Red Rope

Red Rope:  Don’t Fall Behind+ Walkthrough 2 – House of Summer

Red Rope: Don’t Fall Behind+ Walkthrough 2 – House of Summer

The Red Circle

Above, you will notice a giant red circle.  It appears in the House of Summer and only in my walkthrough of Red Rope.  These circles indicate where hands lay in wait to drag you into the sand and to your death.  Avoid these spots as best as possible but also take the time to appreciate the circles’ beauty.  I worked hard to put them in this video and to make them as aesthetically pleasing as possible.  Because I have no design skills, this task was probably much harder for me than it would be for the average editor. 

I hope to never include a circle in anything again.  Henceforth, I shall only use squares.

Posted by Solomon Rambling in Journal, Video, 0 comments
Red Rope:  Don’t Fall Behind+ Walkthrough 1 – House of Spring

Red Rope: Don’t Fall Behind+ Walkthrough 1 – House of Spring

Characters in the Halls of the Labyrinth

Here is a list of the characters you will find upon starting the game.  I have provided the names I have used or will use in the videos along with the names given by their developers. 

NPCs:

Band (Violinist, Bassist, Drummer):  They play music when you create a checkpoint.  It is nice music.  If you don’t like it, you can kill them. 
Beggar (Medicant): For two shadows, he will create a checkpoint for you.  Red Rope automatically saves the game every time you enter a new room.  A checkpoint, comparatively, can be reloaded whenever you want.  If you really botched a section, you can reload your last checkpoint.  Alternatively, if you lose all of your lives, you must start from the beginning of the game or restart at your last checkpoint.
Bronze Kid (Key):  In the houses, killing this kid gives you a key corresponding to its color.  At the beginning of the game, upon you spawning in the halls, it will show you the way to the nearest house you can access. 
Bum (Peripatetic):  This guy will give you hints about how to navigate the labyrinth, mainly by telling you what is the “most important thing” he has learned.  If you know how to walk (L) and shorten your rope (pirouette – X), you’re good.
Fast Traveler (Carriage):  This gentleman will take you to different sides of the labyrinth that you have previously visited.  If you visit him in the halls, you cannot fast-travel to the Jewel Fortress.
Janitor (Caretaker):  This rabbit tells you it is dangerous to go anywhere apart from staying where you are.  He’s full of crap.  Live life on the edge.  Go kill monsters and do drugs. 
Leaderboards:  This is not a person, but you should still respect it.  It tells you that three people have completed Red Rope at the time of this writing, with the best player being yours truly and Player 2.
Paperboy:  He presumably tells you how many people have recently cleared the labyrinth.  He once said two people.  Now he says only one has.   
Rabbit Guard (Rabbit Gatekeeper):  These guards will offer a few quotes, generally asking that you don’t kill anybody.  If you choose to kill an NPC or a guard, the doors to the room will be sealed, and the other guards will attack you.  You’ll have to kill each of them in order to leave.  Due to their long spears, they can be tricky to kill.  They will occasionally lunge at you, and you’re usually in the best position to kill them after this attack.
Rats (Mice):  You can kill these by stepping on them.  While this habit is disgusting, killing one will gain you a small length of rope.  It’s something but not worth the hassle unless you’re really desperate.
Rope Man (Juggler):  At the cost of two shadows, he will increase your rope’s length to half of the meter.  He will not extend it past that amount.  Generally, it is not recommended that you do this unless you are trying to go after a minotaur or are trying to complete a specific level.  Once you die, that extra rope is gone. 
Shadow People (Shadows):  You can kill these people in order to gain their shadows which can be engaged for goods.  They will also add to your rope length.  Be careful, however, because killing them in the halls will trigger the Rabbit Guards.  Each one you kill takes one point off of your final score.
Trader (Skeletons Trader):  You may trade in your shadows for extra lives here, for two shadows per life.  Generally, you can dump all of your shadows here.  You may want to keep four or six shadows with you in case you wish to create a checkpoint or extend your rope.  The lives you gain from him will go to your overall score, but because you are trading two shadows for one life, killing shadows is still detrimental to your overall score.

Enemies:

Minotaur:  These enemies are difficult to kill and are usually best to tackle once you have extended your rope by two sections.  Once you cross his line of sight, he will charge at you.  Go to either side of him when he does so, and then encircle him.  He grants ten extra lives, and there are two on each side of the labyrinth.  Of those, four of them can be killed by stage hazards in the room (spikes, bottomless pits).  Just lure him into hitting those by standing in front of them and dodging out of the way.  Killing them this way will not give you any rope.
Skeleton:  You will find these enemies everywhere, and killing them will give you an extra life and a length of rope.  Unlike the houses, there are no invisible skeletons in the halls.  Some skeletons will walk back-and-forth; the others will stay in place.  When dancing, they will jump at some point, which can cause your rope to pass under them.  Tricky devils, they be. 
Posted by Solomon Rambling in Journal, Video, 0 comments