Braid, Anniversary Edition

Braid, Anniversary Edition

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Commentary Levels
By PKPenguin
How to reach and beat all of the levels that are scattered in the commentary area.
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Intro
This guide tells you how to beat the commentary bonus levels that are new in the remastered version of Braid. You can reach the commentary hub from the pause menu at any time. I found these solutions on my own except for that one level that I can't quite figure out yet. I will generally try to give hints before going into the full solution, so if you don't want the whole thing spoiled but need some help then read only a few sentences deep before closing the guide.

Some levels have a puzzle just to reach them, I'll cover that where applicable too.
Design - Cris (Extreme Security)
This level is located to the right after entering the area, behind a green cannon. If you pause time (rewind then press Up to set to 0x speed) the cannonballs won't kill you, making it easy to maneuver through.

This level gives you two keys: A regular one and a green one.

First piece: Using a green key is permanent. Think carefully about which door to use it on. Using it on a green door would be a waste. Be sure to leave the regular key in the door preceding the one you'll use the green key on. The sequence is regular key, rewind, regular key, rewind, regular key, rewind, regular key, green key, rewind, regular key x3.

Second piece: After getting the first piece, you get a green platform to set yourself a new starting point.

Before doing anything else, you'll want to lock the left monster into the area he's in by rewinding.

Jump into the green monster from below to bounce him into the same enclosure as the regular monster.

Go under and to the left, grab the key, unlock the door again, and bounce off of the two monsters to get enough height to reach the second piece.
Design - Marc (Chamber)
Reaching the level:

The level door is above a green cannon that spawns green monsters. You need to triple bounce off of them to reach the door. You can do this easily by bouncing off of one, freezing time (rewind then press up to set to 0x speed) until another one spawns, double bouncing off of it, freezing time until a third one spawns, and triple bouncing off of it.

Solving the level:

The green platform in the center of the room is your first goal.

You have to use the ladder on the left to go down.

Full solution: Go up the ladder on the right, then raise the right wall to get onto the green platform. Rewind time on the green platform until the left wall raises up. Go down the left ladder and back up the right, then using the lever you want to toggle the level twice so that a cannon ball just barely slips under the right wall and the left one begins to raise. Rewind time until you are back on the green platform then jump over the cannonball that you just sent through to kill the monster. Once it is dead, run left onto the cannon that spawns the monsters, then jump off the cannon and bounce off of a monster to reach the piece.

(The commentary on this level says that there shouldn't be enough space to just walk left and jump on the monster without using the cannonballs, but there is, which is how I accidentally solved the puzzle originally.)
Design - Brian (Lock)
Reaching the level:

Use the moving platform on the first screen to launch yourself into the air. You will want to be running to the right and jump right before the platform stops to get enough distance to reach the door.

Solving the level:

The monsters are green, meaning you can double bounce them by bouncing off of them and then freezing time until another one walks under you to double bounce off of.

Both moving walls are green, meaning you can easily raise or lower them from either side of them by raising them, walking under them, lowering them, then rewinding to when you were past them.

The left piece needs you to go higher than you can go with even a triple bounce. What else in the level can allow you to travel vertically?

Not only can you rewind to get past the walls, you can rewind to get on top of them.

The piece on the right can be easily obtained by raising the right wall and lowering the left one, then rewinding yourself past the left wall. Monsters will walk into the left wall and then turn around, lining up a simple double bounce that will get you onto the cannon where you can reach the piece.

Once you've done the steps for the right piece, bounce off of a monster to get onto the left wall. Jump up and down a few times, then drop down to flip the switch to raise the left wall. As soon as you flip it, rewind to when you were jumping around on top of it. It will carry you up high enough to reach the left piece.
Monologues (Shaft)
This level and the level after it (Haft) are both reached by bouncing off of monsters that are fired from the cannon to climb up.

The piece in this level is too high to reach on your own, even if you jump from the cliff. You need to bring the monster out of the pit.

Note that everything in the level is green but you.

You can bounce green monsters up by rewinding into them.

Stand on the descending platform to lower yourself into the green monster, then when a new one spawns, rewind yourself to bounce the monster out of the top of the pit. You can then bounce off of the monster to reach the piece.
Monologues (Haft)
To get to the piece, you need to get under the moving platform.

The platform is green, so you can rewind past it if you were previously in the right spot.

The platform moves too quickly to reach the pit if you climb the ladder.

Climb the ladder, jump near the pit (but not down it), then double back and flip the lever. Quickly rewind to get back to when you were jumping near the pit and jump down. As soon as you hit the platform, freeze time (rewind and press up to set to 0x speed) until the platform goes past, then rewind just a tiny bit to before you died to the platform without going over it.
Monologues - Alternative Designs (Clover)
Reaching the level:

The level is behind a locked door. Travel right until you reach the screen with the key. This puzzle is a mini version of the level "In Another Castle." Drop your ring on the exposed part of the moving platform, then flip the lever and catch the key as it falls in slow motion.

