Controls/Tunnel Movement

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This page covers tunnel movement. Click here to go to the main Controls hub page and access other movement tech pages.

Mobility in tunnels

Turning around

It is possible to turn around inside tunnels by holding in the opposite direction and pressing jump. This is possible in vertical tunnels as well, but only turning upwards, due to free-falling.

Free-falling

It is possible to fall vertically inside tunnels by holding down and pressing jump. This works whether Slugcat is facing forwards or backwards.

Tunnel boosting

Boost end-lag

Boosts inside tunnels can be performed by pressing jump. This gives a short burst of speed with ending lag. This ending lag makes the boost slow Slugcat down overall, unless this lag is cancelled.

Cancelling boost end-lag

Boost ending lag is cancelled by boosting into a room pipe, a shortcut, or into open space. This can be combined with jumps to exit tunnels at running speed.

Boosting out of shortcuts/room pipes

Pressing jump when exiting tunnels and pipes gives a burst of speed, which represents Slugcat kicking off the wall behind them. This can be combined with jumps to exit tunnels at running speed.

Boosting out of shortcuts/room pipes in tunnels

The same can be done in tunnels.

Boosting around tunnel corners

Pressing jump and holding forwards when rounding a corner also gives a boost. As with boosting out of shortcuts and room pipes, this is like kicking off a wall behind Slugcat. This can also be done around T junctions, as long as there is ground behind Slugcat’s feet.

Sliding into a pipe

This is a more efficient way to enter ground level pipes. This can also be done with regular tunnels.