Tunnel Movement
This page covers tunnel movement. Click here to go to the main Controls hub page and access other movement tech pages.
Mobility in tunnels[edit | edit source]
Turning around[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Boost end-lag[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Pressing jump when exiting tunnels & pipes gives a burst of speed, which represents slugcat kicking off the wall behind it. This can be combined with jumps to exit tunnels at running speed.
Boosting out of shortcuts/room pipes in tunnels[edit | edit source]
The same can be done in tunnels.
Boosting around tunnel corners[edit | edit source]
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 you. This can also be done around T junctions, as long as there is ground behind Slugcat’s feet.
Sliding into a pipe[edit | edit source]
This is a more efficient way to enter ground level pipes. This can also be done with regular tunnels.