This is the VOD from when I first showed off the new TAS with some commentary to help explain the route. While this commentary doesn't get super technical in terms of 'how' it should at least help you to understand why the TAS does everything its doing. I do plan to make proper explanation videos for the more complicated parts eventually but they will likely not be done for quite a while.
Krythom
For a non-commentated version: youtu.be/Ip517HKs5Po
This is the VOD from when I first showed off the new TAS with some commentary to help explain the route. While this commentary doesn't get super technical in terms of 'how' it should at least help you to understand why the TAS does everything its doing. I do plan to make proper explanation videos for the more complicated parts eventually but they will likely not be done for quite a while.
This is the VOD from when I first showed off the new TAS with some commentary to help explain the route. While this commentary doesn't get super technical in terms of 'how' it should at least help you to understand why the TAS does everything its doing. I do plan to make proper explanation videos for the more complicated parts eventually but they will likely not be done for quite a while.
updated 4 years ago
This is the VOD from when I first showed off the new TAS with some commentary to help explain the route. While this commentary doesn't get super technical in terms of 'how' it should at least help you to understand why the TAS does everything its doing. I do plan to make proper explanation videos for the more complicated parts eventually but they will likely not be done for quite a while.
For this video some visuals of the game were altered for a better viewing experience, namely making the camera follow the knight out of bounds and removing white screens that would prevent any vision of the gameplay for long stretches of time.
I'm pretty much retired from RTA runs in any real sense but I am still working on multiple HK projects just slowly as I've got other things to do too.
Unoptimized TAS/LOTAD of a way to skip uumuu without noclip in the NMMS ruleset. Being able to get past uumuu and collect has been possible for a very long time but we never had a way to get back out of archives afterwards.
I recently discovered that the archives load which was long considered undupable was in fact dupable and we had just somehow missed a basic trick to make it work for many years. With this discovery myself and Staxis then worked out this dupe to get to monomon while having 2 bench interactions stored and a specific room order. The first interaction is used to get in bounds in the room next to monomon skipping uumuu, and then because of the order we loaded the different rooms we are able to interact with monomon and then quirrel without using the second bench interaction. Then after dream nailing monomon we sit on the bench which sets our respawn point back to top archives (again because of the room order) instead of at monomon and we can quit out after collection.
This is a very unoptimized TAS of the uumuu skip just to prove that it works, plenty of potential timesave in many places that I didn't bother spending the time on since this is an isolated proof of concept and not part of a full TAS.
Although on the end screen of the game it displays as having collected only 1% this is because the save file that beats the game doesn't have dream nail. For leaderboard rules this run would count as 2% (1% from dream nail and 1% from Monomon) meaning it isn't a proper low% run since 1% completion is achievable on patch 1.2.1.1. 2% is the lowest possible completion on patch 1.0.2.8 though.
I'm reuploading this since Staxis seems to be considering doing a newer run and wanted to see this one for route reference. Likely a lot of this will be replaced with faster strats found in the past 4 years but will still be useful as a starting point. One improvement might be remembering to buy crossroads stag so you can get stag back after Herrah lmao.
I thought this was already on youtube with mic audio but when I looked I couldn't find it so I'm reuploading this micless version now since thats all I have.
Explanation:
The first thing that happens is that I use a trick simply called 'double click' where you select the file you want to load by clicking it with both mouse buttons on the same frame, this gives control immediately upon loading in and skips the time normally spent getting off the bench, it also gives a state called bench storage. This normally saves ~2s over a normal load in but the problem in this case is we still need to equip the dashmaster charm.
Because we have bench storage from the double click we can actually equip the charm anywhere without sitting on a bench but if you ever open inventory with bench storage you lose control and get softlocked. To get around this I perform interaction storage on Iselda's door to open quick map and read the text at the same time. As I navigate the menus to equip dashmaster I mash through the text since the textbox closing gives control avoiding the softlock.
From there it is normal movement to the well with a couple added inputs to remove the bench storage on the way.
Edit: Nevermind I was wrong about being able to get rid of bench storage, this strat isn't usable lol
The majority of this video is setup to get wind storage, the run itself starts when I drop into King's Pass at around 0:44 and ends when I enter Dirtmouth
Wind storage is the fastest movement option in the game but is highly limited since its only good for moving right, even for this category you want the slowest wind option (5u/s^2) since you have to move left at the end of the room
With some practice and labbing of new movement options thanks to the help of some other runners, namely Ins0mnia and Green I managed to raise my consistency for VS skip from ~1/10 to ~1/4 but given how far into the run it is and how you likely get one shot at it before you're losing time it still doesn't feel realistic to go for to me personally.
On the other side of things I finally put in the time to properly investigate why the deepnest wrong warp would sometimes seemingly fail for no reason causing a hardlock. Its something I should have realized far sooner but I learned the part immediately after the wrong warp involves an rng loadzone which has ~60% chance of giving the incorrect result which would instantly doom your run and force a reset. Once we learned that it wasn't an issue of execution and was pure luck Staxis suggested that we could instead use the available load warp after the wrong warp which would be a slightly slower option but remove the rng loadzone. Looking into this idea I realized that you could chain that load warp into a second one which would put you at a location that is only slightly off the main dupe path and very close to the end of it. This is the strat shown in the video.
This does unfortunately still have rng as if you get unlucky when you perform the initial wrong warp you can land on a spider instead of the ground preventing you from doing the load warps. There is a backup to prevent this from entirely ruining the strat but it still results in a timeloss of ~7s. However if you get good rng this strat saves ~2s in total over the original wrong warp strat meaning can save nearly 10s over the strat currently used in runs. So in summary it has the potential to save time over the original wrong warp strat while being significantly less risky.
