The End is Nigh Guide

Gloom

Gloom is the second world in The Future! Like other worlds in The Future, this one is pretty tough. If anything most of the levels require trial and error. What is laid out below is a general idea of how to approach all 20 levels in Gloom.


Gloom 1

Strategy: When you start Gloom, you will meet a new form of enemy. These crawling blobs trigger the moment you land on the same ground as them. As soon as they are triggered, the enemies bounce from side to side quickly. It will then stop for a few seconds before resetting. If you get hit by them you die. To avoid the creatures, you will need to jump. In this room, trigger the enemy, jump to the platform and then hit the switch when the enemy resets. Make your way to the now open exit.


Gloom 2

Strategy: The goal of this room is to make your way all the way up to the switch. This seems easy enough, but becomes more complicated as there are new enemies throughout the level. The easiest approach here is to trigger each enemy one by one while making your way up to the switch. Once the switch is activated, drop down or stay up top to reach the exit.


Gloom 3

Strategy: After the first two rooms, Gloom 3 is actually a lot easier. The goal here is to bounce across the skull things to make your way up to the exit. The only thing to know is that the ‘cracked’ skulls can only be bounced on once.


Gloom 4

Strategy: Gloom 4 combines the portions of Gloom 1-2 and Gloom 3. Each of the platforms in this world have one of the new enemies on it. You need to make your way to the skull things and jump to the hooks on the right side. Head left from the hooks and then make the last bounce up to the highest platform.


Gloom 5

Strategy: The two hook blocks in this level move from left to right. Use them to cross from the starting left platform to the platform above. Jump to the single block and then ledge jump to the exit.


Gloom 6

Strategy: This room legit sucks. The idea here is to press the button in the middle of the level to open the exit. This can only be done by using either of the lower blocks. I jumped from the upper blocks to the lower blocks to clear this room, but a jump to ledge grab on the second lowest block can trigger the switch as well.


Gloom 7

Strategy: The past few levels have been tough so thankfully we get an easier one. Jump on the lower pillars and use them to make it to the right side of the room. Jump from the hook to the suspended spiked block. Leap from the spiked block to the floating skull and use that to bounce to the hook. From here make your way up to the exit.


Gloom 8

 

Strategy: Ahhhh. Another easy one. Thanks Breadmund. Anyways all you need to do here is use the springs to jump past the spikes and reach the exit.


Gloom 9

Strategy: This room is kind of tough as you need to use a combination of small jumps and big jumps. To get through this room, jump from skull to skull until you reach the exit. Watch for the cracked skulls as these can only be bounced on once.


Gloom 10

Strategy: In Gloom 10, there are three columns of skulls moving from the bottom of the screen to the top. Use these skulls to access both the switches located in the bottom right and top left. This will open the exit.


Gloom 11

Strategy: Big versions of the new enemies… Oh great. The one nice thing here is that These enemies don’t move yet so they are mainly easy to avoid. Anyways all you need to do here is trigger each enemy and then move when the stop their spastic left to right.


Gloom 12

Strategy: The enemies in this room move rather quickly in diagonal patterns. All you need to do here is wait for the path to be clear and move from block to block. Make your way up to the switch and press it. Head back to the open exit to beat this room.


Gloom 13

Strategy: Like Arid Flats, there is a dodge the spiky balls room in Gloom. There are way more balls to dodge here, but the same strategy applies here.


Gloom 14

Strategy: This room sucks. I hate waiting for enemies to reach higher areas and that is exactly what you need to do here. Use the skull frogs to bounce up the the hooks. Jump to the upper ledge and ledge jump to the switch. Land and head to the now open exit. Wait for a skull frog to appear and then use that to leave the leave.


Gloom 15

Strategy: Pretty simple precision platforming here. All you need to do is jump from block to block when the chain chomp is clear. Move from block to block in this fashion and you will be fine. Note that you can rest on each square without worrying about damage.


Gloom 16

Strategy: When you land on these blocks, they begin to fall. Jumping will return them to their normal spot. Make your way to the final block and ride it down until you can make the hook, but the exit platform is unblocked. Quickly make your way up to the hooks and jump across the gap before the balloon returns to its original location.


Gloom 17

Strategy: Remember when I said these enemies are basically larger versions of the first enemies we met in Gloom? Well now we get to see them in action. When you land on the platforms, the large enemies will charge you. Your only choice is jumping over them. Make your way up to the hooks and jump to the platform. Bait out the small enemies attack and then head for the exit.


Gloom 18

 

Strategy: Yet another room that is a pain to get through. Drop down to the floating blocks and hit the switch. Head back to the first floating block and ride it down so you can jump back to the entrance. Head up to where the spiked balls are. Avoid the balls and reach the exit.


Gloom 19

Strategy: This room like Gloom 12, require patience. What you want to do here is make your way from the bottom left all the way to the upper right exit. The problem here is that the enemies in this room bounce around diagonally and make jumps super annoying. The best approach here is to be patient. You’ll want to run head first through this area, but a slower approach makes this room easier.


Gloom 20

Strategy: Chomps and floating balloons… Jump from block to block when the coast is clear and make your way to the exit.

enricofairme

Starting the site back in 2016, Eli has poured blood, sweat and tears into making HtR a premiere spot for neckbeards and nerds alike.

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