Level 01 Skip [Glitched Double-Jump Route, 1.09]
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Level 01 Skip [Glitched Double-Jump Route, 1.09]
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๐ญ๐ก๐ข๐ฌ ๐ซ๐จ๐ฎ๐ญ๐ž ๐ฎ๐ฌ๐ž๐ฌ ๐ž๐ฑ๐ฉ๐ฅ๐จ๐ข๐ญ๐ฌ ๐›๐š๐ง๐ง๐ž๐ ๐ข๐ง ๐ญ๐ก๐ž ๐š๐ง๐ฒ% ๐ง๐ฆ๐  ๐œ๐š๐ญ๐ž๐ ๐จ๐ซ๐ฒ! [double/multi-jumping] ๐˜ฏ๐˜ฎ๐˜จ ๐˜ณ๐˜ถ๐˜ฏ๐˜ด ๐˜ด๐˜ถ๐˜ฃ๐˜ฎ๐˜ช๐˜ต๐˜ต๐˜ฆ๐˜ฅ ๐˜ถ๐˜ด๐˜ช๐˜ฏ๐˜จ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ฆ๐˜น๐˜ฑ๐˜ญ๐˜ฐ๐˜ช๐˜ต๐˜ด ๐˜ถ๐˜ด๐˜ฆ๐˜ฅ ๐˜ช๐˜ฏ ๐˜ต๐˜ฉ๐˜ช๐˜ด ๐˜ณ๐˜ฐ๐˜ถ๐˜ต๐˜ฆ ๐˜ธ๐˜ช๐˜ญ๐˜ญ ๐˜ฃ๐˜ฆ ๐˜ฎ๐˜ฐ๐˜ท๐˜ฆ๐˜ฅ ๐˜ฐ๐˜ท๐˜ฆ๐˜ณ ๐˜ต๐˜ฐ ๐˜ต๐˜ฉ๐˜ฆ ๐˜ข๐˜ฏ๐˜บ% ๐˜จ๐˜ญ๐˜ช๐˜ต๐˜ค๐˜ฉ๐˜ฆ๐˜ฅ ๐˜ญ๐˜ฆ๐˜ข๐˜ฅ๐˜ฆ๐˜ณ๐˜ฃ๐˜ฐ๐˜ข๐˜ณ๐˜ฅ๐˜ด.

this route uses a relatively precise double-jump in order to slide up a steep slope, passing through a missing ceiling tile and into an out of bounds area, from which the loading zone for level 2 is a short jump away.

๐ฌ๐ญ๐ž๐ฉ๐ฌ: โ€ฃ navigate level 1 as usual, up until the point where you pass the heap of wreckage in the corridor with party balloons. since this is a glitched run, remember to double-jump up staircases to avoid landing on downward slopes, saving additional time.

https://i.imgur.com/ZilCT4p.png

โ€ฃ double-jump up the sloped surface on the back of the wreckage, landing on a thin ledge above the metal sheet. there are many ways to make this jump - however, the most consistent method i have found is to run perpendicular to the surface, double-jumping as close to the slope as possible, aiming just to the right of the corner on the cutout, before snaking a little to the left to land on top of the metal sheet.

https://i.imgur.com/toljsAT.png

โ€ฃ turn around and use the pipe to get up and out of bounds to the right. most of both the metal sheet you're standing on and the pipe you want to jump to count as slippery surfaces, so you may need to wiggle around a bit to find solid ground to move from.

https://i.imgur.com/TtjwRVA.png

โ€ฃ jump on the spot in order to activate the level 2 loading zone. i'm not actually sure where this loading zone starts and ends, so adjust where you aim to land from the pipe jump according to wherever you find this jump to work most consistently.

๐–†๐–‰๐–‰๐–Ž๐–™๐–Ž๐–”๐–“๐–†๐–‘ ๐–“๐–”๐–™๐–Š๐–˜: โ€ข you can come incredibly close to making this jump with a single jump, which would potentially make it usable in an any% nmg run. that being said, going out of bounds itself may be considered a glitch in some cases, so i'd get a second opinion before submitting anything. either way, i haven't managed to make the jump yet, although it's almost certainly doable with some patience.

๐๐ž๐ฆ๐จ ๐ฏ๐ข๐๐ž๐จ:

๐จ๐ซ๐ข๐ ๐ข๐ง๐š๐ฅ๐ฅ๐ฒ ๐๐ข๐ฌ๐œ๐จ๐ฏ๐ž๐ซ๐ž๐ ๐›๐ฒ ๐ ๐ฅ๐ข๐ญ๐œ๐ก๐ฆ๐š๐ฌ๐ญ๐ž๐ซ [๐Ÿ.๐ŸŽ๐Ÿ“]:

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