I plan to start implementing this in runs and it should greatly increase the chances of a sub 18 minute time
Some Information For Those Interested in Specifics:
1. The explicit goal for this TAS is to beat the game in 0 jump inputs, this is to avoid any ambiguity or debate about what counts as a jump. This means the TAS cannot jump from the ground, from a wall with mantis claw, or midair with monarch wings. It also means it can't use the jump button for mashing through text, using menus, buying from shops, etc. This is why the TAS never equips any charms or buys anything from a shop, these things are impossible on 1.0.2.8 without pressing the jump button. From 1.3 onwards "Enter" can be used but it doesn't work on earlier patches.
2. You may notice frozen enemies or objects that would normally make a sound being silent, this is because for the purposes of visibility I made the camera follow the knight when it would normally be off screen. Enemies and sounds work based on proximity to the camera rather than to the knight so when the camera is supposed to be far away they stay deactivated. This is the expected behavior it just looks strange when you actually see it happening on screen due to modifying the camera.
3. This TAS uses the NMMS speedrun ruleset. This ruleset allows for every glitch in the game except for Main Menu Storage (MMS) This is for a few reasons but mainly:
a) The run would be significantly less interesting with MMS being allowed as I believe it would just look pretty much like an Any% AG run.
b) MMS hadn't been discovered yet when this project was started and allowing its use would completely change the feel of the run to essentially be an entirely different project.
c) Completing the run without requiring the use of MMS feels like a bigger accomplishment to me and is one I'm extremely proud of.
4. Time, although taken into account, was very much a secondary goal of this TAS. I did my best to keep it fast but especially with certain massively RNG-dependent sections I mostly took what I could get rather than spending days trying to perfect one room.
With all that said, please enjoy!
Definitely still lots of potential to improve this to at least sub 18:30 thanks to dash first route. Might push for that or potentially switch over and run NMG for a while. Haven't decided yet.
Super solid early game, started getting tilted and making dumb mistakes in the middle but managed to pull it back due to the terrible lategame my old PB had.
I don't expect to see another minute barrier without someone doing dash first or something new and big or maybe both. Will have to wait and see.
Broadcasted live on Twitch -- Watch live at twitch.tv/krythomsr
I've pulled this off a few times but have at best maybe a 1/10 shot at it.
Would save somewhere ~13s if you could do this in a run since you could skip VS but its just not viable to go for this more than halfway through the run when failure generally means a softlock. Needs a better setup before it can really be considered.
This room requires that I get out of bounds and hit a loadzone that I couldn't normally reach, I accomplish this by manipulating a tiktik to get to somewhere I can reach it by changing the shape of the room with a room dupe. Once the tiktik is in the right place I can perform a superslide by pausing on the same frame I kill it which deactivates loadzones allowing me to get out of bounds. This video is the tiktik's perspective of these events.
the room dupe doesn't affect the KP at all its just a byproduct of getting wind storage
And of course harder because no timesave can ever be easier than the old strat apparently
Saves ~5s although this number will vary wildly depending how good your slow falls are
Also significantly scarier than the previous route
Originally unlisted but figured I may as well make it public
After realizing that if you could get every vengefly within range and pogo every breakable object in the top section you could just barely get enough height to reach the 3rd level I started working on a way to do the room without jumping as the bottom section had already been solved. The route ended up fairly convoluted requiring getting bad float and climbing up the bottom section twice but through the power of TAS I was able to make everything work and remove the previously required jump press.
This jump and the jump into the VS pickup were both extremely stubborn lasting long after all other jumps had gone but with KP finally done Hollow Knight is officially beatable without pressing the jump button a single time.
Broadcasted live on Twitch -- Watch live at twitch.tv/krythomsr
White Screens - You may notice at a couple points during the run that there isn't a fade to a white screen where there normally would be or that a white screen goes away abruptly rather than the normal fade animation. This is because when entering the dream nail sequence the TAS does a trick to spawn in the seer earlier which unfortunately has the side effect of causing the rest of the entire run to be a pure white screen. To make the TAS a little bit more interesting to view I took the liberty of removing the white screen so you can continue to see the gameplay however this does result in a couple strange looking transitions.
NMMS - NMMS stands for "no main menu storage" and is the ruleset followed by this TAS. All glitches are allowed with the one exception of a glitch called "main menu storage" which allows you to access the main menu while you shouldn't be able to. The routes for categories that allow main menu storage generally (with a couple exceptions) boil down to noclipping everywhere which I find boring so I've stuck to my main category of NMMS for this TAS
Timing - Hollow Knight speedruns are timed using a custom load remover to make times comparable between different PCs as the in game timer is both highly unreliable and not well suited to our purposes, this TAS also uses this timing method meaning 12:49.10 will not match either RTA or the time displayed in game however this is still the official time for this TAS
Segments - This TAS was made in 5 separate pieces that were stuck together at the end as at the time of making this TAS Hollow Knight still experiences a fair amount of issues with des-syncing as a TAS gets longer. Splitting the run into segments both made it easier to go back and adjust earlier parts of the run as well as drastically cut down on these de-syncs. I did my best to hide the cuts between segments so they shouldn't be distracting however they may be noticeable if you look for them.
Decent enough, need to actually learn movement for the Herrah/Lurien splits now
12:25 No FK Skip/Claw FK Skip
21:20 Room Dupe FK Skip
36:50 Collecting VS
Dream nail won't be 40 minutes I promise
All of these videos are definitely going to be way too long but at least its something so no complaining.
Saves ~3s over the normal route where you start the dupe at the top of spire.
Unfortunately it does have an RNG load so its possible to lose time out of your control and since its such a small timesave even with perfect RNG it may or may not be worth in runs.


