AA - Glitch Guide (Work In Progress)
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AA - Glitch Guide (Work In Progress)
Updated 1 year ago by Goal314

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Contents

IDNameIDName
_______________________________________________________
1Air Swim9-1CCEMain Guide
2Sewer Drop9-2GBS
2-1DIME9-3K3E
2-2Reverse Swim DIME10BCRS
2-3K4E11FGL
3Shield Hover12Electric Slide
4ESWs13Window Jump
4-1ESW14Block Puzzle Clip
4-2RESW15Waterfall Jump
4-3Layered ESW15-1REKE
5Gate Despawn15-2ZGSS
6Mammoth Clip15-3SGQL
6-1Cog Skip16Ball Hover
6-2Bike Skip17DR Barrel Clip
7Seam Walk18CC3 Airswim
8Camera Lock19Damage Clip
8-1Beacon Skip20Bike Flag Glitch
8-2QE Cam Lock21Void Travel
8-3GQE22K5E
8-4OFP Cam Lock23Void Walking
9CCE OOB24WC Escape

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1) Air Swim

In Thorntail Hollow, the water on top of the waterfall extends slightly over the edge of the waterfall. By slowly going off the edge of the waterfall at the correct spot you can land in this water and begin swimming while being off the waterfall. Swimming only gets cancelled when Fox steps on the ground, meaning you can freely swim in the air until you next hit the ground, allowing us to get out of bounds in multiple places. Depending on where you go off the waterfall you can swim at slightly different heights which can affect certain tricks.

While swimming Fox will bob up and down, by 1 unit in each direction, causing Fox’s height to vary slightly which can be important at certain times. You will swim at the height of the water that you originally entered but can change your height by interacting with other water at a height close to your current height.

Air Swim is a prerequisite for all variants of both Cape Claw Early(CCE) and Dark Ice Mines Early(DIME) which form the core tricks of the games glitched categories. For CCE variants any swim height can be used, but for DIME variants a more precise air swim setup is needed to guarantee getting the maximum height as it is required for the trick.

For extra technical information on water mechanics and plane heights a more detailed explanation can be found here, but this information is not required for any tricks.

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2) Sewer Drop

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2-1) DIME

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2-2) Reverse Swim DIME

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2-3) K4E

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3) Shield Hover

This trick is a world record only strat, it’s the most difficult and reset heavy point in any run, #2-1DIME is recommended instead. If Fox is less than ()units off the ground the game wont put him in free fall, so you can still do certain actions in the air. By alternating between roll and shield ()()(()) you are able to avoid losing much height on a downwards slope. If you end up too high of the ground you will be put into freefall and this will break the hover.

By doing this in SHW just after the ice push block you are able to hover high enough to hit a spot in the wall which allows you to clip up and get out of bounds, the spot you have to hit is ()()

This trick allows you to get to Garunde Te and unlock DIM on your first visit to SHW skipping the need for DIME. This trick technically saves around 3 minutes if you get it immediately, but it often takes many tries to get it to work.

This trick is only allowed in Any% No K5E, 100% and Any%(It has no use in any%)

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4) ESWs

An ESW (Event Storage Warp) checkpoint is a checkpoint which stays active even after quitting to the main menu and opening another file. All files used during runs must be created during runs, except for NG+ where pre-made files at ESW checkpoints may be used. This has many types of uses, however only the first two are currently used in runs.

  • File Copy Warp (RESW) - Copies a file at any ESW checkpoint to another file
  • Event Storage Warp (ESW) - Warp from any file to the position of another file at an ESW checkpoint
  • Slingshot Warp - Warp from an ESW checkpoint to the position of any other save file (aka RRESW)
  • Same-File Warp - Copy Fox's inventory (low-flags) from "back in time" at any ESW checkpoint.
  • Deathless ESW - Perform an ESW without dying on the 2nd file, instead dying on the ESW checkpoint file.

All ESW variants require either dying or voiding out in order to trigger the checkpoint. ESWs are used to travel faster and to escape soft locks allowing for more skips, mainly K3E and K4E. The exact save slots used have no effect.

There are 23 ESW Checkpoints, however only 5 are currently used in runs: 2 at the start of Dark Ice Mines, 1 at the start of Cloudrunner Fortress, 1 in Thorntail Hollow (Only useable immediately before and after collecting Portal Device) and 1 at the end of the K5 Shrine. The DIM ESW is the earliest one that can be reached from a new file. A more in-depth guide on the ESWs and their other uses can be found here, but this information is not necessary for runs.

