Refunct
Hints and Tips:
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Submitted by: David K.
-= First Run =-
Refunct does not explain itself with a tutorial, but the progression rule is simple:
step on the red buttons to raise more of the sunken world. The final yellow button
completes the run. It does not lock the world, so you can keep exploring afterward.
* Use the vertical red light as your locator for the next progression button. The
final button uses a yellow light instead.
* Touch gray platforms as you travel. Touched surfaces become colored, and full world
completion requires every platform to be colored.
* Collect the black glowing cubes whenever a new island group appears. There are 18
cubes in the game, and all 18 are required for 100% completion.
* Check the pause menu when hunting missed ground. The displayed Refunct percentage
lets you confirm whether the world is fully restored.
* Do not treat water as death. Refunct has no death state; falling into the sea costs
only position and time. Swim or climb back onto the nearest usable platform.
* If a deep square pit looks impossible to leave, use wall-jumps between its vertical
faces. Restarting is unnecessary.
-= Clean 100% Sweep =-
A simple sweep prevents most cleanup. After each red button raises a new set of
platforms, color nearby gray surfaces and grab visible cubes before pressing the next
button. That keeps final cleanup confined to the most recent island group.
* After the yellow button, keep exploring any gray patches. Missed cubes and
uncolored platforms can still be collected in the finished world.
* When the percentage stops short of 100%, look first for small side blocks, narrow
ledges, platform tops that were jumped over, and the two high pillar cubes reached
with moving lifts.
Controls and Movement:
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-= Keyboard Basics =-
* Move with WASD.
* Jump and climb with Space.
* Crouch with Shift.
* Hold Shift while running to slide and gain speed.
* Use Shift to move through low tubes and to dive below the water surface.
* When a wall blocks a route at the waterline, check below it. Some progression paths
continue below the waterline rather than over the barrier.
-= Ledge Climbing and Wall-Jumps =-
Keep Space held as you reach a platform lip so the climb takes over. Tapping jump
once and releasing it can drop you short, especially after a long jump or when
leaving the water.
For a wall-jump, jump into a vertical face and press Space again while contacting the
wall. In narrow shafts, steer toward the opposite face and repeat. The same rhythm
can carry you upward between two close pillars or out of the square pits.
-= Slides, Pipes, Lifts, and Springboards =-
* Slide through low clearances. A running slide keeps forward speed that a slow
crouch-walk would lose.
* Enter a pipe with speed when the exit needs distance. Pipes preserve entry momentum
and can throw you toward the next platform.
* Jump while a lift is moving upward to carry its vertical motion into your jump.
This is the key to two otherwise awkward high cubes.
* Stand on a springboard and jump to take the launch. Use the extra height to reach
platforms that look outside a normal jump.
Collectibles and Completion:
----------------------------
-= The 18 Cubes =-
Cubes are optional for simply reaching the yellow button, but they are part of full
completion. Collect all 18 and color every platform for 100% Refunct. The world stays
open after the finish, so a missed cube creates cleanup rather than costing the run.
A full location catalog is rarely necessary if you collect cubes as each island group
rises. The two most commonly confusing ones sit high on pillar structures: ride the
nearby lift and jump while it is still moving upward. The inherited lift velocity
gives enough height to reach the cube platform.
-= Finding the Last Missing Ground =-
* Pause and check the Refunct percentage before restarting. A value below 100% means
the run is not at full completion.
* Scan newly raised island groups from above. Gray tops are easier to see from a high
pillar or lift than from water level.
* Walk across the full top surface of awkward pillars and side blocks; landing only
on the edge can leave the surface uncolored.
* If all visible ground is colored, recheck the high lift areas for a missed cube
before doing a complete perimeter sweep.
Speedrunning:
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-= Built-In Replay Tools =-
After the first completion, Refunct shows your completion time during the outro and
saves it between sessions. For a fast restart, open the menu and activate "Restart".
After the second restart in the same session, the menu focuses "Restart" by default
and removes the confirmation, so Esc -> Space, Esc -> Enter, or Esc -> left mouse
button can restart the run quickly.
* Hold Crouch in the open menu to reset the speedrun data and pillar color mode.
-= Faster Normal Runs =-
* Memorize where the next red button will rise. Move as soon as the current button
activates; the island animation can finish behind you.
* Cut across corners with jumps and slides. The route is short enough that repeated
hesitation costs more than most individual movement tricks save.
* Keep water recoveries short. Water is harmless in normal play but a fall destroys
speed because climbing back to the route costs several seconds.
* Practice the pillar and shaft wall-jumps separately. A consistent clean sequence is
worth more than a risky shortcut that fails every few runs.
-= Advanced Movement =-
A buffered superjump can gain slightly more height than a normal wall-jump. Approach
a wall with upward momentum, hold jump, release it briefly just before contact, then
hold it again as you touch the wall. The timing can add roughly one block of height
and can replace slower setup movement in practiced routes.
One early cave shortcut extends a slide by jumping so your head touches the low
ceiling while you are still sliding. The ceiling contact resets the slide and lets
you carry the movement farther under the obstacle.
Do not copy old pre-October-2020 edge-glitch routes blindly. Update 11.3 fixed the
step-up momentum loss known by the speedrun community as the edge glitch, so older
videos can show movement behavior that no longer matches the public PC build.
Glitches and Tricks:
--------------------
-= New Game Glitch =-
Normal speedrun categories and New Game Glitch runs are tracked separately. The
glitch changes world progression, so use it only for NGG practice or comparison, not
as part of a normal route.
1. Reach the third red button on a fresh run.
2. Trigger "New Game" at the same moment you activate that third red button.
3. After the restart, the first and second raised platform sets remain available.
Activating an early button then advances a later island set than it would in an
ordinary run, changing the route and removing part of the normal sequence.
The timing also works on later buttons, but the third button is the standard fast
setup. Keep Normal and New Game Glitch times separate when comparing runs.
Solutions:
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-= Trapped in a Square Pit =-
1. Move to one vertical wall with another reachable wall or face opposite it.
2. Jump into the first wall and press Space again on contact to push away from it.
3. Steer toward the opposite wall, press Space again on contact, and repeat until you
reach the top.
4. Hold Space as you reach the lip so the climb finishes the exit without dropping
you back into the pit.
-= Cannot Reach a High Pillar Cube =-
1. Find the moving lift beside the high cube platform.
2. Ride it upward and wait until the lift is moving before jumping.
3. Jump while the lift is still rising. Its upward velocity carries into the jump and
provides the missing height.
4. Land on the high platform and collect the cube.
-= Finished the Run but Still Below 100% =-
1. Stay in the completed world; do not start a new game.
2. Open the pause menu and confirm that the Refunct percentage is below 100%.
3. Sweep each raised island group for gray platform tops and side blocks, then
revisit the moving-lift areas for missed high cubes.
4. Continue until every platform is colored and all 18 cubes have been collected.
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