two yellow walls intersect. Tight wrap into the speed tunnel is a huge timesave.

4-4 Lacking Strength
Fast grapple boost and wallrun as early as you can. Use slowmo to maintain speed early on and try to maintain a level path of travel on the final fling.

4-5 Capital
Quick grapple boost into direct downward wallrun. Get a long hook after wallrun and release all movement keys until you are quite close to the moving block. At this point, press and hold S until the platform begins to bring you forward with it, then switch to W again. Hook timings are very important towards the end as you'll be floating while travelling upwards to the exit door.


4-6 Control Yourself
Cut corners as tight as possible. Slow down intentionally a little bit in the middle section before hooking downwards. You should look straight down while hooking downwards to give you a good line and to avoid hitting the red blocks.

4-7 Xitra
Quick grapple boost into hooked wallrun. Very quick and snappy hooks to get a tight entry into the second half of the map.

4-8 High Classic Jump
Avoid dropping too low off of the top of the spawn structure (after the grapple boost + wallrun). Highly dependent on slowmo to minimize time between hooks.

4-9 Wasteland
Two moderate hook length rotations. Important to get a tight fling to the final platform as it's very easy to lose a lot of speed when floating upwards.

4-10 Aftermath
Drop low off the wallrun. Grab high on the early blocks to maintain a flat path of travel.

4-11 Ride
Moderate setup time. Pay attention to strafing and mouse movement for easiest fling. Long final hook for fling.


4-12 La Grange
Quick wrap around after wallrun. Travel in a flat line.


World 5 - The Doubt

5-1 Klonk
Awkward grapple boost. Use slowmo to maintain speed and take the corners tight. Pull in as much as possible just before the fling across the gap to the exit door.

5-2 Lerap
Dip somewhat low off of the hooked wallrun and don't hold slowmo for any longer than needed. Helps to release the fling from the windmill block such that you don't drop too low. When you're hooking onto the windmill block, ensure you look directly at the hook point, because this minimises travel time (and saves a surprisingly large amount of time).

5-3 Big Bank
Early speed is important. For turbo speed, try not to touch the ground after the drop down into the purple bar section. Get good.

5-4 Surf
Have a fast setup off the wallrun and a relatively short wrap around on your first swing (using the crane hook to shorten the time it takes to drop down (watch replay)). It's easy for hooks to get tangled here so pay attention to where you are and which direction you're rotating.

5-5 Rotato
Quick first grab. First wallrun at the edge. Let go of second wallrun early and stay high. Straight line travel with small but fast hooks, releasing the first hook on the grab to the left quite quickly.


5-6 Run - Gun - Grapple
Similar to Evacuation, double wallrun as fast as possible and get the longest hook you can at the start. Maintain a path on the right side of the tunnel so you can get a quicker turn through the mid section of the map.

5-7 Purple Veins
Quick spam for grapple boost into hooked wallrun. This map is basically all hook timing if you're using the non-windmill skip strategy. Extensive slow-mo usage not necessarily bad here. For fast runs, try to not drop too low off of the starting wallrun.

For the windmill strat, you should perform a grab-behind when flinging across the gap.

5-8 Rabator
Grab as soon as you get the wallrun boost and keep grabbing and pulling yourself to the right for an easier path into the structure. Time is most often lost on the ending. Using a quick turn to the left with your mouse should help speed up the turn.

5-9 Ascent
A good grapple boost at the start is huge. Don't be afraid to rely on slowmo on this map because you will lose speed incredibly quickly if you're not hooked for even a little. Top replays are very helpful for showing where is best to hook during the initial ascent.

5-10 Hover
Use spam to get grapple boost. Minimize floating time and take tight corners. Slowmo just before you shoot the crystal, which should be done as quickly as possible after entering the bubble. This helps to maintain speed when flinging back round towards the entrance.

5-11 Inertia
Try to reach the first tube at around 6 seconds. After the tunnel exit, use the large transparent block on the left to fling upwards before swinging back down towards the opening. Most time is lost with bad hook timings just before entering the big building and/or not taking the final corners tight enough.

