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edits
Changes
Add more sound cues
These sound cues can be used in several spots of the run to help you with timing your actions or determining if you have veered off course.
== Music ==
Each area has its own musical theme. This can be used to determine which zone Alucard is in, and in some cases can be used to infer other things, such as whether or not the Clock Room Statue is open (detailed in the Clock Rush section below)
== Landing ==
Whenever Alucard lands on the ground after falling or after a jump, you will hear a sound. If Alucard has fallen from a great enough height, his landing sound will be quite loud.
== Taking Damage ==
Whenever Alucard takes damage by coming into contact with an enemy, you will hear Alucard let out a yell or a grunt. This can be used to narrow down or determine Alucard's placement in a room, since most enemies spawn in the same locations every time a room is loaded.
== Notable events lacking sound cues ==