Forum posts

Forum: Limbo

Thread: 1 cycle seesaw - How to ALWAYS save a violent gltich (with keyboard inputs) - by Parhelion

Started by: par_h3lionpar_h3lion

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

 

Forum: Inside

Thread: The Superboost - Double Button Door SKIP

Started by: par_h3lionpar_h3lion

here's the full comparison between strats :
- Normal Strat (51.18)
- 1 cycle button (29.09)
- Normal strat using 1 superboost (50.32)
- Normal strat using 2 superboosts (49.72).

 

Forum: Inside

Thread: Version parity?

Started by: EmeraldAlyEmeraldAly

(afaik) there are NO differences in game mechanics / physics between platforms ... some minor differences are found in controller and keyboard inputs, but they're somewhat balanced, since there's pros and cons to both of them ... also, the loading time is obviously dependent on the system you run the game on, but this is relevant only when respawning after a death (and since only a handful of death warps are actually beneficial in runs, this shouldn't be a problem)

GameguySDGameguySD likes this. 

Forum: Little Nightmares

Thread: The 2 cycles cart pull in "Lair" (with comparison) - by Parhelion

Started by: par_h3lionpar_h3lion

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.

AvasamAvasam likes this. 

Forum: Little Nightmares

Thread: Fast Kitchen without chef chase - by Parhelion

Started by: par_h3lionpar_h3lion

When you first enter the kitchen (after the hunger sequences and the rat 😛 ) 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.

AvasamAvasam and StreamingFireStreamingFire like this. 

Forum: Little Nightmares

Thread: HOOK WARP Optimization (aka "Tabs" skip) in "Kitchen" (with comparion) - by Parhelion

Started by: par_h3lionpar_h3lion

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 ...

AvasamAvasam and OArcadiaSkiesOOArcadiaSkiesO like this. 

Forum: Little Nightmares

Thread: Instant Chef Chase when elevator opens - by Parhelion

Started by: par_h3lionpar_h3lion

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)

AvasamAvasam likes this. 

Forum: Little Nightmares

Thread: The Grinder Skip in "Kitchen" (different versions and comparison) - by Parhelion

Started by: par_h3lionpar_h3lion

Hi 😛

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).

AvasamAvasam likes this. 

Forum: Limbo

Thread: Egg 4 - Elevator Optimization

Started by: par_h3lionpar_h3lion

NEW optimization

here's a video comparison for elevator movement to reach egg4:
Left side - the normal fast version
Right side - the new faster version (1 sec time save)

 

Forum: Limbo

Thread: Flood2 (pipe boost) - side by side comparison (normal vs boost up) - by Parhelion

Started by: par_h3lionpar_h3lion

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)

AnuranAnuran likes this. 

Forum: Limbo

Thread: Flood1 (box to worm segment) - 3 strats side by side comparison (dangle, belly, boost) - by Parhelion

Started by: par_h3lionpar_h3lion

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.

AnuranAnuran likes this. 

Forum: The Witness

Thread: Any% alternative routes - Dec 2017 patch - [ research, ideas, timings ]

Started by: par_h3lionpar_h3lion

Case study :
I know this one might seem hard to follow, but it's a very interesting case ... some of the things in this route are surprisingly fast (for ex: taking the monastery exit through the backdoor to reach the town snipe) small things like that can optimize the route so much ... but in the end it's the time of the Jungle laser itself that makes this route slower, otherwise it would have been faster than the current route. Take a look:

Jungle end (v2) cw:
+6sec Town-Beige panel to Town multiplanel entrance
+11sec Jungle Dots wall (solve position) to Low Monastery steps (corner towards town)
+5sec Monastery Laser -going through backdoor- to first corner of monastery walls next to town
+6sec Town tower base door to Bridge towards shadows/keep
+14sec Keep entrance to Swamp entrance
+8sec Swamp Laser to Swamp Laser shortcut door
-8sec Town-Beige panel to Bridge towards shadows/keep
-14sec Keep entrance to first corner of monastery walls next to town
-6sec Swamp entrance to Swamp Laser shortcut door
-10sec Monastery laser to Low Monastery steps (corner towards town)
-3sec Town multiplanel entrance to Town tower entrance
-12sec Jungle Dots wall (solve position) to Jungle laser (through jungle maze, to backdoor)
+61sec Jungle laser full activation (because walk from Jungle laser to mountain top is only +37s)
-53sec Swamp laser full activation (the normal route last laser time activation)