5-12 Athlete
Quick swing up after the wallrun. After dipping down from the wallrun on the large cube, swing up and initiate a flat path of travel.
Level Strats (Worlds 6-7) by Audacity and sut_son

World 6 - The Anger

6-1 Hawk
The massive speed boost that top runners use will only occur if the green monster hits you from behind while you're moving. To get it, there are a few setups:

For manual release users, you should initiate your hook when you hear target acquisition noise. Don't pull hook briefly while holding S to reduce speed for enemy boost. See the video below.


For auto-release users, you can check out this video by Andzura.


6-2 Globular Ranch
Quick hooked wallrun while looking up. There is a crystal across the gap which must be shot to make the exit door appear. For this, it might help to bind shoot to a key (such as E) to keep your aim more stable. Double jump early and try to get a grapple boost on the final platform.

6-3 Trial of Execution
Minimal contact on the wallrun (weird tech where you get more speed?). Take tight turns and maximize time spent hooked.

6-4 Learn to Fly
Grapple boost into hooked wallrun. When exiting the transparent window try to be travelling flat or downward to preserve speed.

6-5 Parangon
Most time loss will come from poor hook timings or low positioning at the middle section while traversing up.

6-6 Carpenter
Get the rhythm for the grapple boost and try to not lose speed landing on the platform.

6-7 Field
Jump grab immediately. Grab slightly behind edge for earlier grapple boost. Look slightly up for best release angle. Wallrun late/low. W + D up the wall. Hooking the rotating blocks may randomly mess with your speed which can avoid in some time loss, so watch out for this.

6-8 Urban Jungle
Quick 180 grab and a massive focus on hook timings. Managing your usage of movement keys is super important on this map as well (e.g. holding/pressing S on the way up the first tower). sut_son Advice: Immediate jump and hook up while holding S at the start. When you're about halfway to the gap, hold W and jump release the hook right as you pass through, which should give you a decent grapple boost. Hook the top pink block near its centre for a tight fling round.

6-9 Neo
Double hooked wallrun makes speed generation easier at the start. Take tight corners around the pillars and try to set up underneath the final pillar for an easier redirection towards the door.

6-10 Catacomb
All about taking tight corners. Getting the grapple boost at the start is pivotal too.

6-11 Wool
Don't drop too low off of the first wallrun. Fast setup is important, but combine that with good slowmo usage to maintain speed.

6-12 Cluster
Fastest grab possible onto wall. Take the most direct angle to wallrun block. Try not to use your airdash until you're ready for the second wallrun.


World 7 - The End

7-1 Speed It Up
Aside from the beginning, try to stay on a smooth plane with very solid hook timings.

7-2 You're Burning
Start with a jump for a marginal time save. Grab instantly and try to find the timing for the grapple boost on the fling up. Take the angles tight. Good luck.

7-3 Wall Jump
Emphasis on hook timings. Try to grab the face of each block as you go up.

7-4 Mist
Jump grab immediately. Grab slightly behind edge for earlier grapple boost. Look slightly up for best release angle. Grab second half asap and make it tight as you can.

7-5 Master AirBender
Hooked wallrun at the start of the map. Focus on generating at least 200 speed by the time you reach the first set of wallruns. Fling at the end should be as straight of an arc as possible to reduce speed loss during the air travel.

7-6 Try Harder
Slowmo for the least amount of time possible needed for a grab and get the early grapple boost. Same slowmo principle applies for the grab onto the purple midsection. Enter the final tunnel as low as possible to not waste any time. Alternating which side you grab in the tunnel is usually the easiest method to straight travel.

7-7 Eazywi
Getting a really good grapple boost is huge. Drop down as early as you can. Leaving the first upper tunnel with around 200 is a good benchmark for a solid run. Taking tight corners around the cube is essential.


7-8 The Game
This skip is the best example of a fast setup being more important than just generating the most amount of speed possible.

