Functionality (changed with 2.2 triggers since it's easier to understand it that way, and also works the same way): __KEY DETECTING__ When the keys appear, there are 8 collision blocks in place of each key. They will not move, and are not dynamic. These blocks determine how the keys should shuffle and make sure the keys do not go to random positions. There are also 8 dynamic collision blocks that follow each key since the start. They determine where the keys are at, so the keys can move. There is another dynamic collision block that will follow the right key. When the keys stop shuffling, there will be eight instant collision triggers that detect where the collision block is at to make sure that you can choose the right key without it being the wrong one. Each instant collision trigger is for the position of each key. Advanced Follow trigger recommended. There is an advanced random trigger when the keys pulse. There will be 8 pulse triggers, each for each key, and 8 advanced follow triggers, for the dynamic collision block that follows the right key. Each group of pulse and advanced follow trigger will be spawn triggered, so that the advanced random trigger can spawn each of them randomly. The keys will then change colour depending on where it is, so it isn't easy to figure out which key is it without even focusing. This works by using 64 Instant Collision triggers and 64 Pulse triggers. Each instant collision trigger will detect the key's placements by using the ID's of the 8 non-dynamic collision blocks and the 8 dynamic collision blocks. It will spawn the Pulse triggers. Every group of 8 pulse triggers needs to be a different colour. The pulse triggers will have a fade in of 0.1, and a hold of 999. __KEY MOVEMENTS__ There will be 64 or less instant collision triggers for each movement. They are all spawn triggered and multi triggered. Each movement will have one group. Every single one of these instant collision triggers spawn a move trigger. The move triggers are also spawn triggered and multi triggered. For every key to move to each place, there will need to be 512 of them. This is not recommended, as only having the necessary movements is a better way to do it. There will be advanced random triggers that spawn the movements for the keys by using the groups of the instant collision triggers previously mentioned. __KEY CHOOSING__ There will be eight invisible teleport portals, each leading to the same path. There will be eight instant collision triggers, that when activated, will detect where the right key is, with the dynamic collision block that detects the right key. They will then spawn toggle triggers that activate the invisible blocks at the end, depending on which key you choose. Whenever the player gets in the exact X position of each portal, the ordered key will pulse. Again with Instant Collision triggers, that spawns pulse triggers that pulse the right key. Fade out of the pulse triggers will be 0.5. When a key pulses, you have to release your click if you think that it's the right one, so that you enter the teleport portal. It is recommended to use the camera mode trigger setting the camera as free. There will be cube portals at where the teleport portal is at. The keys and the anticheat pillar will be toggled off. The player will then land at the spikes. If the player chose the right key, they will not crash into the spikes, because of the invisible blocks. If they chose the wrong key, they will crash into them.
Extra things to prob add: *Optimizations I've found:* Can the key detecting and sorting be optimized? Yes. How? Instead of having 8 dynamic collision blocks that follow each key, only have 1 following the correct key. The correct key is what only matters here. There will still be 8 static collision blocks in place where the keys go. Instead of using collision blocks to find out where each key is located and how to move them, reset the keys' position before the next movement. There, we will only need 24 groups of move triggers (1 group of move triggers corresponds to 1 pattern on how the keys shuffle) to shuffle the keys and another 24 for the faster shuffling after the 14th shuffle. We can reduce the amount of move triggers used to shuffle the keys itself from (a lot idk exact number) to 360. How? Stated before, there are 24 groups of move triggers where 1 group corresponds to 1 pattern on how the keys shuffle. Each pattern for the keys needs 8 move triggers (except 8 patterns which need 7 move triggers, and 2 patterns which need 6 move triggers) so 180 move triggers are only used ( [8 keys moved x 14 patterns] + [7 keys moved x 8 patterns] + [6 keys moved x 2 patterns] ). Multiply by 2 since the other set will be used for the fast movement of the keys so there will be 360 move triggers for shuffling the keys. With