Take the key back to the purple cannon. Stand in front of the cannon, then jump down to kill the monster. Rewind back to the cannon and let your shade kill the monster. Stand near the short ladder for a second then jump down under the lower ladder and wait for the respawned monster to walk by. Jump into it from above to boost it up, then rewind to when you were standing at the short ladder and jump off of the monster once your shade boosts it up to you. This will bounce you into the locked door.

Solving the level:

There are three keys and three doors. Each key is used to unlock a door once. The puzzle is in when to use your keys.

The third key is necessary to complete the level, but is in a narrow passage where cannonballs hit it. Something has to block the cannonballs.

The moving wall is not what you want to block the cannonballs with.

Doors unlocked by green keys can be remotely locked again by just rewinding.

Locked doors block cannonballs.

Take the first green key and unlock the right door, then pick up the second green key, then flip the lever. Rewind until the right door re-locks itself. The green lever will move the moving wall back up, allowing you to unlock the left door and enter the passage while the right door blocks the cannonball shots. Grab the third key, use it on the top door, and grab the piece.
Special Topics (Fortress)
This level is at the bottom right of the special topics area. Flip levers then run under/past the moving platforms/walls to reach it.

This level uses a gimmick involving the duration that your shade can exist for. The plants at the start take so long to get past, that a shade starting on the left expires before it can get past them to the right.

This level also uses the gimmick of repeatedly having your shade run back to the lever on the right to open doors for you.

Often the shade will need to pull the lever multiple times in one trip. Just spam the lever a lot before rewinding yourself.

The last lever is an annoying timing based thing where you have to flip your lever just before your shade flips theirs.

The only part that really needs a guide is the last lever. Stand on the last ladder at the top right, then run your shade down and mash the lever. At this distance you can consistently have the shade flip the lever twice before it expires. As soon as you spawn your shade, stand near your lever on the left. My strategy for this was to wait for the first flip to make the wall rise and fall, then as soon as its done falling, flip my lever. At that moment my shade will flip his a second time right after I've flipped mine, allowing me to hold left until I get past the walls.

Special Topics (Guardrails)
Reaching the level:

The door is to the right of the entrance to the area, but is up some ladders and blocked off by cannonballs. Use the moving platform on the screen to the left to break the cannonballs in midair. Specifically, you want to make it so the platform hits a cannonball as it falls back down, since that gives you some time to get onto the first ladder as it rises up. Remember that you can rewind to fix your timing if you're off by a bit.

Solving the level:

The cannons have no real bearing on the solution to this level.

That means that the only elements of this level that matter to you for solving it are the green platform and green key.

Getting to the green key requires that you permanently displace the platform, so you paradoxically can't reach the locked door anymore.

You can rewind to get under the moving platform.

You don't need to be on the ground to unlock doors, you can be mid-jump.

To get the piece, raise the platform while avoiding the cannonballs. When it's about one quarter to halfway up, jump at the door and bump into it. Continue riding the platform until you get the key. Rewind until the moment you jumped at the door, causing you to jump off of the air and into the door, unlocking it and allowing you to reach the piece.
Programming (Overtaken)
This level is located to the right in the programming area. No puzzle to reach it, just get past the plant monsters.

This level is sometimes bugged. If the first monster always kills you, exit and re-enter it.

This level relies heavily on the idea that you can jump on a monster without killing it if you are moving left. I will refer to this as double bouncing.

For the first piece, go to the far right then double bounce on the monster to climb to the bunny. Carefully lead the bunny to the right. If it does a jump attack at you, simply walk very slowly away from it to avoid the attack. Double bounce off of the bunny once it's under the piece to reach it.

For the second piece, head left past the bunny, then use the two monsters to bounce across to the scaffolding. Double bounce off of the monster on the scaffolding a few times to reach the piece.
Sound & Music (Scaffoldings)
Reaching the level:

Bounce off of the monsters (possibly multiple times by moving left as you bounce on them) to reach the key at the top left of the first screen. Carry this key to the far right of the area. When you reach the three cannons, maneuver yourself so that you go under them without losing the key. Below the main level is a climbable wall. Climb on it to the right to find a locked door with a green key. Carefully take this green key back to the start of the area by climbing left (if you drop it, you cannot get it back and must start over). Unlock the green lock with the green key, flip the upper green switch, then ride the lower moving platform to the far right of the area where the level door is located.

Completing the level:

The key is located at the far top right of the level, out of reach without bouncing off of the monster.

The level is structured in a way that can mislead you into thinking that Tim has to collect the key from the top right, but the keyhole is too small for him. The monster must collect it.

