Tricks, Skips and Strats
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Tricks, Skips and Strats
Updated 9 years ago by Immersed

The majority of the speedrun is doing the 'intended' routes and puzzle solutions only as fast as possible. On some occasions the run requires tricks that are not 'intended', which will be listed below.

  • Elevator skip: some elevators allow you to blink your way upwards instead of using the elevators themselves to go up. There are two elevator skips which are different than the rest, see below
  • Waste Management elevator skip: this elevator is very long but it is skippable. The best way of skipping this elevator is by using 5 clones, which is only possible if the first clone dies from fall damage. The key to this skip is timing when to start the first blink upwards. An audio cue that I use is just as the audio message "I found the ship" starts playing. Alternatively, a video cue would be when you're a sprite's length below the first window of the elevator shaft. Also make sure to correct for the change of the camera that occurs as you enter the top part of the elevator
  • Mind Science Laboratory elevator skip: this is the elevator just after the cutscene where Dennett/Chalmers swaps with the Giant Head. During that cutscene there is no slowdown when you create a clone; this slowdown returns only after the elevator comes all the way down. But you can already do the elevator skip as the elevator is still above the ground. This means that you have to blink upwards without slowdown, which can be tricky (and if you die, then you have to watch the cutscene again which wasts 90 seconds)
  • Restarting the checkpoint: you can restart the checkpoint to skip the following cutscenes: Chori V terminal, Laboratory Access blockade and Sample Containment Security blockade
  • Elevator animation skip: if you press an elevator button to make it go down (up) and then quickly leave the area through a door, then if you re-enter that area the elevator will have moved all the way down (up)
  • The best strategy during anti-gravity sections without blinking (the 1st and 4th sections) is to make your turns as smoothly as possible, since making sharp turns will reduce your forward speed
  • The best strategy during anti-gravity sections with blinking (the 2nd and 3rd sections) is to place the last clone not directly in between the second last clone and the door, but slightly at an angle to the door. This is to prevent you from accidentally swapping with the previous clone when you try to get in the door
  • If there is a small gap in-between two conveyor belts, then always blink between them, since this gap will decrease your speed. Blinking will also decrease your speed, but you will move forward during the blink
  • The solution to the 3rd puzzle in Xeno Research is not as intended: you can make use of a small space above the red lights where you can swap through
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