this, this also reduces the amount of collision triggers used from 64 to only 8. The dynamic collision block that follows the correct key will use a follow trigger based on which collision block the dynamic one hit. This can be done using toggle triggers that toggle the static collision blocks for a split second to know what key to follow. How will the keys get their color at the end? The positions of the keys are resetted one last time and the colors are to be revealed. No need to use more collision blocks as the keys are in a fixed position. How will it know which color is correct at the end? With the dynamic collision block following the correct key, there is another key following the collision block. This key toggles on the group that is responsible for spawning the row of blocks on the spikes, not killing the player. At the end, the collision block still follows the correct key, even when they are now in the key selection state. Actually... How does the key selection work? This is one possibility. The keys flash as usual. Once the wave is let go, it will activate a spawn trigger based on a touch trigger. From there, it sees which key is lit up based on a counter. When a key is picked, it alpha triggers and toggles all other keys except the key that is picked. Now, the key that was picked is moved to the player instantly while being invisible. If you picked the correct key, the still following dynamic collision block and key will be with the player as it is still following the correct key. *More detail on how the keys get sorted:* Picture the keys like this: (This will be used as a reference) 1 2 3 4 5 6 7 8 Before the shuffle: Use an adv. random trigger to get which key will be lit green and which key the dynamic collision block will follow. Shuffling: These will be split into 10 groups. Shuffle 1 - 5: These will use an adv. random trigger that will have 24 groups to correspond to one of the patterns. (Remember, 1 pattern is a group of move triggers). It will take 0.3s to complete the movement before doing another shuffle, in which the adv. random trigger gets recalled. Shuffle 6: The bottom 4 keys (keys 5, 6, 7, and 8) get moved to the top using a follow trigger that is following an object that is being rotated around another object. The distance from the center object to the object that is rotating around said object, must be the same distance from the center of the middle 4 keys (keys 3, 4, 5, and 6) to the center of the bottom 4 keys. But first, the bottom 4 keys is moved -10 units in the x axis. The top 4 keys (keys 1, 2, 3, and 4) move down to their respective groups. Those being key 1 moves to key 5, key 2 moves to key 6, key 3 moves to key 7, and key 4 moves to key 8. After the object has done its rotation, the keys move 10 units in the x axis to realign them with the rest of the keys. It will take 0.6s to complete the movement before the next shuffle occurs, in which the adv. random trigger is called again. Shuffle 7 - 9: Same as shuffle 1 - 5. Shuffle 10: This is where the keys flip. The keys will be flipped 180°. Key 1 moves to key 8 while key 2 moves to key 7. The rest of the keys rotate based on the center of the middle 4 keys. Keys 1 and 2 rotate on themselves so all keys will be flipped. It will take 0.6s to complete the movement before the next shuffle occurs, in which the adv. random trigger is called again. Shuffle 11 - 13: Same as shuffle 1 - 5. Shuffle 14: At this point, toggle the 1st cluster of move triggers and untoggle the 2nd cluster [previously toggled]. Looking back, there are 2 clusters of move triggers. One's for before the 14th shuffle, which do their movement within 0.3s, and the other's for after the 14th shuffle, which now do their movement within 0.25s. After this point, all respective movements will take 0.25s to complete unless said so otherwise. How will it know to toggle? It's possible to count how much the keys have shuffled and use a count trigger that has the target count to be 14, in which it activates a toggle trigger that will toggle the 1st cluster and untoggle the 2nd cluster. From this, all spawn activations will now point to the 2nd cluster instead of the 1st. Shuffle 15 - 18: Basically the same as shuffle 1 - 5, but instead, it will take 0.25s to complete the movement before doing another shuffle, in which the adv. random trigger gets recalled. Shuffle 19: This is where the keys rotate back. Here, the keys rotate -180°. Key 7 moves to key 2 while key 8 moves to key 1. The rest of the keys, once again, rotate based on the center of the middle 4 keys. Keys 7 and 8 rotate on themselves so all keys will be flipped back. It will take 0.5s to complete the movement before the next shuffle occurs, in which the adv. random trigger is called again. Shuffle 20 - 25: The same as shuffle 15 - 18. Shuffle 26: This is where the key shuffle ends. From this point, reveal the color of the keys, then move them to their respective locations, and the selection sequence is initiated. *What each pattern consists of:* (Might not be accurate, only intuitional. I'm too lazy to watch all completions to see the patterns) Once again, picture the keys like this: (This will once again be used as a reference) 1 2 3 4 5 6 7 8 8 Move Triggers: Pattern 1: 1 to 2, 2 to 4, 4 to 6, 6 to 8, 8 to 7, 7 to 5, 5 to 3, 3 to 1. Pattern 2: 1 to 3, 3 to 5, 5 to 7, 7 to 8, 8 to 6, 6 to 4, 4 to 2, 2 to 1. Pattern 3: 1 to 2, 2 to 4, 4 to 3, 3 to 1. 