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par_h3lion5 years ago

I'm working on these 2 runs to be added as "miscellaneous" categories : Easter Eggs & All Deaths. Here are the rules for both of these cateories:

All Deaths

  1. the run starts when you press any key in the title screen
  2. loading any chapter during the run is NOT allowed
  3. you must trigger each type of death at least once
  • get caught by a guard
  • get shot with a dart
  • get mauled by a dog
  • get pushed off a ledge by a dog
  • fall from a great height
  • drown
  • get hit by the pig
  • get a heart attack by falling with the safe
  • get zapped by a sentry gun
  • get zapped by the sentry camera
  • get zapped by a sentry light
  • get the submersible depressurized
  • get impaled with the spike in mines
  • get crushed by the big minecart
  • get thrown from a great height by freaks
  • get blasted by the shockwave
  • get crushed by a big door
  • fall on a flying jetbox
  • get caught by the watergirl
  • get cut in half by a dilating door
  • get torn by the "turbine"
  • get hit by a falling box
  1. the run ends when you kill the CEO

Easter Eggs

  1. the run starts when you press any key in the title screen
  2. loading any chapter during the run is NOT allowed
  3. you must trigger / perform all (known) Easter Eggs:
  • (city) fall in the alley where the cat is
  • (city) fall inside the shopping cart
  • (helmet) get shot by the sentry gun that the scientists drag out
  • (searchlights) open the top trapdoor at water puzzle
  • (dogs) find the Game Boy
  • (sub) break the ladder with the sub
  • (sub) find the blob figurine
  • (breathe) wait for the scientist to close the door
  • (inside) break the ceiling light
  • (rampage) break the stairs completely
  • (rampage) break top walls of the diorama on both sides
  • (rampage) break the light bulb in front of the CEO's office
  • (rampage) spare the CEO's life
  • (huddle) throw the jetbox back through the hole in the wall
  • (huddle) break all the cushion padding inside the water tank
  1. the run ends when you break the wooden wall

if anyone (especially mods) has any question (or anything) regarding these categoreis, pls write bellow :) I'll try to add these categories on the leaderboard asap ...

par_h3lion5 years ago

This is the NEW Multiswitch STRAT in Big Room It can save a full piston cycle for any platform (roughly 10 seconds time save).

This proof is comprised of a segmented run, using my best attempt from "guns" checkpoint up until the ladder climb in Big Room. Here's the link of the full segment used in the proof above:

Siamak piace questo
par_h3lion5 years ago

The strats shown in the video are: Part 1 Climbing up and down the box during the slide - it helps you remain on the box as it slides, and it's very safe to go for ; Part 2 The Powerslide (jumping onto the side of the box at the top of the slope) - landing on the side of the box makes it slide faster down the slope, but the outcome of the slide is tricky to control ; Part 3 Falling with the box directly to the slope - this is the fastest strat to reach the slope with the box, but it's a bit tricky, and the outcomes can vary after landing on the slope ; Part 4 Full comparison between Normal, NEW and IDEAL strats .

BakeMyCake piace questo
par_h3lion5 years ago

This video shows how it might be possible to boost over the piston directly to the upper ledge using just 1 box , by using precise positioning, inputs and timing at the gravity switches...

This skip would save up to 45 seconds (roughly)

GameguySD, toothpickwilly e 2 Altri ti piace questo
par_h3lion6 years ago

This is the "NO death / NO respawn" version of the Pulley skip (see part 1 of the video).

It can save up to 5sec against the checkpoint respawn on PC (see part 2 of the video). AND up to 10sec for Consoles (this comparison is not included in the video)

Avasam e Fr0gb0y ti piace questo
par_h3lion6 years ago

In order to understand how much time the new table skip saves, using the sausage glitch-climb, we have to compare it with a normal table run from the first time you enter the table room, until after the hanging tray ... also, for a correct comparison, we have to consider 2 extreme tilts of the Maw (the world cycles) for each strat, since it can affect how the hanging tray swings ... so we have 4 situations to compare, and here's that comparison:

Situation nr.1 - \ - World tilted LEFT

  • normal table run 41.0
  • table skip (insta-climbs) 29.3

Situation nr.2 - / - World tilted RIGHT

  • normal table run 39.7
  • table skip (insta-climbs) 31.0

(the segment I timed starts under the window where you enter the room, and ends at the far right wall after the tray, just for comparison purposes)

so, the skip saves somewhere between 8 and 11 seconds (roughly) interesting fact, regardless of what strat you go for, you can lose up to 2 sec depending on the world tilt ... which is something worth knowing

par_h3lion6 years ago

CLOCK SKIP (1 cycle) TUTORIAL ( movement & visual cues only )

S I M P L E - S T E P S

Lever

  • pull lever left (wait for the lever to go all the way left)
  • do a full neutral jump (vertical)
  • immediately push the lever right (as you land from the jump)

Ladder

  • jump to the ladder exactly when the shockwave hits (make sure you jump from the ledge, to catch the ladder as high as possible)

Shield

  • climb out at the top and keep going right (hold right, no jumps)
  • walk off the top part and let the stumble play out (hold right)
  • do a full jump over the ledge from a very specific point (see detailed description bellow)
  • make sure you land in the area where the top of the shield is

here's an example of the "movement only" strat:

Waltoo_Poyndeaux piace questo
par_h3lion6 years ago

As you all know :P ... it's possible to save a few seconds during the Zombie Line, if you offset the position of the freaks in relation to the end point AND the number of cycles you have to do ...

