Momodora: Moonlit Farewell

Momodora: Moonlit Farewell

36 ratings
how to go fast
By cinnabon
A guide detailing various movement options you have access to beyond just holding down sprint, and how to use them to move faster and use stamina more efficiently.
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Roll-based Movement
At the beginning of the game, before you have access to sprint or what have you, the fastest way to get around is to simply repeatedly roll everywhere. Rolling provides a moderate burst of speed at the start, before then slowing down for a bit at the end of the animation. Because of just how limited your stamina is early on, it's a good idea to pick and choose where you want to roll to places where the initial burst of speed can be used without being affected by the roll recovery, such as rolling off of cliffs.

A returning movement tech from Reverie under the Moonlight, Roll Jumping allows you to...well, roll while jumping by pressing the two buttons at the exact same time. It has the same earlygame movement applications as regular rolling, but...well, you're going upwards too, so obviously you can use this to go up to ledges and such. You still get iframes like a regular roll too, so it can be used to go past enemies in much the same fashion. There is very little leeway with the input, so don't feel bad if you struggle to do this consistently.


While slower than just rolling, Roll Attacking (performed by simply rolling and then attacking during the end of your roll) provides your best balance of speed and stamina usage prior to obtaining the sprint, since Momo lunges forwards while doing the attack without using any stamina. As such, it is ideal for long patches of flat land that would see you run out of stamina if you kept on rolling, or for when you just want to save your stamina in general. Keep in mind, however, that it becomes heavily obsoleted once you *do* have sprint.
Sprint-based Movement
I'm sure you know how to sprint, and what its strengths and weaknesses are--it has significantly faster sustained speed than rolling and doesn't put you in any committal animations, but also rapidly consumes your stamina. In general, there isn't actually that much of a reason that you would want to simply hold down sprint while moving for any large distances, both because of this stamina cost, and...

...because by repeatedly performing Air Dash Attacks you can maintain your full sprinting speed while using less than a fifth of the stamina that purely running would. Note that if you attack late in your jump, you just perform a regular air attack instead of the dashing one, so while you do have some wiggle room for when you do this attack, it's a good idea to just do it as soon as you can when you're using this purely for movement. The main ways to move with this are by doing one from a short hop, or doing a full jump and doing one, then double jumping and doing another

Sometimes you don't have enough room to do an air dash attack, however, but you're still concerned about your stamina usage. In that case, repeatedly tapping the sprint button can maintain similar speeds while also drastically reducing stamina usage. The faster you tap, the slower you move but also the less stamina you use, with a full on mash causing you to outright recover it with enough peaches. If for whatever reason you're playing on one of the earliest versions (prior to version 1.0f3) doing this would also make you completely invincible, which is, uh, certainly something.

No matter how you're moving, however, it's important to avoid letting your stamina bar get completely depleted to 0 from sprinting, since this will halt your stamina recovery for some time.
THE LUNAR DASH
With Lunar Attunement, your sprint changes function greatly--while you no longer have access to Air Dash Attacks, holding sprint doesn't actually cost any additional stamina at all beyond the static drain from Attunement, so it's not really much of a loss.

However, the Lunar Dash has a VERY important additional property--when performed while standing still or by cancelling an attack or roll, you gain an ENORMOUS burst of speed at the beginning of the dash that gradually fades into normal run speed. By briefly tapping the run button while NOT HOLDING FORWARDS, waiting for Momo's momentum to run out, and then tapping again, you can chain Lunar Dashes together and travel considerably faster than sprinting. Repeatedly cancelling the dash into a roll is also reasonably fast (about the same speed as sprinting) but has you be invincible for most of the animation, being a great way to go through enemies while maintaining speed.

If you are looking for the single fastest form of movement in the game, then you'll want to repeatedly cancel your attack into a dash into an attack into a dash into a...and so on. Rapidly chaining these together allows Momo to utterly blitz through areas, but compared to other forms of Lunar Attunement movement, it rapidly drains your stamina. That's not to say that this isn't worth using, because the speed is truly incredible, but it's best used either before places that will provide you with a natural period to recover your stamina, or alongside some of the relics that can boost your stamina gain.
Movement Relics
The Fool, while initially only appearing to be a deliberate handicap, actually has very real use both for combat and, in this case, movement! When Momo's health is critical, her stamina regeneration is TRIPLED! Tripled! I shouldn't need to explain why this is very nice for helping you move faster. Combine The Fool with the Glazed Aegis sigil and you can enjoy the stamina regen bonus while still being able to take several hits! Or run with Last Wish! Or just put it on, use it for as long as you're comfortable, and then take it off and heal yourself back up when you reach a room that you fear getting hit in. It's a surprisingly valuable sigil that you have access to for literally the entire game.



Obviously, Hare is a great sigil to equip for moving around too. While some may be disappointed upon seeing that it doesn't provide infinite Lunar Attunement, note that if you do expend all your stamina from Attunement, dashing or rolling with the Hare sigil will fully recover all of your stamina in an instant. This allows you to make much more liberal usage of the Lunar Dash-Attack movement, even if not literally endless.



Lastly, Perfect Chime grants a major boost to your sustained sprint speed upon double healing, allowing you to run at similar speeds to Lunar Dashes while being completely free to jump and attack and all that good stuff. The fact that the sigil is obtained so late in the game, however, alongside the requirement to repeatedly spend magic to maintain this speed makes this one a little suspect compared to just using Fool combos or Hare alongside Attunement, but I still felt like it's certainly fast enough to at least be mentioned.
Miscellaneous



Healing in midair allows you to squeeze out a bit of extra height when performed at the peak of your jump, since it allows you to keep floating up even after your upwards momentum has slowed down. This is called a Bell Float and beyond its most famous use of allowing you to get fast travel early, you can also use them to get a handful of minor powerups early, and to make navigation in certain rooms simply cleaner by just barely squeezing over ledges you wouldn't normally be able to jump over.



Lastly, take advantage of the ability to quit the game while maintaining progress! When you return to the title screen, you keep any items collected and story progress made and map tiles seen and blah blah blah the works, while warping directly back to whatever the last save point you visited was. Used conservatively it can save a little bit of time from resetting back after collecting major powerups and such, but if you're willing to deliberately skip some bells in order to pull your respawn points further back, you can skip entire lengthy backtracks (ESPECIALLY before obtaining fast travel) by simply warping back to your bell. A really handy feature!
thx
hopefully u can schmoove with the best of them after reading this guide


not actually a pro speedrunner or anything but i follow along the strats and i noticed that a lot of the negative reviews for this game seemed to be hung up on "slow movement" and "way too fast stamina depletion" so i figured i would try and share some of the cool intricacies and techniques of the movement that may be lost on ppl

also this was written in 1.0f24 if some serious changes occur in the relative speed or stamina usage on any of these ill do my best to update this guide to reflect that. likewise if some crazy ass speedrun defining schmooving tech gets found then ill update it as well
3 Comments
LEOZITOS 3 Apr, 2024 @ 4:35pm 
man, i have never thought about these ways to moving faster for myself,
nate 2 Feb, 2024 @ 6:58pm 
Great guide!
TenkoSwat 31 Jan, 2024 @ 5:30pm 
thank you for guide, will go fast fast now