VVVVVV
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No death mode, tips and tricks ("Master of the universe" achievement)
By Black Heretic
If you're already "master of imprecations", this guide is for you.
   
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1. Introduction
Hi, fellow interdimensional travellers. If you're trying to complete this game, you're already aware of the Master of the Universe achievement, that requires completing a run in no death mode. Even though the game is short (it takes about 20-25 minutes to get to the credits, if you know where to go and ignore all the trinkets), it is difficult, and punishing, and even unfair at times, thus it can get frustrating.

While trying to unlock the achievement myself (and having spent a fair number of hours to succeed), I learned many tips and tricks that make beating rooms much easier and "repeatable" between subsequent attempts. Since I've found no guides covering a complete run, I decided to create this one to share my knowledge with you and to help you unlock the Master of the Universe achievement.
2. Requirements and important info
Before starting, here are a few clarifications:
  • This guide is intended for experienced players, or players who are already familiar with the game and its main mechanics.
  • I recommend completing the game at least once and unlocking the no death mode by fulfilling its natural requirement, rather than using the unlock option in the game settings.
  • Being able to easily complete the game with less than 50 deaths (the less the better) is not mandatory but highly recommended.
  • You can play with a controller or mouse/keyboard, choose whichever you're more comfortable with. For controllers, consider adjusting the analog stick sensitivity in the settings menu (I did it and it helped).
  • No cheat or glitch has been used for the guide (that is, I didn't enable the glitches present in older versions of the game). It's just (a lot of) study and practice.

Also, some general info about the guide and its structure:
  • Each section of the guide covers one level, with a short introduction about what to expect. The levels are sorted in the same way as in time trials, with the addition of the two intermissions.
  • A solution will be provided only for the most difficult rooms (in my opinion) and rooms for which I have useful information to share. Rooms that are very easy/obvious to pass and rooms that rely exclusively on your skills and reflexes (without any tip or trick to share) won't be covered. Anyway, feel free to leave a comment in case you're interested in a room not covered by the guide, I will still try to help you if I can.
  • A solution generally consists of a step-by-step text description, an image serving as a recap, and an animated preview showing the solution applied (a few rooms may lack one or more of them though).
  • The provided images/previews contain the in-game checkpoints because, for the purpose of this guide, all content has been taken/recorded during a regular run. Nothing changes for a no-death run, the only difference is that checkpoints are simply not present.
  • Some rooms are tagged as "timed" because their solution relies on the internal timing of the room. You're usually allowed to exit those rooms and re-enter them to reset the room timing (if you miss it) but keep in mind that it's not always the case, so read their strategy description before entering.

Alright, let's get started.
3. Level space station 1
This is the first level of the game. The rooms are all very easy, the only "risky" one is Exhaust Chute (on the way back from Sorrow, moving upwards) so I'll leave a little tip for it.


Exhaust Chute (upwards)

After avoiding the spikes in the middle, stay close to the wall of choice (left or right), then start (and keep) moving as soon as you are near the end of the wall. With the correct timing, you'll always avoid the upper spikes and end up against the opposite wall.


4. Level the laboratory
I have some difficulty in judging this level. It has many sneaky rooms and is quite reflex-demanding (especially Kids His Age Bounce) but there are many tips and tricks to apply, so some practice makes the level easier than it looks. All in all, I would consider it to be of intermediate difficulty.


Keep Going

From the floor on the right side of the room, just keep moving to the left: you'll automatically avoid all the spikes.




Square Root

The standard path of this room is good already, but here's a little trick: if you keep moving to the left from the very beginning of the room, Viridian will fall down and pass the spikes automatically. I have to point out that this method fails at times, it's very rare but it happens (and I can't even tell you why, to be honest).




Thorny Exchange

Stay close to the spikes, wait for Viridian to touch the upper trampoline and for the movement to lose its "push" because of the trampoline. Now start (and keep) moving to the right and you'll end up on the second trampoline.



