all tech discovered (so far)
1 year ago
United States

tech for da game nobody play

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strafe jump - hold W/S and a strafe key to move quicker while in air. Bhop to keep momentum. Make sure not to hold shift, you don't need it to keep momentum and it drains your stam

save height glitch - if you find a spot where you can't jump you might be able to save, suicide, and spawn a little higher. This can be abused to get out of bounds and traverse the map when you're outside... the map. (examples in my any% run)

machine tech - put yourself in with whatever you're turning to fine or super fine using scp 914 to give yourself a massive speed boost for at least 34 seconds (not sure max) followed by death. you can use this to zoom around, and then save before death/suicide.

save tech - you can save your game in a spot you will need to return to in order to save time you would've spent running back. This is commonly used in the 446 seed in the pipe lookin intersection area.

stam refill - instantly save and suicide to get 3/4 of your stam back. super useful for long hallways in which strafe hopping doesn't conserve momentum long enough to get to the end of it.

5'7 - When you're out of bounds you can run into slanted walls, namely the dilapidated office room near gate B in seed 446, you can make yourself shorter, moving your hitbox under the floor. You can still see, and you can walk through walls and doors. This is because your head doesn't have a hitbox (I think) you can also do this by getting sucked down the black residue and moving out with machine speed. (the black residue that send you to the pocket dimension.

door juke - you can get into the computer scp's room (idk the number lmao) before flicking the levers in the security room by crouch jumping through the opening after attempting to open it with a keycard. useful to multiple player runs.

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