Checkpoints appears in lobbies when clicking "Playtest", above the hosted lobbies list. Said checkpoint will also appear below the timer when entering a lobby, or directly next to the max players number in the hosted lobbies list.
Description[]
Checkpoints may be used to skip multiple rooms, assuming all players inside the lobby have them. These Checkpoints use numbers, for example A-100 (before clicking on a lobby), or 100 (after clicking on a lobby).
Starting the game after opening the door, the player(s) will (mostly) be unable to interact with anything, before the screen cuts to static and the tape is sped up until the checkpoint's room number has been reached, where the static will fade out. This will only work if the checkpoint is above A-001, otherwise the game will continue as normal and the player(s) will be able to interact with everything as usual.
If a player changes the number of rooms opened before the screen can cut to static and rushes to 20, they won't get teleported. Lagging during a teleportation will cause Red Skull to teleport the player. If all of these fails, the Void will kill the player.
How to get[]
To get any of the checkpoints, simply, you just need to reach that room that match with the checkpoint's name (For example, if you reach A-300, you will unlock the A-300 checkpoint, if you haven't obtained it of course). Upon reaching the checkpoint, you'll see a message saying "Checkpoint Reached", hinting you that you have obtained a checkpoint. (Note: This message can still appear even if you have obtained it before, meaning that you can just reach a checkpoint for the infinite time, similarly to the Charms)
Trivia[]
- These checkpoints teleport the player a room before the checkpoint's room number, with an exception for the A-001 checkpoint.
- If the player attempts to go back to a room before the checkpoint's teleport, its door will be closed.
- If the player has the Charon's Fare badge, they will automatically be allowed to use the A-100 checkpoint, since the Gummy Flashlight requires you to be at A-100 to unlock.
- The player is given between 1 and up to 8 Batteries after being teleported to the checkpoint.
- When checkpoints were first added, it only allowed players to go up to A-200. This was changed to A-500 shortly after.
- However, with the new "Alpha and Omega" update, checkpoints can now go all the way up to A-900.
- When a checkpoint above A-001 is used, the next door is unable to open.
- Batteries and the switch in the Power Room also can't be interacted.
- During the static sequence and teleportation, the player is still able to shake or turn on their flashlight.
- Checkpoints will not be counted towards the player, when he reaches them, if their run was modded.
- If a ghost were to spectate a player up till the surviving player(s) reaches a checkpoint, the ghost player will not receive the teleport option for that checkpoint.
- Because an Alpha run is a run starting from A-0, if you start at a checkpoint, your alpha run counter will not increase and you will not be able to get some Charms.
- Namely Sloth, Pride, Gluttony, Desire, Patience, and 1 condition for Wrath.
- Upon reaching a checkpoint, all any kinds of damage to your health earlier will heal to the max, making it useful if you are low on health.
- However, this mechanic won't restore your stamina whatsoever (need confirmation)
Gallery[]
|