An alternative solution consists in entering the room from the middle (more or less) of the entrance and immediately moving to the right in order, to skip the trampolines altogether and go to the next room in a single move. I found this solution harder to apply, so I don't recommend it.


Free Your Mind — I Changed My Mind, Thelma... — Indirect Jump Vector — In a Single Bound

There's a little trick for this sequence of rooms. From the floor in Free Your Mind, start (and keep) moving to the right through all the rooms: you'll automatically pass the spiked wall along the way and reach the end, safe and sound. However, stop moving as soon as you exit In a Single Bound, you'll lose otherwise.




Barani, Barani — Safety Dance

These rooms can be solved with the same strategies explained for Thorny Exchange. In short, you have to pass the vertical gap on the way up or down, by using or skipping the intermediate trampolines. Whichever method you choose, you can keep moving to the right after Safety Dance to land on the ceiling in Entaglement Generator.




Kids His Age Bounce (timed)

There's no perfect strategy here, so I'll just explain mine. The overall movement looks like an "N": I usually enter the room from the bottom because, somehow, it gives me good timing to keep moving and end up above the first circle, with Viridian touching the upper trampoline; at this point, I stop and wait for Viridian to bounce downwards and automatically pass the first two circles; finally, as soon as Viridian touches the lower trampoline (the second circle should be above Viridian at this time), I move to the left and pass the last circle diagonally.



Another possible strategy is to pass the three obstacles by drawing a soft-tip "M" (by stopping in the middle), but the truth is that it's really all up to you and your reflexes.


A Difficulty Chord

From the ceiling of the room, jump downwards (without moving) and wait until Viridian is in the lower (vertical) half of the room, without going beyond the first obstacle. When you're in this range of heights, start (and keep) moving to the right and you'll pass all the obstacles automatically.




The Living Dead End

I have a tip about the standard solution for this room. Take the first flipping line as higher as possible, by using the top ledges as a "safe spot" if you miss the line: if done correctly, you can safely keep moving to the right until you reach the most right part of the room. The last two flips are executed regularly.


5. Level the tower
As you already know, the Tower consists in one single room that goes on from the bottom to the top. The level itself guides the player through it, leaving little-to-none opportunities for tricks or alternative paths. I'll still provide a few tips for it but, since there are no rooms, you have to use the images as a reference.


Spiked wall before the open space

You can move to the right without caring about the spikes on the wall, the floor rise will protect you.




Jumps in the open space

The jump from the lower platform usually requires a little move to the left, but you can just jump vertically if you're close enough to the edge. The jump from the upper platform is nasty instead, and the only tip is to get as close as possible to the edge (before jumping).



To pass this point, there's actually an alternative path for the brave. It consists of a spectacular "leap of faith": on the lower platform, get as close as possible to the edge and wait until the bottom spikes barely touch Viridian (you won't lose if you're fast enough), then jump to the left and keep moving so that you exit the screen and re-enter it from the opposite side. A perfect execution allows Viridian to land on the most right platform in this area, you can use the background stripes as a reference to stop.




Hallways before the level exit

Three background stripes are almost always present along this part of the level. Use them as a reference to position, move and stop Viridian at each jump.


6. Level intermission 1
The intermission 1 looks harder than it actually is. The level features a lot of tricks: except for ...Not As I Do, there is one in practically every room.


Don't Get Ahead of Yourself!

This room is easy. Simply stop on each platform and let your teammate pass the moving circle right before it.




Must I Do Everything For You?

After entering the room, jump to the ceiling and reach the first gap, then quickly jump downwards-upwards to reach the second ceiling, and finally do the same to reach the third one. At this point your teammate should be still at the beginning of the room: they walk quite fast, so you can let them reach the room exit in two steps (that is, with a single stop in the middle of the room).




...But Not To Close

Another easy room. Jump to the ceiling after entering the room and reach the second half of it, then make your teammate move to the end of the lower floor. As soon as the moving platform is lower than your teammate's head, make them move again and stop them only after they're on the platform (they'll collide with the platform without falling down into the spikes). Wait for the platform to pass the middle gap and you're done.