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4-1) ESW

An ESW allows you to warp to the location of a second file which is it at an ESW checkpoint. This warp also transfers certain game flags, in practice this only means that an ESW should not be performed after Ocean Force Point Temple 1 has been finished to a file where it has not been completed as this will undo the progress.

To warp file 1 to the ESW location on file 2:

  1. Save Quit File 1
  2. Start file 2 and hit the ESW Checkpoint
  3. Quit file 2 WITHOUT saving
  4. Start file 1

5.1 If voiding out - Without hitting any checkpoints, save then void out

5.2 If dying - Without hitting any checkpoints, die then save and continue

Many different ESWs are used throughout the different categories and some locations have specific quirks when ESWing from or to them. The way to perform each exact ESW will be covered in that categories route information. Below is an example ESW, this is used to escape the K4E softlock by warping from the K4 Shrine Entrance to the Thorntail Hollow ESW, the death requires you to get Tricky to use flame on you in order to die.

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4-2) RESW

An RESW allows you to completely copy the contents of a file at an ESW checkpoint to a second file, this is typically used to station a second file at an ESW checkpoint to be later used to warp back to that location using an ESW.

In order to copy the contents of File 1 to File 2:

  1. Hit an ESW checkpoint with File 1
  2. Quit File 1 (Saving is optional depending on the route)
  3. Start file 2
  4. Without hitting any other checkpoint, die then continue WITHOUT saving, or void out.
  5. Only save this new file after you have hit another checkpoint of any kind.

Many different RESWs are used throughout the different categories. The way to perform each exact ESW will be covered in that categories route information. Below is an example RESW to copy a file at the beginning of DIM to a file at the start of the game, this RESW is typically the first of any kind of ESW done in most routes.

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4-3) Layered ESW

A Layered ESW uses a combination of a RESW, slingshot warp and an ESW in order to briefly warp back to a location you last saved at, from an ESW checkpoint, with your current equipment before then returning to your starting point.

Typically, this is used with a CRF ESW checkpoint in order to briefly return to CC2 quickly to unlock the disguise door or collect the Lightfoot fire gem before then returning to CRF.

In order to Layered ESW with file 1 being the main file which had previously been saved on:

  1. File 1: hit the ESW, quit without saving

  2. File 2: void out

  3. Leave the ESW checkpoint then hit it again. Save and quit

  4. File 1: Die, no save, continue

  5. Respawn in CRF, save and quit

  6. File 1: Complete actions in desired location (You can hit checkpoints during this without issue)

  7. Save and quit

  8. File 2: Leave and retrigger the ESW checkpoint, quit without saving

  9. File 1: Die, save, continue

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5) Gate Despawn

In Dark Ice Mines after crossing the first cog bridge and turning left, on the right of the path is a rock next to fence. By going around the right side of the tree and rock you are able to clip inside the fence and get past the rock from around the outside. On the left side of the rock is a loading trigger which loads the large gate that the Mammoth is required to break through. Going around the rock dodges this trigger and leaves the gate unloaded so it can be skipped. To clip past the gate you need to roll at the far left side of where the gate would usually be.

Later using the snow horn will still cause the Mammoth to appear even if you never feed him and since the mammoth is initially only used to open this gate, feeding him can be completely skipped. You are still able to kill the Sharpclaw and get Flame command even if you avoid this trigger, so you can go around the rock on the first time passing it.

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6) Mammoth Clip

The DIM Mammoth can abuse certain wall collisions to partially clip into walls. By following the wall to the right of the ice wall, then at the next wall holding between up and up right on your controller to turn slightly you are able to partially clip into the wall.

This can be used to fully clip through the wall by ()()() which has several uses. After clipping you can either go through the wall fully and drop down (#6-2 Bike Skip) or turn right immediately to climb the wall up to the cannon (#6-1 Cog Skip).

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6-1) Cog Skip

This trick requires you to learn Mammoth Clip first (If you are also doing Bike Skip then you need to park the mammoth at the spot after the big gate then get back on it before doing Mammoth Clip)

At the end of Mammoth Clip, instead of fully clipping and falling down, you are able to turn right after you start to clip and follow the wall up to enter the room with the cannon. By following the top path to the cannon backwards you are able to drop the Mammoth down into the room where you place the cogs, at the corner (where you shoot open the opening with the cannon) you need to be careful not to walk to far forward before turning otherwise you can fall down.

