Red Rope: Don't Fall Behind

Red Rope: Don't Fall Behind

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All of the Lovely Things that Wish to Kill You
By yams4lunch
Mostly a list of enemies and hazards that you can die from, as well as some general tips for survival. (Currently a WIP)
   
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Introduction
Welcome to my first steam guide! (And also, apparently, the first guide for this game) I will be attempting to cover the various hazards you will inevitably face, and (try to) give some tips on overcoming them. This guide is currently a work in progress, so I will be adding more to it as I progress.
Enemies
These are the NPCs who will (usually) actively attempt to kill you. All must be killed before you can exit a room, with some exceptions. From what I've seen so far, all enemies except the Blue flame, and the Tombstone will kill you on contact.

  • Minotaur: The only enemy (not counting Soldiers and Skeletons) that I have found in Hub area. Unlike most enemies, it doesn't have to be killed in order to leave the room. It has a long ranged charge attack, which it will perform as soon as it's in range. It is significantly larger than most enemies. Depending on how short your rope is, both characters will probably have to run to the same side i order to dodge the charge. Use cover to try and keep a wall or pit between you and the minotaur. If your rope isn't long enough to choke it, there are often spikes or a pit that you can bait it into; if not run away until you rope is longer. Killing it gives you 2 Lives, hopefully it covers your losses...







  • Ghost: These enemies will slowly walk towards you regardless of where you are in the room, when they're very close, they will speed up a bit. They can be killed by simply touching the rope, so you don't need to do the standard choke move. If there is an unbroken Tombstone in the room, they'll respawn from it.

  • Tombstone: Barely an enemy in and of itself, it serves as a spawner for Ghosts. It will instantly respawn any killed Ghost unless a player is standing near to it. It can be destroyed by doing a standard choke move. It can potentially let the player easily reach the rope length cap, by simply walking away until more ghosts spawn.

  • Zombie: Has a relatively small radius of vision, but when approached it will make short length charges repeatedly. Significantly faster than Ghosts.

  • Blue Flame: These floating balls of flame will move slowly along a set path. They can be destroyed the same way as the Sconces. Make the rope taut, then move it as quickly as possible over the flame. Try not to attempt it if you're in the water that tends to be around them.

  • Crooked Banshee/Witch?(Better name?): These women can be distinguished by their long hair, and tilted head. They have a similar sight range and moveset to the zombie, but instead of several short charges, she has a much longer charge range. Be sure to side-step her!

  • Clay Soldier/Golem: I've only seen it in the House of Earth. It has a "similar" moveset to the Soldier, but It's bigger and faster. Combined with the mud they tend to stand in, it's pretty much a one-way ticket for the pain train. If that wasn't enough, instead of dying instantly when choked, they have to be strangled a couple extra seconds before they die. Enjoy facing two at a time!

  • Sand Worm: These buggers will pop up out of the mud beneath you, killing you if you fail to move out of the way fast enough. Assuming you do, the slowness of the mud will make it hard to loop around them before they go back under. (I realize they're technically Mud Worms, but everybody likes Dune, right? Right.)
Passive Enemies/NPCs
I use the term "enemies" loosely, as most of them can't attack. As far as I know, they all must be killed using a standard choke/loop move. Please note: all merchants can still be used after the Soldiers/Shadows of a room have been killed.

  • Soldier: They come in groups of either 2 or 4. Generally these rabbit-men will act as any normal NPC would, but they will attack you if you kill another Passive NPC in the same room as them. This means that if you slaughter the occupants of one room, the Soldiers in the next won't care. Once aggroed, the doors will close, they will kill on contact, and actively chase you. Once close enough, they will attempt a short-ranged charge, followed by a thrust of their spear.
    My advice for killing Soldiers: Kill a Soldier first, as this means less you have to fight aggroed. Bait one into a open area, and wait for their charge attack; side-step the attack and finish the loop as he charges. My friend was once crushed by the doors after we aggroed the Soldiers, so be mindful of them.







  • Skeleton/Life: These dancing skeletons seem fairly harmless, and don't actively try to kill you, but will still kill you if you touch them. Soldiers also don't care if you kill them. They can teleport to different locations in the room, seemingly randomly, so be careful. Killing one will give you an extra Life.






  • Shadow: These NPCs can't attack and will generally run away from the player. They are the functional Currency of the game. In the Hub/starting zone, they will stand around unafraid until you aggro the Soldiers, but when found anywhere else, they will run from you immediately. If they run continually for a while, they will become winded and stop to catch their breath, but they're fairly easy to kill regardless. Killing one nets you one Shadow, (who'd have thought?) and a half tick of rope.






  • Key Sprite: These NPCs seem to act the same as the Shadows, but appear to move a bit faster, and I'm not sure if they can become winded. Killing one drops a key of it's respective material. Not sure how much rope they drop.