+5sec TIME DIFFERENCE 🙁

https://cdn.discordapp.com/attachments/142417533184638976/412692891014791168/DONE_MAP_-_Any_Jungle_last_v2_cw.jpg

 

Forum: The Witness

Thread: Any% alternative routes - Dec 2017 patch - [ research, ideas, timings ]

Started by: par_h3lionpar_h3lion

Case study
Shadows last (v1) ccw
-20sec Town-Beige panel to Shadows laser
-19sec Keep entrance to Town-Snipe spot
+9sec Town-Beige panel to Town-Snipe
+27sec Swamp Laser to Keep entrance
+56sec Walk from Shadow laser to mountain top ...
(^ because Shadows laser full activation is only +53sec)
-53sec Swamp laser full activation ... (normal route last laser time activation)
0 TOTAL TIME DIFFERENCE \o/

https://cdn.discordapp.com/attachments/142417533184638976/412258509363609611/MAP_-_Any_NEW_SHADOWS.jpg

WürfelWürfel likes this. 

Forum: The Witness

Thread: Any% alternative routes - Dec 2017 patch - [ research, ideas, timings ]

Started by: par_h3lionpar_h3lion

ROUTING
Here's a list of the routes I set out to test:

Current main Any% route:
(<town)-Shadows-Keep-Town-Monastery-(s1)-(bunker)-(s2)-(wall)-Jungle-Bunker-Swamp

Right town first (v1), ccw: [+20sec]
(town>)-(monastery)-(s1)-(bunker)-(s2)-(wall)-Jungle-Bunker-Swamp-Keep-Shadows-Town-Monastery

Right town first (v2), ccw: [+14sec]
(town>>)-(monastery)-(s1)-(bunker)-(s2)-(wall)-Jungle-Bunker-Swamp-Keep-Shadows-Town-Monastery

Desert 1st (v1), (no Bunker), cw: [+16sec]
Desert-Shadows-Keep-Town-Monastery-(s1)-(bunker)-(s2)-(wall)-Jungle-Swamp

Desert 1st (v2), (no Bunker), cw: [+39sec]
Desert-Shadows-Keep-Swamp-Town-(monastery)-(s1)-(bunker)-(s2)-(wall)-Jungle-Monastery

Desert 1st, Bunker last (no Town, only redirect panel): [??sec]
Desert-Shadows-Keep-Swamp-Monastery-(s1)-(bunker)-(s2)-(wall)-Jungle-Bunker-(town.redir)

Desert middle (no Bunker), ccw: [+32sec]
(town>>)-(monastery)-(s1)-(s2)-(wall)-Jungle-Swamp-Keep-Shadows-Desert-Town-Monastery

Main cw (v1): [+19sec]
(<town>)-(monastery)-(s1)-(bunker)-(s2)-(wall)-Town-Shadows-Keep-Swamp-Bunker-Jungle^-Monastery
(^snipe through its backdoor)

Main cw (v2): [+33sec]
(<town>)-(monastery)-(s1)-(bunker)-(s2)-Town-Shadows-Keep-Swamp-Bunker-(wall)-Jungle-Monastery

Main cw (v3): [+40sec]
(<town>)-(s1)-(bunker)-(s2)-Town-Shadows-Keep-Swamp-Bunker-(^)-(wall)-Jungle-Monastery
(^snipe monastery backdoor from jungle shortcut)

Jungle end (v1), cw: [+13sec]
(<town>)-Monastery-(s1)-(bunker)-(s2)-(wall)-Town-Shadows-Keep-Swamp-Bunker-Jungle^
(^snipe through backdoor)

Jungle end (v2), cw: [+3sec] 😮 pretty close
(<town>)-(s1)-(bunker)-(s2)-(wall)-Monastery^-Town-Shadows-Keep-Swamp-Bunker-Jungle^^
(^exit through backdoor)(^^snipe through backdoor)

Jungle end (v3), cw: [+16sec]
(<town>)-(s1)-(bunker)-(s2)-Monastery-Town-Shadows-Keep-Swamp-Bunker-(wall)-Jungle
(
exit through backdoor)

Shadows last (v1), ccw: [0sec] \o/ 😮 😮 😮 BEST
Town-Monastery-(s1)-(bunker)-(s2)-(wall)-Jungle-Bunker-Swamp-Keep-Shadows

Shadows last (v2), ccw: [+10sec] hmmm
Town-(s1)-(bunker)-(s2)-Monastery^-(wall)-Jungle-Bunker-Swamp-Keep-Shadows
(^exit through backdoor)

