Complete Guide of Current Strats
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Complete Guide of Current Strats
Güncelleme tarihi 5 years ago tarafından Zavada

Update History: Jan 5, 2020 - Created Guide

How to beat the game: 1. Hold one of the planks on the ground up to the hot morgue drawer unit at the time (leftmost right after starting a run). 2. Make sure that plank has lit on fire, and either use it or the other plank on the pipe above the leftmost door. 3. Place the fire plank on the oxygen tank in the corner and quickly hide in the leftmost morgue drawer. 4. After hearing the explosion, exit the morgue drawer and walk to the end of the hallway. Do NOT enter the final room. 5. Wait an eternity for the crawling (hereafter referred to as "crawler") to enter the final room. 6. After the door to the final room reopens, proceed to the exit.

Important mechanics: 1. The left morgue drawer is the fastest death in the game. Quite nice for resets and death%. 2. The area trigger for the crawler is about 1/3 down the hallway. 3. Your velocity vector includes your model's pitch in its calculation, so the further you look down/up from the starting camera position, the slower your character will move.

Okay so that's the base overview of how to play the game, but how do we play the game fast? Well, there are a few optimizations in this strategy: 1. Plank Throw Step 3 can be optimized by simply throwing the fire plank to the oxygen tank. This takes some practice, but it should save a few seconds from the run. 2. Early Fire If you place the small plank at the leftmost drawer at the start of a run, the plank will catch fire sometime between 8s and 9s. Even though the animation takes a few seconds to appear it is indeed on fire. 3. Suicide Exit Before the crawler enters the trap room, there is a small window of ground you can walk into the room that will not trigger the trap. When the crawler walks in the trap, it'll activate but you will be fine. About 2 seconds before the fire ends, begin walking towards the exit. You will survive but also immediately die on the completion screen. This should save around 3 to 4 seconds.

That covers the currently known skips and tips of the normal state of the game, but what about the abnormal?


Advanced strategies: There is only one current advanced strategy: Blind. Blind mode is triggered by setting up step 3, but double tapping escape during the drawer animation. The result is that until the drawer fully extends, you can freewalk wherever you please. Your camera will then be animated as if you're entering the morgue drawer from that point, but you will still maintain your freewalk status. There is no current way known to exit this blind state.

How to Blind Run (unrefined): 1. Enter the drawer and double press escape. You are now on a very short timer. 2. Position yourself facing the exit hallway in the exact center, as close to the door as possible. 3. At this point you will not be able to see. 4. Hold W until approximately 5-5.5s after the explosion. 5. Wait for the crawler to trigger the trap, and listen for the sound of the trap's doors being opened. 6. Hold W until you win.

As you can see, blind runs with this strategy don't implement the suicide exit, however if you can find a consistent setup it would combined save approximately 7 to 10 seconds over the non-blind WR. Blind itself saves approximately 4-5s from the run without suicide exit.


The future of Strategy in SCP-022: I see the current WR strategies going in one of three directions. The first is simply combining blind with the suicide exit. This could be made significantly simpler to route if someone found a way to undo blind after the crawler's trigger, however.

The second direction I see is someone finding a clip into the exit hallway. In my testing with the debug menu, if you were to enter the hallway, it would in fact trigger the crawler, and the crawler has no collision with any door. This mean that almost any clip into that hallway will instantly save a significant amount of time, as the oxygen tank takes around 15s to explode.

The third direction I see the strategy going is either a way to nullify death, or "reset" a room such that it maintains the previous state when starting a new run. I personally see these two as the least likely options, but it's always worth investigating whatever you can when hunting for bugs!


I wish you all the best of luck with your runs and hopefully this information is helpful! I'll be drafting up a complete guide to the debug menu relatively soon, however the console still needs some figuring out. Let me know if you have any suggestions for this or that guide!

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