General tips for new players
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General tips for new players
更新时间 6 years ago
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I'm gonna keep updating this as new things are found.

GENERAL:

Found June 24, 2018: You can launch the game without the steam launcher, saving, overall, a lot of time. There's another guide on how to accomplish this. There is another guide out here for this, but the revolver can be set to automatically have 6 bullets. AHK scripts and batch files can be made to delete files in the imscared folder and modify your computer's clock. Seefly200 has a great tutorial on their channel on how to set this up. Running diagonally is the fastest form of movement. You can move your camera while in loading zones in order to get a diagonal running lineup. I don't personally do this, because it is difficult and takes practice, but seefly is very good at it.

TUTORIAL:

You can hold down sprint before you gain control, and you will start the game sprinting. The red flower can be picked up without crouching. Found June 24, 2018: As soon as you hear the beep, you can exit the game with escape and relaunch, saving ~1.5-2 seconds.

HOME (HUB):

In the loading zone, after pressing E to start the game, you can hold S before the game fades in to walk closer to the table, saving a little bit of time. You can do this in the rest of the game too, but I would hold A and S to walk closer to the hallway that opens. Obviously, memorize which direction you need to turn and how many doors you need to open for a specific route. You can pick up the Rusty Key by just stopping in front of the bookshelf, you don't have to go behind it or look at the key.

CAR PARK:

In tag, the optimal route is to turn left at the first arrow, go to the end of the row, move up to the next row, turn right, and so on. It is a zig-zag pattern where you cross every arrow only once. Try to optimize that angle when you're picking up the Gate Key, try to walk as straight of a line as possible back to the gate.

HOUSE:

This just comes down to memorization, really. Use the "nextroom" feature in the white.ini file in the IMSCARED %appdata% file to run it over and over again to get the route memorized. It's not too bad. Watch for little things, like picking up keys as far away from them as you can, like the one key you can almost pick up through the dresser (key 8 ). Found June 24, 2018: When you enter room 8, the trigger for the footsteps is after the first 4 horizontal lines. The first line is before you turn the face the window, and then the trigger is on the third line after you change directions. Done optimally, you can leave room 8 before the door even opens, but it will open. During the cutscene in room 7, you can hold down sprint and forward. For the most optimal exit angle, line up the left edge in the top half of "d," so the pointy part at the top of the letter, in "I'm scared" with the very left side of the bottom row of pixels in White Face's face. This is a lot of words for a very easy lineup, so you can just try it yourself. As soon as you start sprinting forward and clear the door, you can hold diagonal again.

HER HOUSE:

As soon as you hit "E" to start the game, sprint for three steps straight forward before moving diagonally. There's a really stupid bug in the game, so if you don't wait that long, you will spin out of control, wasting at least a few seconds. This applies to every time you will start the game here. Turn right first, and keep sprinting until you see HER point down the hallway. She tells you to be quiet beforehand, but you'll make it. Use good judgement; she should tell you to be quiet right as you're opening door 3. If it's a little bit before that though, you'll usually be ok. Like I said, use good judgement. You can pick up Piano Key pretty far away from it, through the side of the piano. You can walk in between the table and the bookshelf in the green room, but you can get stuck pretty easily. Practice and watching angles can minimize that. Once you collect Cellar Key, you can keep sprinting until you are back into the red hallway. You can sprint freely in the cellar. Memorize the code. It's not that hard.

LABYRINTH:

Just remember where "Thanks for staying" is. There are actually only 5 different possible mirror codes in the game, so if you stand in front of the gate and type them all in individually, you can essentially brute force the gate into opening. Also, the code's number (1-5) will be in your white.ini file, but it's actually just faster to try all of them than look there. There's a spreadsheet that has all of the codes, but for ease of access I'll list them all here:

47725 15204 93934 51947 59174

It's pretty easy to memorize. Be careful and don't accidentally mistype the last two.

STATION:

To save the difficulty of explaining, there's an optimal route that kills you a lot, and a barely less optimal route that you rarely die on. For marathon safety (GDQ when) the second route is better, and it's also preserves your sanity, you know, because losing the run more than halfway through sucks. The first gramophone always spawns in the middle. There's a map and explanation in another guide on this site. Here are the routes: https://docs.google.com/document/d/1__KUlez3iajfRFbhxUaOLcDKFZVosf4NGO_IC1tpeH0/edit?usp=sharing

METRO:

Stay to the right of the bed, and when you turn around, go to the left of it. I find that I get stuck far less crossing on that same side of the bed. When you push all the buttons, leave and make a hard right, instantly, from like 12 o'clock to 4 o'clock.

HER GRAVE:

Killing HER is easy, just initiate the text and then run as far away as you can, straight back. Spam the revolver. Easy.

STORE:

Just memorization for this one. Still easy.

PIPES:

In Valve A, you no longer have to turn off the steam. You can run right through it if you hug the far wall. Initiate the "Do you want to" but don't spam to make it occur faster. Instead, run back to the sealed wall, and when it does the weird glitch-looking thing, you can immediately climb the stairs. Valve B can be completely skipped by hugging the left side of the belt right in front of the stairs, and holding W and A at a specific (pretty shallow) mouse angle. You just walk right across it. Valve C can be optimized in a very similar way. If you use that same angle I mentioned in Valve B, you can fly through a lot faster. Not all of the rails work, in fact, very few of them do. Just know when to walk normally and when to do the previously mentioned technique. Be careful and don't miss the "Fixed" trigger, because yes, I've done it, it is possible.

QUESTIONS:

Alright guys, that's basically all of the tips I could come up with off the top of my head, but I'm sure I missed something. Feel free to ask me questions, I'll be happy to answer. If I'm not available, seefly is usually pretty good with being in the Discord. You can ask us questions there or just in the forums. We'll be happy to reply.

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