🍪 RBS & GGS
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🍪 RBS & GGS
Updated 3 years ago by
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RBS (Red Beard Skip):

Up above this room in Creepy Crawlies 2 is the entrance to Lab 1. Normally to get up there, you need to get the Soap invention from the Basement, which makes Bats spawn here. You Soap the Bats and then jump up them to the entrance. (We call it Redbeard Skip because in order to get into the Basement intentionally, you need to fight Redbeard and get the Gum invention.)

You can skip doing all of this by jumping onto the box in this room and then jumping up invisible walls. There is collision on the wall below the door to Lab 1 and on the black pillar in the corner to the left of the box. Both methods can be done with or without Umbrella.

Cutscene Skip: When you run into this room, a cutscene will play showing the entrance to Lab 1. You can skip this while Charging into the room and touching the Magnifying Glass as the cutscene starts. This allows Scooby to move during the cutscene, but the camera will still pan to the entrance. Runners used to attempt RBS blind while the cutscene played, but it was discovered that you can just jump towards the wall under the entrance to Lab 1 and it will reset the camera back to Scooby, completely skipping the cutscene.

Here is a what it would look like when done optimally:

GGS (Green Ghost Skip):

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.

Recently, a more consistent setup for GGS, known as 2 Jump GGS, is used. The video below showcases it.

In addition to GGS, there is 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 again the railing a litlte 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.

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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