The first strat that took advantage of this Offset was the late initial drop ... the idea was to jump as far as possible at the start of this section, to push the zombie line forward and to have the last cycle shortened considerably (walking for only 2 beats instead of 8, at the last cycle - which saves 1-2sec compared to the early initial drop) ... here's the video for this old strat :

But now, here's the latest / fastest Offset strat possible ... it involves a death warp at the first respawn point during the zombie line, which resets the line to a fixed possition ... and this new offset is perfectly aligned to avoid any pause at the end of the line ... here's the video :

Sayuri piace questo
par_h3lion6 years ago

Part 1: the 1 cycle gravity swtich strat (using a RMJ box boost) Part 2: the comparison between 1 and 2 cycles strats Part 3: the risk of getting a dangle grab -,-

it's worth going for the skip, because there's just enough time to go for 2 cycles if you don't get the huge box boost to the right ...

itsme_baruch piace questo
par_h3lion6 years ago

Magnet switch and Block clip in the same cycle This might be a TAS level (frame perfect) skip idea :) I tried it a lot and it's ALMOST possible.

https://cdn.discordapp.com/attachments/246726953812361227/453489739165597697/Magnet_switch_and_Block_Clip_in_the_same_cycle_-_TAS_skip_IDEA.jpg

Here's the idea:

  • First, get a very good butt-boost right, from the low pat of the slope, so you fly by the gravity swtich very fast and horizontal;
  • Trigger the gravity swtich very late, so you fall as farther to the right as possible;
  • On the ceiling, keep going right as fast as possible, and time the last jump in such a way that the gravity switch catches you mid-air (which means a shorter fall down, and that should give you a softer landing bellow);
  • Trigger the magnet on your way down, as you fall next to it on the right side, and get the softer landing (this is when you trigger the gun, so the movement has to be tight from this point forward);
  • Keep going right and get the block climb UP before the gun starts firing (this is the most difficult part of the whole skip);
  • Climb DOWN immediately, just as the gun stops, to get the block clip as the gravity switches.

if this skip works, it saves 10 seconds :) which, by Limbo standards, is HUGE :D

par_h3lion6 years ago

Normal end: I developed this new strat for the last gravity cycle before the glass break based ONLY on movement and visual cues (NO counting or sound cues needed). The idea is to have a very consistent way to get the shortest fall up as possible, and the fast glass break without slowdowns. All inputs are explained, and of course, the full comparison is at the end of the video:

Death warp: It is possible to do a death warp in the last chapter, before the last gravity cycle. Depending on the platfrom you run the game on, it is possible to respawn instantly after dying, and get a slightly faster end. The full comparison is at the end of the video:

par_h3lion6 years ago

This video shows how you can always save a violent 1 cycle seesaw glitch - (see keyboard inputs and explanations during the slowmotion part)

par_h3lion6 years ago

This video shows how ro pull the cart (in "Lair") using only 2 cycles. The second part of the video shows a side by side comparison of 4 different situations:

  • the 2 cycles;
  • the 2 cycles (with a short wait);
  • the 3 cycles (when failing the 2 cycles strat);
  • the classic 3 cycles.

Note : You have to get a good world (maw) tilt for the skip to work instantly ... unfortunately, in most cases, it's faster to go for a 3 cycles pull.

Fun note : When you respawn in the TV room, and get a clean run towards the cart, you will always be able to do the 2 cycles cart pull.

Eighteenth e Avasam ti piace questo
par_h3lion6 years ago

When you first enter the kitchen (after the hunger sequences and the rat :P ) you have to go by one of the chefs in the first room. The risky way is to start the chase and have the chef stuck (looking under a table) as you climb the cabinet on the far-right corner. BUT ... there is a way to do go through the kitchen just as fast, and without the risky chase. Here's how you do it:

  • as you approach the kitchen, you slide through the first hole, so you don't get noticed by the chef right way;
  • as you emerge on the other side, start jumping right away, and keep doing instant jumps on each landing (so the chef doesn't hear you run)

NOTE: it's important to have enough stamina, so be careful about stamina management just before the kitchen, avoid unnecessary jumps or long sprints up until this point.