By dropping down to the lower area below the second cog bridge and walking into a specific part of the wall you are able to get the Mammoth to gain height quickly and make it up to the other side of the bridge, if this doesn’t work you can follow the wall to the right and slowly gain height to get up.

Once you are across the other side of the bridge you can walk the Mammoth straight through the dig tunnel then keep walking forward until you fall into invisible bridge room and void out. You will respawn outside next to the dig tunnel and can continue as normal to get the snow horn from there. To get Tricky to quickly spawn you need to walk down hill away from the tunnel a bit.

This allows you to collect the Snow Horn without collecting any of the cogs or using the cannon.

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6-2) Bike Skip

This trick requires you to be able to do #6 Mammoth Clip. This trick causes the camera to flash a lot and be very disorienting.

Bike Skip aka Dismount Glitch is the main trick used to reach the end of DIM, it is a relatively difficult trick, the alternative is to do #7 Seam Walk but this is ()() slower.

Before mounting the Mammoth you need to equip grubtubs. After doing Mammoth clip and clipping all the way through and falling, follow the tunnel forwards towards the bike and keep pressing target to fix the camera, hug the left wall to reduce the amount the camera flips.

By using a setup you are able to climb over the fenced divider without falling into the void and by passing just past the top of the ramp you will hit a trigger to load the bike. By Walking back over the divider, you can enter the main bike path again by clipping through the right side of the door and walk back to where you clipped to feed Tricky letting you dismount the Mammoth and get on the bike. Getting on the bike causes a gate to open, by feeding Tricky near its entrance you can dismount the bike.

You want to pilot both Fox and the bike at the same time through the tunnel until just before the end (just before the cutscene where Fox jumps off the bike) While dismounted from the bike:

  • Drive the bike by pressing A while holding shield
  • Pressing A without shield will make you remount the bike and kill the trick
  • You can target to stop the camera moving and make it easier to see and move Fox
  • There are certain parts where if the Bike and Fox are to far apart the map will deload and cause Fox to fall into the void
  • The camera flashing tends to be worse the further Fox is from the bike
  • The easiest way to do this is to either drive the bike forward then walk Fox forward to the bike or walk Fox forward then drive the bike towards Fox. Both can be done at the same time though

Only Fox will trigger the cutscene not the bike, pilot the bike only past the checkpoint trigger(the arch connecting the rooms) then press A to remount the bike past the checkpoint.

()(()()((()((__(

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7) Seam Walk

This trick is considered glitchless. After using the switch at the top of the area to lower the bridge, you can drop off the bridge onto the conveyor railing and walk along the railing to get to the boss fight early. The railing floor is extremely thin. When dropping down to the warp you need to start holding up immediately as you start falling in order to fall forward enough.

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8) Camera Lock

When activating a certain camera mode (such as by feeding Tricky or talking to an npc), on the same frame of your camera position being set (such as by starting to crawl or climb), Fox will fail to do the crawl or climb but the camera will still get fixed close up just behind Fox and will stay in that position until the camera is forcibly changed again (such as by targeting).

In certain locations typically near map boundaries triggering the camera mode again will cause the camera to get stuck and will not move until you target to fix it. Many triggers in the game are activated when the camera goes through them not when Fox does, by freezing the camera we can safely go through the triggers without the camera activating them allowing for certain areas to deload or skip certain cutscenes.

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8-1) Beacon Skip

This trick uses a camera lock to skip the key unlocking the gate to moon mountain pass by bypassing the cutscene which loads the gate. By entering the Thorntail Well crawlspace on the same frame as feeding Tricky you can gain cam lock then target to regain the normal camera. Standing immediately next to the crawlspace will stop Tricky from approaching you.

When at the exit of the windtunnel cave you can feed Tricky to lock the camera in place, you go around the corner then go up to pass the cutscene trigger then hit target to fix the camera and continue. If you go too forward before targeting the next area won’t load and you will softlock. 19


8-2) QE Cam Lock

By using a #8 Camera Lock you are able to skip the final Queen Earthwalker cutscene after OFP2. Depending on the route you can get cam lock from the ladder at the entrance to OFP, the final ladder leaving the CC well or the ladder in LFV.