7 to 8, 8 to 6, 6 to 5, 5 to 7. Pattern 4: 1 to 3, 3 to 4, 4 to 2, 2 to 1. 7 to 5, 5 to 6, 6 to 8, 8 to 7. Pattern 5: 1 to 2, 2 to 4, 4 to 3, 3 to 1. 7 to 5, 5 to 6, 6 to 8, 8 to 7. Pattern 6: 1 to 3, 3 to 4, 4 to 2, 2 to 1. 7 to 8, 8 to 6, 6 to 5, 5 to 7. Pattern 7: 1 to 3, 3 to 2, 2 to 1. 4 to 5, 5 to 4. 8 to 6, 6 to 7, 7 to 8. Pattern 8: 1 to 2, 2 to 3, 3 to 1. 4 to 5, 5 to 4. 8 to 7, 7 to 6, 6 to 8. Pattern 9: 1 to 2, 2 to 4, 4 to 1. 3 to 6, 6 to 3. 8 to 7, 7 to 5, 5 to 8. Pattern 10: 1 to 4, 4 to 2, 2 to 1. 3 to 6, 6 to 3. 8 to 5, 5 to 7, 7 to 8. Pattern 11: 1 to 8, 2 to 7. 3 to 1, 5 to 3, 7 to 5. 4 to 2, 6 to 4, 8 to 6. Pattern 12: 8 to 1, 7 to 2. 1 to 3, 3 to 5, 5 to 7. 2 to 4, 4 to 6, 6 to 8. Pattern 13: 1 to 4, 4 to 1. 2 to 3, 3 to 2. 5 to 8, 8 to 5. 6 to 7, 7 to 6. Pattern 14: 1 to 2, 2 to 1. 3 to 4, 4 to 3. 5 to 6, 6 to 5. 7 to 8, 8 to 7. 7 Move Triggers: Pattern 15: 1 to 4, 4 to 2, 2 to 1. 3 to 6, 6 to 3. 5 to 8, 8 to 5. Pattern 16: 1 to 2, 2 to 4, 4 to 1. 3 to 6, 6 to 3. 5 to 8, 8 to 5. Pattern 17: 1 to 3, 3 to 2, 2 to 1. 4 to 5, 5 to 4. 6 to 7, 7 to 6. Pattern 18: 1 to 2, 2 to 3, 3 to 1. 4 to 5, 5 to 4. 6 to 7, 7 to 6. Pattern 19: 2 to 3, 3 to 2. 4 to 5, 5 to 4. 8 to 7, 7 to 6, 6 to 8. Pattern 20: 2 to 3, 3 to 2. 4 to 5, 5 to 4. 8 to 6, 6 to 7, 7 to 8. Pattern 21: 1 to 4, 4 to 1. 3 to 6, 6 to 3. 8 to 7, 7 to 5, 5 to 8. Pattern 22: 1 to 4, 4 to 1. 3 to 6, 6 to 3. 8 to 5, 5 to 7, 7 to 8. 6 Move Triggers: Pattern 23: 1 to 4, 4 to 1. 3 to 6, 6 to 3. 5 to 8, 8 to 5. Pattern 24: 2 to 3, 3 to 2. 4 to 5, 5 to 4. 6 to 7, 7 to 6. This took so long to make.
You really should make this in gd, or atleast a tutorial. I'm trying to make a 2.2 version of the keys for a new shitty limbo megacollab im going to make, and it would really help to have a tutorial on it!
@@Folboi pretty sure theres an invisible click counter throughout the whole level that will randomize both the key and the shuffle sequence based on what value it is
So Crohn44 spent time making a full randomization without using player's input or shake triggers and Mincap just shooped in and got all the fame for it?
I’m glad someone made a video on it, i had to slow the video down and pay close attention because every explanation videos that existed back then just explained the randomization and why the keys move
who tf you think you are ☠️☠️ I will spread your cheeks lil bro 😭🙏🙏 I betta not catch you commenting corny shit like this again or it's finna be OVER for you 👾
Heres a simple explanation of how the actual keys work: Coillision box on each key, more collision boxes to check where the key is and move it accordingly to a random pattern chosen for that move, randomizer uses clicks to change a counter, then the correct key is decided and then the keys randomly shuffle until it is time to choose. At least this is the easier way that people recreate it, the actual mechanism in the actual level is different.
Thank you for this explaination. People keep talking about this level and I keep hearing about how it has an anti-cheat but I didn't understand how the hell the end works, much less what the anti-cheat is supposed to do
So thats how the no pausing anti-cheat works, if you let go to pause you die, and if you unpause, your reactions are most likely not fast enough to hold in time and you die
It's not just that, even if you didn't die after pausing there's a touch trigger that activates as soon as you hold and if you pause the game, it counts as a release which deactivates the touch trigger, activating the anti-cheat(the red eye mindcap)
ill try to explain the way it works mechanically here (what with triggers and that crap.) Not only is the key you have to keep track of random, but the movements are too. I originally thought that this was done with collision triggers (if the key is here, it moves there.), but I recently found out the key movements are actually fake. When a key moves, the moment it stops moving it will snap back to its original state so that the collisions aren't necessary. Now, how the level knows what the right key is is currently unknown to me, but I would love some help in the replies bc my ding dong of a brain cant figure it out.