7-9 Cube of Death
Walk forward and perform a quick slowmo grab while looking slightly upwards. Double jump for a boost and try to get 4 or 5 jump release hooks as you travel through the first tunnel. Hook the vertical transparent wall near the top left, the hook the flat transparent block near the bottom left corner. For a smooth turnaround, you may need to experiment with how long you hold each hook.

7-10 Koma
Use the full length of your hooks. Take all corners as tight as possible. The biggest time loss usually comes from not taking the drop down/wrap around the pink/purple tight enough.

7-11 One More Time
Instant grab off the start and regrabs for positioning and grapple boost. Enter the tube low. Take all corners as tight as possible.
Level Strats (DLC) by sut_son

World 8 - The Comeback

8-1 Fast Paced Society
Keep as straight a line as possible, maximising time spent hooked. Try to initiate the wallrun in the middle of the map as flush with the block as possible to minimise speed loss. Hook the blue block to the right as you land near the end to maintain speed as you land.

8-2 White Walls
Hooked wallrun at the beginning is very important. Maintain a tight line and increase speed by minimising time between subsequent hooks.

8-3 Shifter Pro
Important to understand optimal positions to be when entering/exiting gravity fields (replays are very helpful for this). Jump right before the very last gravity field to get a better line to the door and reduce chance of hitting the ceiling/floor.

8-4 Hang'em High
Intro hooked wallrun and movement is very important here. Hook timings are essential for a good time, especially when travelling upwards. When reaching the part with the three red squares, going to the right instead of straight through seems to be faster. Jump release is your friend on this map.

8-5 cORE
Intro wallrun is finicky but important. Try to prevent unnecessary movement (like swinging very wide in the middle section). The ending is all about maintaining speed as you travel towards the exit door.

8-6 Twisty
Intro wallrun is tricky, make sure you perform a landing hook when entering the gravity field. Ignore the boost funnel, fling across the gap while trying to keep the arc as straight as possible to reduce speed loss.

8-7 Biggest Ben
This map is all about hook timings, try to keep a relatively straight line as you traverse this level.

8-8 Grinder
Try to reduce unnecessary movements, like swinging way too low or wide. Utilising short slowmos when appropriate will also help.

8-9 Metal Hook
Intro wallrun is awkward because the block is slightly angled. Try to swing up and around without extraneous movements. Towards the end make sure to focus on your landing while trying to shoot the drons.

8-10 Slipgate
Initiate the wallrun in the middle as late as possible, flush with the wall. Getting a clean release from the wallrun helps cut a good amount of time.

8-11 Box Box Box
Try to move through the tunnels while remaining hooked as much as possible while cutting the turns and corners tightly. Going wider may improve speed but will ultimately be detrimental and lose time.


World 9 - The Error

9-1 Dron Gang
Jump (and hold space) into the boost funnel to prepare for the wallrun. Try to swing up and down to increase speed for the landing section. When jumping across to the ramp platform, there isn't really a consistent way to maintain speed, unfortunately.

9-2 Hook Wars
Don't be scared to make use of small slowmos to reach some blocks. After the boost funnel, slowmo hook the block leading into the tunnel as early as possible to maximise speed. Try to keep a focused line while hooking in as much as possible.

9-3 Data Corruptor
Intro wallrun and turn around are important factors for a good time. Minimise time spent unhooked while travelling upwards by utilising short slowmos.

9-4 Ring Ring
Intro wallrun is tricky but important. Use of small slowmos is good for keeping a decent line in the first half of the map. Keep a tight line for the ending straight, maximising time spent hooked.

9-5 Korridor
The intro features a grapple boost into a wallrun on the right side of the opening. Towards the end, make sure to hook the floor tiles as much as possible while ignoring the drons.

9-6 Beginner Air Blender
Hook the block to the right after the intro wallrun. Maximise time spent hooked and fling across the middle gap with a straight an arc as possible.

9-7 Captain Hook
Mainly just hook timings, utilising landing hooks effectively and getting a clean fling towards the exit gate.

9-8 Momentum Driver
Hook positions on rotating blocks can be quite buggy, so watch replays to see where other players hook to minimise random speed losses. Try to get the fling at the end to be a straight of an arc as possible.