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8-3) GQE

This trick is only used in 100% and skips the first Krazoa cutscene outside of VFP. By gaining #8 Camera Lock from the rock wall in the escalator room in VFP or the very first room in VFP(this way is difficult to get to Tricky to comply and is not recommend) you are able to activate camera lock from the end of the moving platforms, cancel it as you leave VFP and it will deload the entrance to Ground Quake allowing you to get it without completing VFP1. This will also you to climb to MMP without planting the first moon seed.

This cam lock has requires more precise timing on your target than other cam locks.

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8-4) OFP Cam Lock

In certain routes you never open the fire gem door to OFPT meaning you cannot simply leave OFP normally, instead we use a #8 Camera Lock to cause the fire gem door to deload allowing us to leave. This also causes the sharpclaw door to deload so we can leave even when the water is still raised.

This cam lock can be kept all the way to TTH to use for Queen Cam Lock.

You must run forward up until you’re more forward than the corner then run back around 2/3 the way of the straight before feeding tricky. You can press target as soon as Fox is around the corner.

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9) CCE OOB

By using #1 Air swim you can get out of bounds and make your way out of bounds to the water in the LFV Link Map and then use this water to start a new air swim at a lower height which can be used to get to CC and K3.

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9-1) CCE

This trick requires CCE OOB to get out of bounds in the water in the LFV link map.

This trick allows you to enter Cape Claw without needing the larger wallet to get 60 scarabs allowing you to skip Krazoa 2 and fully returning the first spellstone. This trick is now typically only done this way to enter CC2 and CC3 as CC1 has its own version of trick called Gold Bar Skip.

Once you load the LFV link map while oob, swim underneath the map in the same path as you would when not oob. Once you get far enough along close to the well ladder the well will load and you can swim to the well exit to CC. Cancel your swim on the arch of the well exit. To get the area to load properly go through the exit to hit a trigger before the corner then go back, roll down the ladder and hit a trigger just before the other ladder that goes up on that level, then you can go to CC as normal. If you want to use the cannon in cape claw you to hug the left wall to make sure you hit a loading trigger for the cannon.

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9-2) GBS

This trick requiresCCE OOB to get out of bounds in the water in the LFV link map.

This trick allows you to skip collecting the gold bars around CC that are normally needed to rescue the Queen. It also means the ladder will not be lowered meaning in certain categories which do Ocean Force Point 1 during CC2 you will need to do Fire Gem Launch to skip needing to use the ladder to get the fire gem.

When swimming past Lightfoot Village you need to pass by the Krazoa 3 basement area carefully to hit a needed loading trigger. You need to do a memory leak which will cause the next area to load in to be in a deloaded state, once past the two whirlpools you need to swim backwards so that your camera goes out of bounds but not Fox, do not target during this as it will result in a crash. If the game briefly freezes you will know the memory leak worked. Pan the camera while zoomed so that its back in bounds then continue. To load Cape Claw you need to again swim backwards while not targeting making sure the camera is perpendicular to the edge of the map (just look straight forward).

Once in Cape Claw you need to swim to the normal entrance to hit a loading trigger to ensure the needed switch is loaded, then swim where to break your swim. Try to fall inside the head, but if you fall outside the head simply walk into the head entrance as the door normally blocking you is deloaded. Swim to and hit the switch to open the gas chamber gate, hit the checkpoint in the gas chamber then save and reload. 25


9-3) K3E

This trick requires you to learn CCE OOB first

Once you have completed CCE OOB and have loaded the next area you can immediately swim under Lightfoot Village inside the basement. You can break your air swim using the boxes on the side of the room then walk straight to the K3 warp pad.

This trick allows you to collect K3 without having completed the rest of Lightfoot Village, however after you have collected K3 as the basement entrance has not been opened you will be trapped. To escape you are required to do an ESW to warp out, you can die to trigger the ESW by climbing up the box’s to the left as you exit the K3 warp room (The same box’s you broke your air swim on) then precisely fall down, to the lower ramp leading to the K3 warp, which is just far enough to take fall damage.

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10) BCRS

This lets you skip saving the Queen and Baby CloudRunners. By walking into the wind tunnel at a very specific speed you are able to trigger the wind tunnel without actually falling into it. Doing this on the top floor sets a flag telling the wind tunnel to send you downwards, when properly entering the wind tunnel at the lower level the game will still try to send you downwards resulting in you reaching the bottom most level without having to switch the wind tunnel to down.