Don't Be Afraid

There are a couple of tricks here. First, jump upwards at the beginning of the room and move/stick to the opposite wall: once there, if you jump downwards without moving and you wait on the floor, your teammates will always reach you, safe and sound (wait for them to stop as well). Second, jump upwards to the small ledge above, stick again to the near wall, then jump back downwards to the lowest floor. Now, possibly with a single move, go right and stop slightly after the spikes above: if done correctly, your teammates will reach you down without hitting the spiked wall.



An alternative method to the second trick is to reach the lowest floor and keep moving to the right, by little steps, until your teammate falls down. Based on my experience, this method has inconsistent results because sometimes the teammate moves too fast and hit the spikes.


...Not As I Do

This is the most dangerous room in my opinion. Unfortunately, I have no tricks for it, so here are a few personal tips:
  • Before guiding your teammate along the room (from the recess on the right), make a quick-as-lightspeed double jump (downward-upward) in order to make your teammate being a little closer to the edge of the entrance floor.
  • Move your teammate to each platform, step by step, by using quick double jumps. Your teammate can safely stop on every platform, so take your time (not like below, I mean... not as I did). 🤡🥁
  • Don't forget to let your teammate exit the room, before making your way back to the entrance.
  • After getting back to the entrance, it's easier to jump onto the first moving platform from the upper ledge (rather than move forward from the floor).




Do Try To Keep Up

There are multiple strategies here, but I found this one to work better than others. Get on the moving platform and stop between the first two (upper) pillars with your teammate, then position Viridian as close as possible to the second pillar. Now, when the moving platform is at the lowest point in the room and you're ready, start and keep moving to the right: if done correctly, you'll automatically reach the room exit with your teammate.


7. Level space station 2
This level is particularly long and convoluted, but also quite easy. In fact, despite having many rooms, I have tips and tricks only for a few of them.


Give Me a V (timed)

This room is a matter of positioning. Wait (without moving) until you're above the first spiked step: once there, jump and keep moving (without stopping) to automatically land on the lower platform. Again, from the middle of the platform (you don't actually have to be precise in positioning), jump and keep moving (without stopping) to automatically reach the ceiling of the room.




Plain Sailing from Here On (timed)

Enter the room without moving, carried by the conveyor belt in the previous room, and wait until Viridian is at the end of it. At this time the moving platform should be on its way up: move a little to the left to avoid flying up (well, you're upside down), then go all the way right as soon as the moving platform is at its highest point.




Ha Ha Ha Not Really (timed)

Enter the room by staying close to the right wall. As soon as you land on the conveyor belt, start and keep moving to the left. The chosen timing should allow you to land on the upper platform and jump downwards to the lower moving platform, while perfect timing allows you to reach the room exit without even stopping.




Spikes Do!

The room is not difficult, but you'll probably lose if you enter the next one by staying on the upper conveyor belt. Therefore, quickly jump downwards before you exit.




Down Under

You can go through this room in multiple ways, but I suggest you start from the upper ledge and simply alternate jumping downwards and upwards along the room. It's a lot easier this way because you can safely stop on each platform without caring about the spikes (I used to start from the bottom at first, not a wise strategy in retrospect).


8. Level intermission 2
The level is short, very short, with only one room requiring your attention. Unfortunately, that room is also the most dangerous room of the whole game, at least according to most players. Please welcome...


The Gravitron

Here it is, the Gravitron, the great wall standing between players and Master of the universe. I suspect that most readers come here because of this room specifically: well, I'm sorry to disappoint you but there's no perfect strategy to beat it, it's all about skills and reflexes (and luck too). However, it doesn't mean that I don't have a few tips to share, so stick with me.

