Keen 5 Bugs
This page lists all the bugs, odd behaviours and unexpected actions that have been discovered in Keen 5.
Die but win
This is probably the most commonly seen trick. If, at the end of Keen 5 in the Quantum Explosion Dynamo Keen is too close to the Shikadi Mine he is using to destroy it, he will be killed along with the Q.E.D. However, the game will then end with Keen unharmed and victorious. Likewise, it is possible to break a fuse but still be killed by an enemy, and win the level.
- Start a game in Hard mode.
- Go to the Brownian Motion Inducer (The North globe level.)
- Make it to the area with the long hallway, where there are three small rooms above you with doors in them.
- In one of the small rooms, have a shelley push you towards the door. (Make sure you kill the Sparky first!).
- As you go past the door, press up, as if you were going to enter it. If done with correct timing, you should go through the door, and warp to Korath III Base. Alternatively, you can have the shellies on the right ledges push you while they jump down; this works on any difficulty.
This trick can be used in speed runs to get through the game incredibly fast. It allows you to skip 6 levels (3 Defense Tunnels and 3 Machine levels), since the secret level will then warp you up to the area where the last two levels are. This glitch can also be preformed with a Little Ampton in the first level by having it push you on a pole (seen here), but it is much more difficult.
This is probably the least known bug in the game. It allows you to walk around in space outside the Omegamatic in the map level.
- Start out by getting to the last level, the Quantum Explosion Dynamo.
- On the map level, stand over to the very right side, against the wall of the tunnel. Stand right outside the globe. Enter the level.
- Die. This is probably quickest by running into the Spindreds up above where you start.
- Choose to return to the Omegamatic.
- If done correctly, you should be halfway inside the wall of the tunnel. Just move to the right to get out, or remain idle until Keen does his waving animation, which will cause him to be displaced some distance out of the wall. Be warned: You cannot get back into the Omegamatic once you do this (unless you use cheats).
This cannot do anything for you, not even getting to the secret level. It is just a fun trick that allows you to see all of the map, including the yellow around the outside.
This trick can also be done in the Regulation Control Center, and possibly the other domes, due to their odd collision boxes.
There is a secret bug elevator hidden outside of the map.
- First, use the above bug (Exit Omegamatic) to get outside.
- Now, go up to the yellow at the top of the map.
- Go over to about where the left corner of the map is, and walk up near the top edge.
- Somewhere around here, if you try and walk north, you will "walk into" an elevator, and disappear. This will freeze the game, so you should probably use DOSbox to do it.
This bug is caused by the fact that the game code requires the elevator tiles to be placed in the top of the map, above the view of the player. Although you cannot see the actual tiles, you can still walk into them, causing the player to enter a non-existent elevator.
Fuse Structure Typo
The "Warning: Fuse Structure Fragile" actually reads "Warning: Fuse Strcture Fragile"
The sign is also in Brownian Motion Inducer, but the part of the sign where the typo occurs is obscured by the machine.
Typo in High Scores entrance
When using two of the methods (level warp cheat and TEDLEVEL command line), you will see the entrance text for each level. In the particular case of the High Scores level, there is a typo (an absent space between "the" and "High") in the text, which might not be considered a true bug as this text was never supposed to be shown to the player.
Lure Robo Red off a ledge
Robo Red can be lured off the edge of a ledge by getting its attention at just the right moment. The best way to do it is to shoot it right when it is on the edge. Robo Red always moves a certain distance after it shoots (so be careful) in the direction its attention is focused to, and it seems on those occasions the game does not check whether the next tile on the robot's path is solid or not, and thus the robot may end up in air. It can be moved further by shooting it more. In the air it appears to be twisting because on its both sides the tiles are non-solid, which usually tells it it is time to turn around, which it does now too, but cannot find solid land on the opposite direction either, turning around again, and so on.
- There is a YouTube video showing Robo Red being lured off a ledge
Do not fall off a rotating block
Certain actions of Keen's are immune to gravity. If Keen is looking up or down or ledgegripping, he cannot fall. Looking up on a rotating block will allow Keen to stay on it when it flips. If he then stops looking up when the block is flat, he can stand normally on the block when it spins until his "bored" animations start.
Trapped Secret Area
At the end of Defense Tunnel Sorra is a small secret area next to a ceiling-mounted laser cannon; jumping correctly will allow Keen to climb inside the wall to collect some points, but it is impossible to get out again without cheating.
There are two different clipping errors having to do with Shelleys. One, you can force a Shelley to freeze itself onto a slanted platform. Go to the top of Neutrino Burst Injector in Hard mode, then get a Shelley on screen. Stand on a slanted part of the floor and wait. The Shelley will collide with you, then freeze with its leg in the platform. This makes it easy to jump over the Shelley.
Two, you can force a Shelley off an edge and in some conditions, like the top of the machine in Brownian Motion Inducer, onto a different ledge. Make the Shelley stand on an edge, stand behind the it and wait for it to reverse direction. The Shelley will be a bit off its platform. Push it gently to make it go farther. If you do it for a long time, the Shelley may make it onto another ledge and start walking normally there.
See a video here.
Keen appears in front of foreground
If Keen grabs onto the pole section behind green foreground tiles located in the upper leftmost corner of Regulation Control Center while jumping or pogoing, he occasionally appears in front of them.
In Defense Tunnel Teln, there is a secret passage containing four pieces of candy. Only three of these are obtainable, the fourth is in a solid tile. This is impossible to see without patches.
In the Quantum Explosion Dynamo (and maybe some other stages), it's possible to trap the two hazardous Spindreds by flicking the switch at the right time; flicking enough times will result in them being trapped in the left side of the pit, where they become more of a nuisence then a hazard. This bug involves the spindred's collision properties, but because a wall suddenly appears, it will slide off to one side, in the same manner as Keen when no-clip is suddenly turned off when he is in a wall.
Tile bug in Korath base
In the secret Korath III Base, there is a single tile error in how the level is put together, which was missed by the level designers.
In the second level you can jump up into the air and grab onto an invisible pole. Pressing any of the arrow keys will make you fall off. You can grab onto it by jumping into the air about halfway up the first slanted corridor.
Keen Ampton Push Glitch
If Keen is placing a gem, he can be pushed off the gem holder. When this happens he is no longer on the right tile to place the gem and is stuck in his 'gem placing' behavior, with the player being utterly unable to control him. This can be done by any sprite that can push the player, such as a platform or Little Ampton. Notably, Keen does not respond to gravity in this position and so can be pushed off slopes into midair. Similarly, Keen 'slides' to align himself with the keyholder, so if pushed off at the right time will slide around the level by himself.
The player can regain control if Keen is killed, placed on a moving platform, hits a wall or is pushed back onto the gem holder. (This doesn't have to be the same gem holder he was on; if he places a red gem, is interrupted and then pushed onto a green gem holder he will open the green door, get -1 and green gems.)
In the example shown here an Ampton pushed the player off the keyholder, which resulted in them sliding left, up the slope. On reaching the top of the slope they reversed direction, moving through the air until they hit a wall (The door) which reset Keen. God mode was enabled for this, but is not necessary.