To Skip having to open the gate, you are able to clip a barrel through the wall into the wind tunnel. By switching the wind tunnel direction while you’re at the very bottom you can get the barrel and use it to reach the boss.

To do this trick the grating above the wind tunnel needs to already be broken, so we stand on it to break it then save quit back to outside the gate and can do the trick.

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11) FGL

This trick allows you to get the Cape Claw Fire Gem under the main statue without the use of disguise and ice blast as well as being faster than collecting it the intended way. Tricky’s ball is required for this trick, this can be bought at the shop for 15 scarabs. The Cape Claw bridge needs to be extended prior to starting this trick.

This uses a glitch called Ball Entanglement where you hotkey Tricky’s ball then press Y to take it out one frame before pressing A to pickup a basket. This needs to be performed in the correct position by using the plant by the basket to align yourself then stop moving as soon as you are capable of picking up the basket (When the A button appears over it). You will know the glitch worked if Fox is holding the ball and in the top right the text next to the A button has disappeared(it doesn’t say “throw” anymore). Pressing Y and A on the same frame will require you to save and reload to start over.

Once Ball Entanglement is active, you must cross the bridge to in front of the Krazoa Statue, then very slowly walk off the platform at a certain spot while facing the edge completely straight. Once you are off the edge a Ball Launch will trigger boosting you in a direction based on the spot you picked up the basket and you will land inside the opening underneath. You will land at the very edge so to not accidentally fall off It is recommended you hold R so you can’t walk off while the camera is adjusting, or not moving at just rolling will make you go in the correct direction.

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12) Electric Slide

This trick is considered glitchless. When entering the Ocean Force Point Courtyard, you can zoom and unzoom to reload the Electric Tile Puzzle. This sets the puzzle solution to 1,2,3 then the remaining tiles don’t matter. This works for both Ocean 1 and Ocean 2. This state stays active as long as you don’t reset the console or open another file, so doing the trick for Ocean 1 makes the Ocean 2 tile puzzle 1,2,3 as well.

While entering the courtyard just zoom and unzoom while in the red box.

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13) Window Jump

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14) Block Puzzle Clip

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15) Waterfall Jump

Waterfall Jump is a trick that allows you to get out of bounds at the beginning of Walled City. By jumping off at an angle at the edge of the waterfall, you are able to land on a raised ground at the water fall edge. With a precise position and angle you are able to trigger a jump and land out of bounds.

This trick is required for REKE(Red Eye King Early) , ZGSS(Zoom Goggle Skip Skip) and SGQL(Super Ground Quake Late)

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15-1) REKE

This trick requires you to learn Waterfall Jump first During Walled City 1 you are normally required to collect Super Ground Quake, Sun Tooth and Moon Tooth. REKE (Red Eye King Early) allows you to skip straight to the Red Eye King boss fight to collect SS3. By first doing Waterfall Jump to get out of bounds and gaining air swim, you can swim under or around the map to the centre, cancel air swim on the ramp downwards and navigate the edge of the room while ensuring you hit triggers to get to the boss fight trigger.

There is two ways of swimming out of bounds to the centre of the map

  • You can swim across the left side of the map to the next corner to easily swim around the water to get to the centre while staying out of bounds. This is a slower method but is essentially risk free.
  • You can do a trick called Waterfall Clip, where you go to the edge same waterfall as Waterfall Jump to gain swim height and cancel your swim on the edge of the water just barely still out of bounds. Then with a precise position and angle you are able to fall off the map and land in the water with enough downwards momentum to keep you further under the map than usual for long enough to cross underneath the water without going back in bounds. This is the harder but much faster strat.

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15-2) ZGSS

This trick requires you to learn Waterfall Jump first During Walled City 2, normally you must collect the sun and moon stones to access for the warp to the K5 Shrine. ZGSS(Zoom Goggle Skip Skip) allows you to skip collecting the stones and skip straight to activating the warp). During Walled City 2 only (After returning SS4 to Ocean Force Point), while the main area is deloaded the entrance to the warp is open and the warp works as normal.

By using Waterfall Jump to first get out of bounds, then gaining air swim you are able to hit the triggers at the entrance to the moon stone structure, while out of bounds. This causes the interior of the structure to load in and the outside of the map to deload while you are still outside. You can then climb the centre pyramid and enter the K5 shrine without collecting the sun and moon stones and without buying the zoom goggles.

