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Boss 2.0 Techniques

Notes on the boss videos.
There are many different approaches to getting fast times on the bosses. These videos show the best known possible times for all the bosses from SA.net members (most are from the resident Boss expert Miles). You can view the current records in the site records section.
Gillwing
  • 2.0 Requirement - 110 seconds remaining or more
  • Method 1
  • Dash right and fly under Gillwings tail
  • When you reach a couple of nights lengths from the tail, U turn and fly back out.
  • after 3 or 4 nights lengths turn upwards at 90 degrees and bang! 2.0
  • Method 2
  • Slightly more difficult and faster alternate version of Gillwings 2.0, using the (glitch?) empty section of Gillwings tail (around the part with the large red spike).


Puffy
  • 2.0 Requirement - 95 seconds remaining or more
  • Dash directly at Puffy and release the instant you catch her, pushing her through the first wall.
  • Grab her again and throw her upwards towards two Oclock, through the second wall.
  • Another immediate grab and release moving her towards the end of the table.
  • Grab and release through third wall.
  • Immediate grab and release Throwing her directly straight ahead through the hole in the middle of the fourth wall.
  • Throw upwards at about 45 degrees through the 5th and final wall.
  • Grab and release directly head into the trap at the end of the room.
Clawz
  • 2.0 Requirement - 100 seconds remaining or more


  • Dash right, drill-dash the first lit mouse.
  • Paraloop the mouse to the right of that one.
  • The mouse to the right of that one should be lit, so drill-dash it.
  • Ignore the mouse to the right of that one, fly over it.
  • The next mouse should be lit, so grab it and drill-dash-bounce off it to the left, heading towards the top row.
  • Moving left, dash the first lit mouse on the top row.
  • Loop the next mouse.
  • Dash the next mouse.
  • Loop the next mouse.
  • Dash through the last mouse, grab Clawz and drill-dash him.


Reala
  • 2.0 Requirement 105 seconds remaining or more
  • Work out where Reala is, on the left or the right.
  • Dash towards him, when he get withing 4 or 5 Nights lengths of you, U-Turn dash away.
  • After Reala has passed the point you doubled back dash up or down (depending on if you U turned up or down) to complete your paraloop
  • Repeat 2 more times for the 2.0
Jackle
  • 2.0 Requirement - 100 seconds remaining or more
  • Work out where Jackle is (usually on the left) and dash towards him.
  • He throws three cards, when the first one is just in front of you, stop dashing.
  • Dodge the cards by going over, under, over
  • Grab Jackle and throw him out of his cloak and dash after him.
  • Grab him again and throw him straight up or down so he doesnt fly to far from you.
  • Repeat 4 more times for the 2.0
Gulpo
  • 2.0 Requirement 100 seconds remaining or more
  • Dash up and right, enter the second dash fish from the top the INSTANT it stops
  • Hold down and left, enter the fish
  • Hold up and left enter the fish.
Wizeman
  • 2.0 Requirement 65 seconds remaining or more
  • Fly as close to the bottom of the screen as possible to avoid the fire.
  • Position yourself level with Wizemans head to miss the floating rocks
  • Fly about 1/3 of the way up from the bottom to miss the snowballs.
  • Fly through the gap in the twister.






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was created by Tabithaboof unless otherwise noted and is 2007