  • Skeleton/Life Trafficker: When you first speak to him, he will ask you a question. He will only offer his service if you answer "Yes." He offers extra Lives for 2 Shadows each. I've found 2 versions of him: one in the cart, and one standing outside of it. They both offer the same service, but I assume the latter can be killed. (Needs verification)










  • Rope/Hoop Guy?(Awful name, maybe Jester?): He increases your rope length for 2 Shadows, up to the half-way point (5 tick mark). After this you must kill enemies (or friendlies) to increase your length. Also, he does a little dance after you buy it.








  • Solicitor/Saver: This man will save your game for the whopping price of 12 Shadows. I've had trouble in the past with loading a supposedly saved game. To be safe, you must keep all the band members alive, and I recommend you "Dance" at least once before you leave the room.






  • Band: These three NPCs appear in the same room as the Solicitor. They will play once you pay him, allowing you to "Dance" in near the center of the room. I don't think you can load the game if a member is dead, so please, curb your bloodlust.







  • Coach: I gather that he acts as a sort of fast travel system, though I haven't been able to get him to work. He's either not fully implemented yet, or just not doing it right. My money's on the latter.









  • Horrible Custodian: Sweeps a single spot on the floor indefinitely, and offers some rather unhelpful advice. Drops a full tick of rope. Worst Janitor ever.






  • Philosopher: Through all of his many years of pondering this man finally comes to the conclusion of what is most important in life. What exactly this is, is chosen at random at the start of a new game. Drops a full tick of rope.






  • Rat: Rats will run away from you when you get near. You can step on them for absolutely no reason. They don't drop anything. They're essentially part of the background. I hear you ask, "Why did you go through the trouble of cropping an image, writing a paragraph, and pretending to have a conversation with me for the sake of some glorified scenery?" That's a very good question!
Room Hazards
These are environmental hazards. You do not usually need to/cannot destroy these, so they generally act as a passive danger that must be avoided.

  • Fire Sconce: They can be found in pairs at the entrance/exits to to the Labyrinth. These are usually the first hazard a player will face, even If they don't realize it at first. If your rope touches a fire it will singe, making the rope appear darker. If it is exposed for too long it will burn entirely, leading to death. The fire can be put out by quickly swiping a taut rope over it, although I don't feel it is worth the risk.

  • Spikes: As with many games, spikes will kill you (and enemies!) on contact. My only advice is to be mindful of ledges with spikes on the side, as you will die if you fall on top of them as well.




  • Pit: You die when you fall in. Enemies do too.

  • Water: It slows you down when you walk in it, I've only seen it in the house of Spring.

  • Zombie Hands? (Please think of a better name): So far I've only found them in the House of Autumn. These hands will sprout up from the ground when you get near them, and act like deadly quicksand if you step on them. If a character falls in, the other must pull them out as the both move in the same direction. These becomes more dangerous the longer your rope is, because it takes more time and space to make it taut enough to pull. My advice is to keep your rope taught whenever possible in the House of Autumn. If both characters fall in, you're out of luck

  • Mud: So far I've only found it in the House of Earth. I'm a bit fuzzy on exactly how the mechanics work for this one, but if I've gleaned anything, it's that it slows you down more the deeper you're in it. The longer you are moving around on it, the slower you get. If you fall from higher up (aka a platform) you are immediately slowed to the slowest pace. Stepping onto stable ground will bring you back to the surface. You can't sink far enough to die like with Zombie Hands, but the low speed makes fighting more difficult.
Afterword
This guide is by no means comprehensive, and any input, corrections, or screenshots are much appreciated. I will try to update as often as possible, as the guide is pretty bare at the moment. Hopefully the guide helps save you a couple lives, or maybe even beat the Labyrinth!

All of the names I just came up with on the fly so that I could communicate with my partner, did you have different names? Leave a comment telling me what you called the characters, because a lot of my names suck.

Special Thanks to CatoWolf13 for info!
7 Comments
yams4lunch  [author] 28 Mar, 2017 @ 10:42pm 
Sorry, I don't. (See below comment)
eac1 27 Mar, 2017 @ 6:06pm 
Do you have any info on the eagles
yams4lunch  [author] 28 Jan, 2017 @ 2:57pm 
@andreymust19 Sorry, but I haven't been able to play the game much recently, as my co-op partner has been busy (and I'm really bad at it when playing alone). I haven't had to fight the frogs before, so I don't have any advice.

I would ask for help in the Discussions section of the community hub, maybe someone with more gametime could help you. Again, sorry I can't help.
andreymust19 28 Jan, 2017 @ 1:15am 
How to beat frogs when it underwater?
CatoWolf 29 Jul, 2016 @ 1:41pm 
Hey, I have some comments on 'mud'. From what a friend and I have noticed, the longer you are moving around on it, the slower you get. If you fall from higher up (aka a platform) you are immediately slowed to the slowest pace. And, like you said, it isn't like quicksand, being on it too long, or standing still isn't a fatal mistake. Moving out of it and back onto solid ground resets your speed.
Radghiv 19 Jul, 2016 @ 2:33am 
Terrific guide! Keep up the good work ;)
Shrombus 18 Jul, 2016 @ 11:45am 
Good