The monster can be moved up by jumping into it from below.

The monster is green, meaning that once you have moved it into position, you are free to quickly rewind yourself into your position.

The puzzle is ultimately a routing one. Stand at the top right for a few seconds, then run to the top left, then drop down to kill the monster. As soon as it's dead, rewind until you are back at the top left to bounce it across the first pit, then quickly rewind even further until you are back at the top right to bounce it across the second pit. It will retrieve the key then drop down where you can take it.

Spoiler image of the route:
Visuals (Blockade)
Reaching the level:
The door to the Visuals area is in the very first screen of it, but must be reached by first going to the very far right of the area to the section where a monster is fired from a cannon and bringing him along with levers and moving platforms so that you can jump off of him. On your way to the far right, there are a few things to do:
- There is a section with two vertical walls that you can move with levers. Lower the left wall and raise the right one so the cannon won't shoot the monster and the monster can enter from the right.
- Do not wake the three bunnies, as the monster needs to jump off of them to proceed.
- Avoid flipping any levers that raise platforms up until the monster is on them.



It's easy to make mistakes as you walk the monster back as the timing of some of the levers is somewhat tight. Remember that you can rewind to try again. One moving platform can be controlled by two different levers. You will want to use the top one to trap the monster between two walls, then use the bottom one to release him when the timing is right so that he avoids the cannon fire and can make it to the left. This is about the right timing:


For the final jump, make sure you drop onto the monster from the top of the ladder.


Completing the level:

The goal is to use the cannon on the bottom left to defeat the monster on the bottom right by using the moving platforms to block shots from the two cannons that are shooting down.

The puzzle is that the bottom left cannon shoots so fast that you cannot reach both levers to block both shots in time.

The green platform can be raised to set a new starting point for yourself near the second lever.



Raise the green platform, then ride the left platform from the left to the green platform, timing it such that you block the left cannon shot on the way. Stand on the green platform then rewind time enough that the left platform is on the left and is still moving right. Flip the switch for the right platform to block the second shot. With the monster dead you can easily grab the puzzle piece.
Gallery (Double Barrel) [Unsolved]
Reaching the level:
- Enter the Visuals section from the commentary hub
- Enter the Gallery door located on the very first screen
- In the gallery, climb the ladder to the attic. The ladder continues up beyond where it visually ends, so you can climb on air into the sky where the level is.

Completing the level:


Drop down to the cannons and place your ring on the very left to slow one of the cannons so it shoots every half-shot of the other cannon. Once you've done this you can reverse time so that the two cannons perfectly block every shot from the green cannon.

With the green cannon blocked, the monster can drop down, allowing you to jump off of it to collect the puzzle piece. To get back to the door, ???

Seems you have to jump off the monster to reach the door, but the monster MUST be in the air or on top of the cannons for you to get enough height. I cannot find a way to do this.
6 Comments
๖Mangϋst 18 May, 2024 @ 3:21pm 
design - casey is last piece(Grip)
Is last piece of puzzle.
How to get:
you need to jump up on platforms at top of screen. on last platform with gumba - need to jump on him and get "starts" platforms - going right and jump off to platform

omw on completing
Diamond Knight 18 May, 2024 @ 7:42am 
To get on the right platform, jump to the right from the right cannon. When you do the second bounce hit your face against the right platform so you drop down vertically. Then your third bounce will just be a vertical bounce up to make things easier.

To get to the left platform you want to be jumping to the left from the right platform. The first bounce at the lower level will be just to the left of the right platform. The second you want to aim to land just to the right of the right cannon. You will just barely clear the playform as well. You need to get a bit lucky here such that your jump timing is not synced up with hitting the vertical cannon balls. If you hit the vertical cannonball there is no way to avoid it and you need the rewind back to the platform and jump at a different time.
Diamond Knight 18 May, 2024 @ 7:41am 
I managed to get out but it was very finicky and annoying. You can triple jump from the right cannon off goombas on the lower platform to get to the right platform. Then double jump from the right playform off goombas on the lower platform to get to the left platform.

To get off multiple jumps, jump on the goomba then land. Wait awhile. Rewind to realign the cannon balls. When the goomba comes rewind until you are back in the air about to land. Land on the goomba again. Repeat.
PKPenguin  [author] 17 May, 2024 @ 11:19pm 
Yes, but I wasn't sure if that was intentional... Certainly feels like a bug at least.
Stone Cold Steve Austin 17 May, 2024 @ 10:38pm 
Great guide! For the Gallery I think you essentially have it done. Since you can exit current world from the start menu it'll let you leave with the piece.
PKPenguin  [author] 17 May, 2024 @ 8:34pm 
I had to run back and re-find/re-solve all of the levels to make this guide, so I might have missed a level or two... Let me know if any are missing.