First of all, the Gravitron consists of 7 different patterns executed in the following order:
  1. A random series of single blocks, spawning from left;
  2. A fixed series of single blocks, spawning from left, each one being 1 step higher/lower than the previous ones (according to the current vertical direction of spawn);
  3. A random series of single blocks, spawning from right;
  4. A random series of double blocks, spawning from both sides (one block per side) at different heights;
  5. A random series of double blocks, spawning from left or right (the first always spawning from left), with a fixed (vertical) alternation between the trampolines and the middle of the room;
  6. A fixed series of double blocks, spawning from left, always (vertically) in the middle of the room;
  7. A fixed series of single blocks, spawning from right, each one being 1 step higher/lower than the previous ones (according to the current vertical direction of spawn).

Let's study them one by one:
  1. This pattern is simple. Spawn speed will increase over time, so be ready to adapt when the speed increases. I usually stay in the middle/right part of the room.




  2. This pattern is simple as well, just keep up with the spawn rhythm and don't lose momentum. If you accumulate too much delay, Viridian will dangerously end up at the right end of the room. By the way, an "extra block" spawns when the series is near the trampolines: use them to get back into position. I usually stay in the middle-right part of the room, but I quickly move to the left part of the room before the next pattern starts.




  3. Despite it being similar to the first pattern, this one turns out to be more difficult to handle, in my opinion. It's very important to keep up with the spawn rhythm and to stay in the middle of the room because such positioning will make things a lot easier when transitioning to the next pattern.




  4. This is the most unpredictable pattern, and the toughest too. Blocks can spawn at any height, but the blocks will always be centrally symmetrical (the center of symmetry corresponds to the center of the room). For this reason, my suggestion is to stay in the middle of the room, by dodging blocks (rather than avoiding them) when you have to. Even though dodging is riskier than avoiding blocks, I found that the former action preserves your momentum and helps you keep up with the spawn rhythm, instead the latter action tends to get you out of position. In any case, I always (try to) position Viridian in the middle of the room before the next pattern starts.




  5. This pattern is semi-predictable. The transition from the previous pattern to the new one is tricky but, since the new one always starts from the left, you can make things easier by staying (or moving) to the middle/right part of the room. After that, groups of three/four couples of blocks spawn from one side, alternating blocks near the trampolines and blocks in the middle of the room. Also, when a group ends, the next one always spawns from the opposite side. In conclusion, just keep dodging/avoiding the blocks by following the overall spawn succession and you should be fine. Last but not least, the last spawn always occurs near the trampolines and from the left side, at least based on my attempts.




  6. Much like a continuation of the previous pattern, this one always begins with two blocks in the middle, then it continues that way throughout its duration. You can dodge each couple of blocks by jumping upwards/downwards with little horizontal adjustments to the right. Such behavior probably makes the pattern the easiest to manage, but there's a catch and it's a big one indeed. The next pattern starts from the right side of the room but, based on my experience, it's pretty much impossible to move to the left while dodging/avoiding the blocks during this pattern: in short, you must be in the left/middle part of the room from the very beginning of it because you won't be able to move left.



    For plan B, you can exit the screen to the right and re-enter it from the left: it's very risky, so try to stick with plan A. Anyway, here's a trick for it: make a single rapid move to shift from one side to the other, and stop for a few instants after re-entering the room to avoid the blocks entering from the same side. After that, get back (and stick) to plan A.




  7. The last pattern is the same as the second, the difference is that the blocks spawn from the right side of the room. I have no specific tip, except to stay focused until the end: every now and then I get hit by the very last blocks, I don't know whether it is due to a lack of attention or bad positioning.



Wrapping things up... embrace the fact that the Gravitron requires a lot of practice (a lot, really): you must learn each pattern, strenghten your skills and reflexes, and keep trying until you feel at ease with all of them. I hope the provided info will help you succeed sooner or later: good luck, and don't give up.
9. Level the warp zone
Here's another level of intermediate difficulty. No room is really hard to pass, but the warp mechanic can be tricky to handle at times, also beware of the two rooms with heart obstacles (they're evil).