9-9 Line Thirteen
Try to focus on hook distances in the middle section. Hook the blue pillars in the tunnel with the dron near the end to increase your speed for the long run to the exit door.

9-10 At the Gates
Intro wallrun is very important, takes some getting used to. The fling across the gap is mostly about making sure you're not too low or too high. Use a short slowmo to reach the block on the left following the fling.

9-11 Physics Factory
Try to hook as much as possible as most of this map is just floating. The landing hook near the end is easy to mess up, but very important to hit. Use slowmo to get the hook after passing the rotating snake tunnel, reduces floating time and maintains speed.


World 10 - The Finale

10-1 Tobledrone
Grapple boost at the start pretty much defines this map. From there, try to move through the gaps as close to the edges as possible.

10-2 Residue Processing
Rotating blocks can feel pretty awkward but try to get as much speed as possible into the section with the drons. There, perform long ground hooks where each is held for as long as possible to maximise speed. If your speed is high enough and you reach this section early enough, you shouldn't have to worry about the red blocks killing you.

10-3 Three 6
This map is all about being in a good position when leaving/entering gravity fields. The fling to the door should ideally be as close to a straight line as possible.

10-4 Beagle
Fast wallrun. Try to hook round the corner to the door as tightly as possible.

10-5 Canopy
Look upwards as you hook over the block about halfway into the map. The rest of the map is about maximising time spent hooked.

10-6 Rural Jungle
Intro wallrun is tricky, try to hook the floor for a very short amount of time and immediately double jump and hook upwards towards the wall. Good hook timings are very important for the ascent at the end.

10-7 Castle Trashers
Good hook timings are very important in the first half to gain enough speed for the long fling at the end.

10-8 Converger
Use slowmo to reach the transparent block just before the area with the crystal. Shoot the crystal, then immediately turn and hook the purple block (ideally this should be an almost instant turnaround).

10-9 JCVD
After entering the bubble with the crystal, let go of all directional keys. It takes some practise to figure out which direction to turn after shooting the crystal. If you enter the bubble at a specific angle you don't have to move at all, you will already be lined up for the next hook. Watch some top replays to see where this happens.

10-10 Metropolis X
After flinging up through the gap in the red blocks, slowmo hook the transparent blue block on the right for as long as possible to generate enough speed to reach the top platform where the exit is.

10-11 Skorpion
The movement in the first half of this map is sort of like a sine wave, you want to have as much speed as possible before crossing the gap near the end of the map.
Conclusion
I hope this guide was helpful! Again, I highly recommend joining the Discord[discord.gg] to discuss strategies, as there are always top-level speedrunners around to help you learn the game.

Many thanks to:
  • Totos, Tutur and the Blazing Stick team for creating Cyber Hook!
  • Audacity, for providing gameplay clips and explaining the strategies on every single level.
  • Heathy (TripleB), for writing up some general tips to best learn to run.
  • sut_son (SutherSonic), for providing an extensive review and re-writing some sections.
  • Codly, for contributing some tips on a few maps and providing feedback.
6 Comments
Goinhoy 22 Jan @ 2:48am 
auda大佬竟然不是自动脱钩,简直也太离谱了,玩到这种水平手还不会乱,换别人纯纯的debuff啊
AY AY AY 13 Oct, 2024 @ 6:39am 
I just got the 3 crystal in whole game, and even some top national records, and I had no idea that I could
1- drop the hook with ctrl instead of spacebar
2- had an auto-release

brah...
SOME GUY 23 Oct, 2022 @ 6:31pm 
Quality guide! After reading through, I've become quite motivated to get into some cyber hook speedrunning and I now have a new addiction :)
Ayalsh 12 Jul, 2022 @ 2:56pm 
I don't even speedrun :balloonicorn::sentry:
Quite the guide you made here though, have a reward
rabidPancake 2 Apr, 2022 @ 1:48pm 
POGGERS
W1ndzs 21 Nov, 2021 @ 6:22am 
POG GUIDE OUT