Shadows last (v3), ccw: [+6sec] -,- good try
(<town>)-Monastery^-Town-(s1)-(bunker)-(s2)-(wall)-Jungle-Bunker-Swamp-Keep-Shadows
(^exit through backdoor)

Shadows last (v4), ccw: [+3sec] 😮 pretty close
(town>)-Monastery^-Town-(s1)-(bunker)-(s2)-(wall)-Jungle-Bunker-Swamp-Keep-Shadows
(^exit through backdoor)

Shadows last, criss-cross: [+18sec]
Town-Monastery-(s1)-(bunker)-(s2)-(wall)-Jungle-Swamp-Bunker-Keep-Shadows

Bunker last, cw: [??sec]
(<town>)-(s1)-(bunker)-(s2)-(wall)-Monastery^-Town-Shadows-Keep-Jungle^^-Swamp-Bunker
(^exit through backdoor)(^^snipe through backdoor)

_ _ _ _ _ _ _ _ _ _ _
The notations used:
- anything in paranthesis means solving panels in that area but not triggering the laser yet
- anything capitalized means triggering the area laser
- (<town) = solve only the left side of the town as you approach from tutorial
- (town>) = solve only the right side of town as you approch from tutorial, but no town snipe
- (<town>) = solve left and right of the town tower, but not the town snipe
- (s1) and (s2) are the upper and lower rows of sound panels in Jungle
- (wall) = the skip over the raising wall that suports the sound dots panels in Jungle
- cw = clockwise ; ccw = counter clockwise

 

Forum: The Witness

Thread: Any% alternative routes - Dec 2017 patch - [ research, ideas, timings ]

Started by: par_h3lionpar_h3lion

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

 

Forum: Limbo

Thread: Chain skip + Big boost to lever (before fake sister) - side by side comparison

Started by: par_h3lionpar_h3lion

Here's a comparison of a normal chain grab strat VS a chain skip +big boost to lever (before the fake sister / box factory section).

NOTE 1: reaching the lever much sooner doesn't seem to skip the rotation of the level, thus making the skip much less significant (only ~1sec time save).

NOTE 2: pls ignore the mishap at the end ... got distracted having to stop the timer at the ledge grab after the box push 🙁

 

Forum: Limbo

Thread: (NR) Mosquito leg grab optimization - jumps vs boost video comparison - over 2 sec potential time save

Started by: par_h3lionpar_h3lion

Here's a comparison of a normal jumping strat and an optimized boost using the slopes - before grabbing the mosquito leg.

NOTE: even if you don't get the big boost (like the one shown in the video), landing a bit on the left and having to do an extra hop /push right is still faster than the normal jumping strat.

 

Forum: Limbo

Thread: XBox360 - Egg4 - Optimal box push (after missed worm turn skip)

Started by: par_h3lionpar_h3lion

NOTE: this strat applies only for XBox360 version of Limbo

When doing a 20 or 21 eggs run (XBox360 exclusive) and missing the worm turn skip (before Egg04), it is faster to push the box much farther left, before climbing it to get the worm out ... this is to avoing having to come back and go on the right of the box (as done in the usual strat) ... and it's a 3-4 seconds time save (see both starts in the video bellow).

 

Forum: Inside

Thread: The Superboost - Double Button Door SKIP

Started by: par_h3lionpar_h3lion

afaik, swimming has only 1 speed
even on the water surface compared with underwater, they're the same speed

but there are sudden bursts / boosts you can do, by changing direction or after stopping ... I've done tests with all sorts of techniques, by stopping or changing direction briefly, but it's not a faster overall movement in a straight line

the only thing helpful is the superboost (as you can see in the video above) ... and so far we only managed to get the superboost downwards (so it's useful in only a handful of situations in the game) ... the way it works is building 2 or more smaller boosts into one, which is kinda tricky and hard to get ... but even if you don't get the superboost, it's okay to go for a small boost down anyway, because just holding down when you enter the water is kinda slow (when you have to do directly down)

 

Forum: Limbo

Thread: Boxes & Button in Tire Factory - NEW STRAT - by Parhelion

Started by: par_h3lionpar_h3lion

This is a video comparions of 3 different strats for the boxes & button (in the Tire Factory).
Using my NEW strat, you can save up to 1.5 seconds over the old strat.
See the full breakdown at the end of the video.

Test 1 : Box Push (old strat)
Test 2 : Box Climb (current strat)
Test 3 : NEW STRAT (by yours trully ^^)