Planning + Routing
8 years ago
Schleswig-Holstein, Germany

So here we go. A lot has already been found. Clipping seems to be super reasy in this game.

Happy hunting people.

You'll find the somadev.bat by Apjjm to the left under resources. It enables the debug console for the game which is a tremendous help with routing/breaking the game.

We have a mod which tracks ingame time now. Made by amzblk. Download

This post will be updated with new infos + videos as they come in:

Here's a list with all maps and tricks/routes attached to it.

General tricks:

Chair Clip found by Judgy Clip setup by Scoot Door stop by Judgy Any% Tutorial by sychotix

Full Map List:

Chapter 00:

00_00_intro: Just the intro movie.

00_01_apartment: Nothing special besides the tracer fluid being placed randomly?

00_02_subway: Autoscroller

00_03_laboratory: Doorcode is 2501

Chapter 01:

01_01_upsilon_awake: Route by AdamAK Route by Apjjm Chair Clip found by Judgy Clip setup by Scoot Clip out of first room by Arazath Alternative OoB by Judgy Prop flight into loading trigger by ShadowDraft Full route by Cromish Different route by amzblk Prop flight cutscene skip by Nomi Transition strat by Nosferatu Full route by amzblk

01_02_upsilon_inside: Full route by Apjjm Lean swipe by Teravortryx Different prop by Nosferatu Strat by sychotix/nomi

01_03_upsilon_outside: Full route by Apjjm Different route by amzblk Direct route by Wahoa

01_04_transport_station: Full route by Apjjm Exit hover by amzblk

Chapter 02:

02_01_ms_curie_outside: Full route by ShadowDraft Full route by ShadowDraft now less dark New ending to the route by Teravortryx

02_02_ms_curie_inside: Small clip at start found by ShadowDraft Different item for the initial clip found by choir Route by Fripic Small optimization by sychotix New end route by sychotix Everything else seems to be done normally. At least the loading zone gives us the free omnitool upgrade.

02_03_delta: Strat found by Scoot New prop route by Nosferatu Escape the pod, go to antenna control panel, use channel 5 and the right line to call the zeppelin.

02_04_theta_outside: Prop flight by Wahoa New prop route by Nosferatu Quick airlock by amzblk

02_05_theta_inside: Full route found by Scoot Full route by Apjjm Alternative route by Cromish Updated route by Scoot Full route by Judgy

02_06_theta_tunnels: Clip found by Scoot Full route by Apjjm Alternative route by Cromish Updated route by Scoot Full route by Judgy Small jump improvement by Judgy

02_07_theta_exit: Full route by Scoot No ladder by choir

Chapter 03:

03_01_omicron_outside: Full route by ShadowDraft Segmented strat by Teravortryx Different prop by amzblk/Nosferatu

03_02_omicron_inside: Small skip found by Scoot Updated door skip found by Judgy Glitched route done by ShadowDraft Gel puzzle skip by amzblk Dialogue skip by amzblk Inside to Descent transition by amzblk Route by sychotix Puzzle has to be done but the lockdown doesn't have to be lifted (if you're good at doing first try clips that is). Frequency at the end is 1-5-7.

03_03_omicron_descent: Autoscroller

Chapter 04:

04_01_tau_outside: Route by Wahoa Cave skip by choir Possible segmented door skip by amzblk Out of bounds Route by Nosferatu Full route by Nosferatu

04_02_tau_inside: Halfway OoB skip found by Cromish Full skip part 1 by ShadowDraft Full skip part 2 by ShadowDraft Full skip part 2 remastered by ShadowDraft New setups by Scoot Alternative skip by Nosferatu Routes by Teravortryx Out of bounds optimization by Teravortryx New transition strat by Nosferatu

04_03_tau_escape: Full route by ShadowDraft

Chapter 05:

05_01_phi_inside: Full route by ShadowDraft New route by Cromish Route by amzblk

05_02_ARK_inside: Run to Cath. And we're done.

05_03_space: The end.

Minnesota, USA

Can someone make a video tutorial on the prop flying trick?

Schleswig-Holstein, Germany

Prop flying is simple and difficult at the same time. You need a proper object in the first place. After that you just jump on top of it, grab it once so you sink into it and then regrab it once to reenable collision detection. After that depending on your prop you can just jump to start flying. If that doesn't help I'll try making a video for it.

