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  • TheApjjm
  • 2012-07-08
  • 83167
(
AmnesiaTheDarkDescentFrictionalGamesapjjmSpeedrunspeedrunrecordsegmentedglitchglitchesglitchedoutofboundsoobatddguynamedbobwarpsavebugtrickgruntbruteshadowgamedemosarchivesda
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Outdated - WR is held by Teravortryx:    • Amnesia TDD Speedrun in 17:12 (Segmented, ...  

Youtube has messed up the video (breifly) in places - sorry about this :(

Timing:
Timing starts when Daniel says "don't forget". Timing ends when Alexander yells "No you fool!" (specifically, the frame in which each saying appears on the subtitles). Loading times are excluded. SDA Time (21:56) adds a 0.5s penalty for any saves where I use "save and exit" & counts the final cutscene.

Glitches / Tricks:

Crouch Ceiling breach: In certain places, if you crouch and then try to uncrouch, the game will think you have space to uncrouch, letting you sit half out the map. You can then jump to get out the map via the roof. This is possible by most rock-piles in the game.

Movement Wall-Breach: When the player collides with a wall (or object), the game will try to stop you from colliding by pushing you out the shortest distance. As walls are incredibly thin, all that is necessary to breach a wall is to move half the player size into the wall. This is often achived by running into corners at a certain angle, so one of the walls pushes you just far enough into the other.

Save-Breach: If you save whilst holding an item inside the player body, upon reloading the game will try to push you out of that object. This can be manipulated to push you through walls and certain (thinner) doors.

Digging: The spade is quite a glitchy entity, and jumping on the head of it can warp you forward a little bit, letting you get through walls.

Quick-Ladder-Climb: This is essentially just spamming jump and use whilst facing upwards so the game climbs you up ladders quickly.

Reload-warp: When reloading a save, the game temporarily puts you at "PlayerStartArea_1" (there is a map editor where you can look at where this is located). However, the game loads the direction you were facing beforehand first, allowing you - for a small window -- to use the environment as if you were standing at "PlayerStartArea_1". This area is almost universally by the entrance door, an by manipulating your standing direction you can use the door by mashing the use key on the loading screen.

Jump-Stacks: The impulse the player takes for jumping stacks, so jumping multiple times will give you a much larger jump.

Boosting (Wall): Certain walls are not even, and you can land on the little ledges and jump. As the boost from jumping stacks, walls can often be scaled very quickly.

Boosting (General): If you land on thin surfaces, or surfaces of a certain angle you speed is re-directed. Jumping onto certain angled surfaces will give you a boost in speed, as your vertical speed will be re-directed to your horizontal speed. This is sometimes used to clear large jumps.

Flashback: Enemies cannot see you if you are currently in a flashback. This can be abused to get past enemies you would otherwise have to wait to pass.

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