Avasam e StreamingFire ti piace questo
par_h3lion6 years ago

This is the optimized version of the Hook Warp (aka: "Tabs" skip) at the end of "Kitchen":

part 1 : the new optimzed version of the strat; part 2 : the problem that can occur when going for the new strat; part 3 : how to fix the problem; part 4 : the side by side comparison of a normal, optimized and fixed version of the strat.

Here's how you do it:

  • when you get the hook grab and you pass through the wall, hold "grab" and nothing else, and pay attention to the textures and the camera
  • when the textures disappear you immediately press and hold "down" (towards the foreground) direction, while still holding "grab"
  • when the camera starts to fly to the right (when the warp occurs) you press and hold "jump" while releasing the "grab", but still holding "down" towards the foreground
  • as the camera stabilizes, you should already be on top of the crates, and now you can jump to the right and reach the hooks a bit faster

NOTE: the trigger for the last hook line to start moving is at the left side of the crates you land on top of. In case you land too much on the right, you can still trigger the hooks by taking a step left before you jump all the way down ...

Avasam piace questo
par_h3lion6 years ago

When you call the elevator down, in the freezer room, and the chef is already inside the elevator, you can trick him using the slide, and get inside the elevator fast ... but ... the chef doesn't always start the chase right away. Here's a way to get the Instant chase immediately after the elevator opens:

  • position yourself at the left side of the door (of the elevator) facing the foreground;
  • make sure you have full stamina, stand still and hold the sprint button;
  • go towards the foreground (down) a couple of steps when the elevator door is about to open;
  • change direction towards the right as the chef exits the elevator;
  • slide towards the upper-right under his arms, when the chef is about to grab you;
  • quickly jump inside the elevator before the chef has a chance to reenter the elevator.

NOTE: this STRAT works on the similar elevator-chef chase in the Guests chapter too .. the differences are: you have to position yourself more on the left of the door frame, so the chef doesn't instantly grab you .. AND you don't start to run right way, wait for the chef to look at you stunned, then start running towards the foreground (doing a similar movement as explained above)

Avasam piace questo
par_h3lion6 years ago

Hi :P

Since there's very few things posted on the SRC LN forum, I decided to make a few threds with some of my findings. Here are a couple of versions of Grinder skip that I found, with a few explanations:

1 - Going around the table and climbing on the left side:

2 - Climbing on the right side of the table:

  • go inside the vent, and place the charcter with the back barely visible on the right of the wall;
  • hold 'crouch' and 'sprint', and start to walk left when the chef takes his first step forward;
  • release 'crouch', and run by the chef when he's about to push the button;
  • jump on the right side of the table, and jump towards the key (without picking it up);
  • stay on the left of the key (so the chef can't reach you);
  • pick up the key after the chef failed to grab you, and walk off the table on the left side;
  • sprint around the table on the opposite side where the chef starts to chase you;
  • go under the side table and continue to run to the elevator when the chef stops to reach under.

NOTE: the safest way to approach this is to sneak behind the chef and have the chase only at the end, but this proves to be too slow compared to the ones above, that's why I only posted strats with instant chase - when the chef opens the door. (In one of the videos you can see how the sneak version of the skip is much slower - in the comaprion part).

Avasam piace questo
par_h3lion6 years ago

Here's a side by side comparison of 2 strats during the second flood: 1 - normal strat used in runs, continuously pushing right on the pipe; 2 - new strat, stopping on the pipe and using the tilt to boost up (time save of ~1.5 seconds)

Fr0gb0y piace questo
par_h3lion6 years ago

Here's a side by side comparison of 3 strats during the first flood:

Going for the slope boost seems to be the faster strat to get the worm turn a bit faster.

Fr0gb0y piace questo
par_h3lion6 years ago

The main focus of this thread is for the Any% walking/running route betwen lasers (everything before mountain)

I tested ~20 different routes, and even though some of them were definitely longer than the current Any% route, it did lead me to a few unexpected ideas that might be helpful further ... I want to post here everything I researched and found, in hopes that it might be helpful later on...

RESEARCH I'll start off with the research I did before testing alternative routes. Here are all the laser trigger times and the walking distance (time) from each of them:

Jungle LASER laser trigger: 61sec walk to mountain top: 37sec (walk from jungle laser > desert-redirect-panel in town > to mountain top: 97sec)

Bunker LASER elevator from buttom level to surface: 69sec walk from buttom level to elevator surface: 25sec laser trigger: 66sec walk to mountain top: 28sec

Swamp LASER: laser trigger: 53sec walk to mountain top: 40sec

Keep LASER laser trigger: 47sec walk to mountain top: 72sec

Shadows LASER laser trigger: 53sec walk to mountain top: 56sec

Town LASER laser trigger: 51sec walk to mountain top:70sec

Monastery LASER laser trigger: 53sec walk to mountain top:53sec

Desert LASER (needs redirect panel in town) laser trigger: 58sec exit elevevator at surface: 14s walk to mountain top: 14+82=96sec redirect panel in town rotation: 21sec Desert laser > Town panel redirection > mountain top: 14+94=108sec

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