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15-3) SGQL

In 100% it is a requirement to get Super Ground Quake, however there is no good time to get it in WC1 so we get it in WC2 instead. By doing #15 Waterfall Jump you can get out of bounds and use it to skip needing the King Earthwalker to raise the bridge then you can get Super Ground Quake as normal. Save quit as soon as you get it to return back to the arwing for #15-2 ZGSS.

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16) Ball Hover

This trick allows you to skip opening the gate to Garunde Te in SHW for the K4 Snowhorn trial allowing you to skip collecting the white grub tubs. This Trick is very difficult and precise and occurs very late in the run, this Trick is not recommended for beginners. This trick requires you to have bought Tricky’s ball from the Thorntail shop for 15 scarabs.

This Trick is performed during the Snowhorn trial and as a result is on a short time limit to perform the trick, so it is best to shoot down the final tree after saving Garune Te at the start of the run (This shot can be timed so that the cutscene overlaps with the long Garunde Te cutscene skipping the tree cutscene), it is also recommended to use flame on the ice wall at the start of the trial before starting it. This extra time is enough to allow a second attempt at part of the trick.

This uses a glitch called Ball Entanglement where you hotkey Tricky’s ball then press Y to take it out one frame before pressing A to pick up a basket. This needs to be performed in the correct position by, after blowing the horn near the Bribeclaw, doing a perfect left turn on the spot and walking straight forward until Fox walks into the basket. If you fail this setup, you have enough time to blow the flute again and try again. You will know the glitch worked if Fox is holding the ball and in the top right the text next to the A button has disappeared(it doesn’t say “throw” anymore). Failing the setup twice or picking up the basket will require you to save and quit to restart the trial from the beginning.

Once Ball Entanglement is active, you must get in a precise position by aligning yourself against a torch and zoom walking to move forward in small increments until you see the visual cue. Then zoom and face a specific angle (Use of a crosshair is allowed for this due to it being very precise and difficult to tell otherwise). You need to buffer holding down and unzoom, without falling Fox should clip the edge and get boosted around the Fence, while in the air you should hold shield. Once landing on the other side, you drop down from a specific spot to hit a loading trigger then can blow the horn next to Garunde Te and continue as normal.

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17) DR Barrel Clip

You can clip a barrel through the wall into the wind tunnel allowing you to skip having to use the Barrel carrier to get the barrel to the upper floor. Walk against the wall until you’re just passed the edge of the shadow, zoom and put the left ? texture in the middle of the screen (or very slightly left of middle) then throw the barrel. The barrel can miss the wind tunnel and fall back down or fall into the void so check the left side of the silo and the barrel spawned to check it hasn’t failed.

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18) CC3 Airswim

Cape Claw 3 is the version intended to be done to enter Ocean Force Point 2 after Dragon Rock. During CC2 you are intended to collect 2 firegems and lower the water in order to open the path to OFP, if CC2 was skipped then the path will be closed in CC3 and the water will still be up. In CC3, once the cannon is used to open the entrance to inside the head, you will be able to interact with the still raised water. By entering and exiting the water you get an airswim which can be used to swim around the outside of the map to reach OFP.

For the Airswim you should target and slowly sidestep into the water, you need to leave the water immediately as you start swimming otherwise you will get stuck inside the head. Once you have Airswim you need to swim to the back right of the map and swim around the outside of the right side of the map (the side where you enter Cape Claw). When turning right at the corner near the head you need to stay close to the edge of the wall to ensure you don't soft lock. Once you hit the loading zone for the block puzzle room joining CC to OFP you need to zoom the camera to get the map to load. Enter the block puzzle room and you will have the swim height to reach the top layer of the room and complete it as normal.

When leaving OFP2 you will need to do OFP Cam Lock 8-4 to leave as the firegem gate in CC is still closed and blocking your exit.

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19) Damage Clip

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20) Bike Flag Glitch

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21) Void Travel

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22) K5E

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23) Void Walking

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24) WC Escape


Footnotes

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UPDATE: Rules and Category Changes [10/20/24]

As of today, new rules have been added to the leaderboard. The following has changed.

From this point onwards, the following categories will have new rules.

  • Stale Reference Manipulation (SRM) will no longer be allowed for this category.

Since SRM is viable and en

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