Minnesota, USA

That helps a lot! I was able to do it for the first time. Thank you!

New South Wales, Australia

Hey,

I'm guessing here is the place to add clips and things? Not sure if it's already found yet.

United States

Hey, just looking for a little clarity about what defines the run. Can we use the menu functions "Exit Game" and "Continue"? For instance, if you happen to clip a little too far out and fall forever, or die to a monster? Or is this supposed to be a single segment run? Thanks in advance :)

Minnesota, USA

In my run I failed a bunch of glitches and immediately hit "Exit Game" and "Continue" to take me back the closest save point. I think as long as the timer is still running as you do this, it should still be considered a single segment. You still lose time from failing the glitch and going to the menu, but you don't lose the entire run. Dying to a monster should also be fine. It's a time loss, but in no way should be considered a run loss.

All of this is based off of my experience with speedrunning other games.

Schleswig-Holstein, Germany

No, that's not single segment Sleepwalker. That's an RTA run.

I'll add the variables and edit it for every existing run.

Also first post updated with new infos.

Minnesota, USA

That sounds great!

United States

Out of Bounds you can do in the Upsilon tunnel segment, no known ways to get back in bounds yet though.

United States

Welp, just realized you can skip ~95% of the credits. Just hit escape after the first block of text. I could've sworn I tried to skip them on my first play-through; maybe you have have beaten the game at least once to skip them?

Hello free Minute+ time save B)

Schleswig-Holstein, Germany

Andy your video is set to private.

United States

Oh RIP, in the twitch to youtube exporter I had it set to unlisted, I fixed it though, thank you :)

Canada

Anyone play around with slowing the game down to 0.25? I tried some TAS testing, and the audio gets completely muffled when you speed the video back up.

Also, can someone explain to me the point of Apjjm's batch file? It runs the game with some weird parameters, and for the GOG version, it enables more than just the debug toolbar. Seems better to just edit your game settings manually.

Canada

Segmented Theta Exit I made for fun in 6 segments:

I love how modular level by level segmenting is in SOMA, you don't have to worry about breaking run continuity by redoing previous levels.

Schleswig-Holstein, Germany

The batch file is meant for the steam version. For GOG it is recommended to edit your settings manually.

Canada

Alright. I'm thinking of making a whole game segmented run after finding reasonably optimized routes for each map. I don't want to make a run that will be obsoleted immediately due to new skips being found. You can check out my YouTube channel to check out things I've done before. I'm serious about doing this. I'm not new to segmenting, but I am new to the speedrunning community and the nitty gritty. Can someone point me in the right direction and guide me through the process of the technical stuff, like timing, verification, what is/isn't allowed and such? Also, is quick saving and quick loading valid? I don't see any issues with it so far. Thanks.

Canada

Also, if I do an autoscroller after a segment in one sitting and one recording, that counts as one segment, right? The number of recordings I have is the number of segments?

Schleswig-Holstein, Germany

"Also, is quick saving and quick loading valid?"

  • Undecided on that yet. Quickload might be allowed to make it easier to record segments. I'd have to investigate if quicksave still messes up damage detection.

"The number of recordings I have is the number of segments?"

  • Yes.

"Also, if I do an autoscroller after a segment in one sitting and one recording, that counts as one segment, right?"

  • Answered that with the previous one I think.

"Can someone point me in the right direction and guide me through the process of the technical stuff, like timing, verification, what is/isn't allowed and such?"

  • The right direction is perfection. The Dark Descent - Segmented record is probably a good example since it's based on an older game engine version. Apjjm has put sever hundred hours of work into that (which is the main reason why it still stands to this day) and even while quite a few new tricks were discovered it's still an impressive display of what you can expect from a segmented run. As for the technical stuff .. timing starts as soon as the apartment fades in, loads/menus/pause time are cut out and it stops when you lose control at the final cutscene. Verification should be explained a bit by the video. But generally include your segmentation points. Allowed/Not allowed currently everything goes. Aside from quicksave I'd say. Since menuing isn't timed you can just save+exit to end a segment.

Hope that helps a little.

Canada

Thank you. I use quickload and quicksave obviously for speed, but the other reason is that if you use menu saving, the load can only be done via the menu, and the final product will have one frame of the "press any button to continue" on top of the loaded level. It just looks ugly. Quickloading has a quick fade in, but is better.

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