One of the biggest and most difficult skips in the game, GGS allows you to skip going through all the Misbehavin’ and Crypt levels as well as skip fighting the Green Ghost. In Lab 1, you are supposed to have the Umbrella to float up this fan and reach the ledge. Instead, you can jump up a series of invisible walls on a pillar in the corner of the room and then jump across on one of the Bats to reach the platform. There are a few ways you can do this:
2-Jump GGS
A more consistent setup for GGS known as 2-Jump GGS is the most commonly used. This method skips jumping on the first invisible wall that is used in the 3-Jump method and goes directly to the second one instead. The video below showcases it.
This tutorial explains how to do 2-Jump GGS and illustrates the locations of the invisible walls.
Note: Coley's tutorial was made specifically for PAL versions. Runners have reported that they have been able to learn GGS on NTSC versions with this tutorial as well, but if you are having trouble, it is recommended to watch any of Nestani's Any% GGS route tutorials for help with this trick.
3-Jump GGS
With this method, you can reach the top of the pillar by jumping up 3 invisible walls.
Out of Bounds GGS
Even though this method is not as commonly used as 2-Jump or 3-Jump, it is possible to do GGS by clipping out of bounds, jumping up a series of invisible walls, and then clipping back in bounds.
This diagram highlights the locations of all the invisible walls and the order in which you need to jump to them.
1st Bat Cycle
In addition to GGS, there is a harder bat cycle that can save 2-4 seconds if achieved first try. Below is an example of it with the 2-Jump GGS. Essentially, after performing GGS on your first try, run up against the railing a little bit, and then time your jump so that when the bat is flying in direction, you can bounce off of it and perform 2 extended jumps, followed by a ground pound to make it to the platform.
The faster bat cycle can also be accomplished with the 3-Jump version of GGS as long as you get it first try as shown in this video.
Electricity Skip
After GGS, we now have to complete the main Lab 1 room, aka the Electricity room. The floor in this room in Lab 1 is electrified, so touching it will kill you. You are intended to ride the moving tables over to 2 buttons on each side of the room. The buttons activate the blue lamps hanging across the room so you can jump across them and get to the balcony where you can push a button that turns off the electricity. There are faster ways to get around the lab however.
Currently, the most commonly used method, used by all top runners is Rail Jump. An example can be found below.
With this new route, we run across the railing, grab the snack box by the crate, and walk on specific parts of the table that do not have death properties. Once you are at the end of the table, jump on the antenna at the left, and then double jump toward the railing at the top, near the button. If you fail it, you can hit the electricity, and use the invincibility frames from the damage to try again.
There are a couple other methods. This one is riskier, but with practice, can be done consistently. It can be beneficial depending on your snack totals. You walk off the railing, perform 2 extended double jumps, followed up by a super slam. I highly recommend practicing with the electricity off.
Safest Method: You can jump along the railing and then over to some boxes at the end of the lab table. The lab table is electrified as well, so you can’t touch it either, but there are objects on the lab table that you can jump across on. You want to reach a curly-shaped test tube and stand on the tip of it. From there, you can jump up onto one of the hanging lamps.
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