As you like it

Well, I like to do it by moving upwards. From the ceiling, keep moving to the right to safely pass the first two gaps, but stop for a second or two before passing the third gap (you'll end up in the spikes otherwise).



Quite the opposite, if you prefer to do it by moving downwards, start from the floor and have a stop-and-go between the first and second gaps.


As we go up, we go down

This room is mainly a matter of glance. It features two different exits on the right side, both are good but the lower makes things easier in the next room. I find this strategy to work well: from the left floor, start (and keep) moving to the right, then jump as soon as Viridian lands on any platform until you exit the room. This way, you should take the lower exit automatically.




Time to get serious

The room simply requires you to sync your movement with the OBEY obstacles. Some prefer a "chase" strategy, that is: wait for OBEYs to be far from Viridian and then move Viridian in the same direction. Others prefer a "crossing" strategy, that is: wait for OBEYs to be close to Viridian, then move in the opposite direction. Both work, but the latter is easier to execute in my opinion (I'll show that one below).



Note that the room has two entrances on the right side of the room, corresponding to the two exits in the previous room. The upper entrance requires some additional jumps and it will lead Viridian to the lower entrance anyway, that's why the lower exit in the previous room was better.


Ascending and Descending

From the ceiling above the first gap in the middle of the room, jump (vertically) downwards as soon as the lower obstacle touches the left wall and goes to the right, then quickly reach the right-most step on the floor in order to avoid the obstacle on its way back. Now jump to the ceiling without getting hit by the obstacles, wait for the upper one to pass you on its way to the left, then jump downwards to the floating platform and go all the way right as soon as the lower obstacle is out of the way. Trust me, it's really easier done than said.




Shockwave Rider

A couple of tricks make the room quite easy. First, you can dodge the horizontal triangles by jumping before they are about to hit you. Second, you can avoid the vertical triangles by "chasing" them: wait for the first one to pass, then keep moving to the left till the room exit.




Mind The Gap

Here's another room made easy by a trick. From the little platform at the top, wait for the right-most obstacle to pass you (or to exit the screen), then keep moving to the left until you land on the ceiling at the opposite part of the room.




I Love You

Things get worse here, but good timing helps a lot. First, jump as soon as the three hearts pass Viridian horizontally, then jump/move to the left as soon as the left (vertical) heart is out of the way. Second, after reaching the opposite side of the room, wait for the vertical heart to cross the horizontal hearts and pass you, then move left and chase it. After warping at the top, wait until Viridian passes the spiked gap and then move right to land in the middle hallway. Unfortunately, the spiked gaps right before the room exit are tricky to pass and I have no specific trick for it, but if you slightly delay the jump you should be fine.




That's Why I Have To Kill You

For this room, timing is even more important. Start by positioning Viridian on the platform at the end of the starting floor, then wait for the left (vertical) heart to cross the lower (horizontal) heart: be patient, they're not always in sync but they'll periodically cross, so wait for them. Right after they've crossed, be fast: get down to the lower floor, go left and warp at the opposite side of the room, then stop for a moment if the right (vertical) heart is on your way, and finally jump into the near gap. Now you're safe and you can get to the room exit at your convenience.


10. Level the final level
The final level works like a final exam. It features more difficult versions of sections/obstacles encountered in previous levels, plus a couple of new entries. Tips and tricks help for sure, but there's little-to-no margin for errors and you'll fail anyway if you're not precise and careful.


Origami Room

It seems obvious to me, but I'll say it anyway: you can pass the room just by keeping moving to the right.




Try Jiggling the Antenna

You can reach the middle horizontal trampoline by moving left from the entrance ceiling, without stopping. However, due to its higher position, the middle trampoline requires you to stop for a second rather than keep going on. For the last horizontal trampoline, I have no tips: use your reflexes and go at a glance.




1954 World Cup Vynil (timed)

Enter this room so that you're close to the flipping line on your left. Wait for Viridian to be in the top half of the room, then keep moving to the left until you're in the exit lane.




On the Waterfront

From the bottom of the right platform, stay close to the edge and wait for the upper obstacle to touch the same platform, then jump and keep moving left. If you do it correctly (and you were close enough to the edge), you'll automatically avoid the obstacles and land on the opposite platform.




Vertigo (timed)

This room is very easy if you know "where" to enter, in fact the strategy begins in Television Newsveel (the room before this one). The trick consists in jumping downwards from the top left pillar while moving left at the same time, so that you enter the next room from the top. Without stopping, keep moving left in Vertigo until you're in the middle lane between the two obstacle walls, and stop there for a few seconds. As soon as Viridian is aligned with the gap in the left wall, move left to reach the room exit.



Beware that you'll have only one chance to exit the middle lane because Viridian falls faster than the obstacles: if you miss it, you'll lose.


The Voon Show (timed)

Much like Vertigo, the strategy for this room begins in the room which came first, that is... Vertigo. Again, the trick consists in entering from a specific point, this time it's the middle of the room (but you don't have to be pixel-perfect). Without stopping, enter the room and keep moving until you're close to the middle vertical gap, wait for Viridian to warp at the top, then move left as soon as the left series of blocks passes Viridian completely. It's all about timing and readiness here.




Upstairs, Downstairs

This room looks difficult, but there are actually multiple ways to pass it. The provided solution resembles the one for Ascending and Descending (in the warp zone level). From the ceiling above the first horizontal gap, wait for the lower circle to be about to touch the left wall, then jump downwards and use the trampoline to reach the middle platform. Now wait for the lower circle to be on its way back to the left, then jump at the right time to dodge it, and use the trampolines to get onto the second platform. If done correctly, the chosen timing allows you to automatically avoid all the circles, but don't forget to reach the room exit as soon as the lower circle is out of the way.




Three's Company

The standard solution for this room is ok, but a small trick makes an alternative strategy possible. For each horizontal lane of the room, keep moving forward and delay every jump slightly, so that you jump right before you would fall into the spikes. If done correctly, the strategy allows you to skip some platforms, also the overall crossing of the room will happen in a more "automatic" way.




Dial M for Murder (timed)

In my opinion, this is the riskiest room of the level. It works like an extended version of Kids His Age Bounce (in the laboratory level), so the strategy is an extended version of that one as well. The overall movement looks like a "W" character or two joint (and mirrored) "N" characters, and yeah: skills and reflexes matter here. Based on my attempts, entering the room from the bottom gives a good timing for the movement: to do so, I usually keep moving left from the ceiling in The 9 O 'Clock News, the room right before this one.




Cosmic Creepers (timed)

Be focused and do as follows. Enter the room from the middle of the upper gap and wait for the conveyor belt to carry you, also don't move until you land on the first lower platform. As soon as you land there, keep moving right and jump on each platform on your way till the room exit. Good timing is crucial, but the strategy is actually easy to execute.




Heaven's Gate

Ironically, Heaven's Gate is the last room I have tips for. If it looks familiar to you, it's because you already went through it at the beginning of the level: it's Try Jiggling the Antenna, just with colors. Now you have to cross it from left to right, so take a look at the strategy I explained previously and execute the related steps in reverse order. Note that the first and third trampolines are at different heights, so the overall timing of jumps is different too.


11. Conclusion
Thank you for reading this far, I really appreciate it!
If the guide has been useful for you, please consider giving it a "thumbs up" (👍), adding it to your favorites (⭐), and assigning it a community award (🎖️). Also, feel free to add a comment below in case of doubts or mistakes, feedbacks are welcome.
2 Comments
Black Heretic  [author] 25 Aug, 2024 @ 8:33am 
@morphewo dying less than 50 times is already a good result, keep it up. 👍
morphewo 22 Aug, 2024 @ 12:39pm 
Just got done doing the game in less than 50 deaths
Was looking at that guide hoping to find something like "ah ah in no death mode they removed the Gravitron"
Oh boy, time to grind