The entire moderation team for the demon list must've been drunk calling this level a Top 8 right infront of Poocubed This is easily harder than Silent Clubstep/AoD
From what my non-existent brain understands, the [start-of-the-last-section-key] is always illuminated green? That means the video, which shows the [start-of-the-last-section-key] being green and the [final-choice-key] being green is just a coincidence?
Mindcap really went out of his way to make the worst part in a collab ever. Even when compared to Michiguns parts in any collabs, this is on a whole new level of bad.
Basically. Imagine you are sliding through some builds, and there are some minis randomizing in front of you. Imagine 7 of the minis being a trap, and one that heals you. But, you have to watch the correct mini to make sure to take the correct one!
@@1flyr oh okay i understand now, i just release as soon as my key illuminates sorry im currently sick and my brain is sorta dead along with the rest of my body😭
@@1flyr yeah, I already read that. So, red is hardest, cause color of key generated by number of clicks, and for the red key it is very different number from average, when you complete level
@@1flyr for example, average number of clicks when you complete limbo is 130-140. Green key generated by 130-140 clicks, blue by 140-150, and red generated by 220(that just example, it is not accurate), so, that’s why it is very hard to have a red
well, you have to choose the right key at the end, the point of the keys shuffling is to make the part harder. you have to track where the key is going while doing wave gameplay
@@wubby9144the shuffles are random... you cant just watch a verification, it is a 1/128 chance of a blind guess this level is basically random every time
@@1flyr I know it but is it like Key A this run shines and it was the blue key for example, can the next run key B shines and it’s the color blue? I don’t think so, I think it’s just randomised which key shines this run or something right? I’m sorry but on text it’s really hard to explain
@@GiangHN the shuffling are randomised each time too. the key colours are based on where the keys ENDED UP AT after the shuffling is complete, NOT where it started at.
The last part is complete rng, theres a 1/8 chance that you would win at the last part, if you dont know what i mean by that in the end where you Hold the mechanism for key selecting is invisible and you wouldnt see it, so its pure rng
Functionality (changed with 2.2 triggers since it's easier to understand it that way, and also works the same way):
__KEY DETECTING__
When the keys appear, there are 8 collision blocks in place of each key. They will not move, and are not dynamic. These blocks determine how the keys should shuffle and make sure the keys do not go to random positions.
There are also 8 dynamic collision blocks that follow each key since the start. They determine where the keys are at, so the keys can move.
There is another dynamic collision block that will follow the right key. When the keys stop shuffling, there will be eight instant collision triggers that detect where the collision block is at to make sure that you can choose the right key without it being the wrong one. Each instant collision trigger is for the position of each key. Advanced Follow trigger recommended.
There is an advanced random trigger when the keys pulse. There will be 8 pulse triggers, each for each key, and 8 advanced follow triggers, for the dynamic collision block that follows the right key. Each group of pulse and advanced follow trigger will be spawn triggered, so that the advanced random trigger can spawn each of them randomly.
The keys will then change colour depending on where it is, so it isn't easy to figure out which key is it without even focusing. This works by using 64 Instant Collision triggers and 64 Pulse triggers. Each instant collision trigger will detect the key's placements by using the ID's of the 8 non-dynamic collision blocks and the 8 dynamic collision blocks. It will spawn the Pulse triggers. Every group of 8 pulse triggers needs to be a different colour. The pulse triggers will have a fade in of 0.1, and a hold of 999.
__KEY MOVEMENTS__
There will be 64 or less instant collision triggers for each movement. They are all spawn triggered and multi triggered. Each movement will have one group. Every single one of these instant collision triggers spawn a move trigger. The move triggers are also spawn triggered and multi triggered. For every key to move to each place, there will need to be 512 of them. This is not recommended, as only having the necessary movements is a better way to do it.
There will be advanced random triggers that spawn the movements for the keys by using the groups of the instant collision triggers previously mentioned.
__KEY CHOOSING__
There will be eight invisible teleport portals, each leading to the same path. There will be eight instant collision triggers, that when activated, will detect where the right key is, with the dynamic collision block that detects the right key. They will then spawn toggle triggers that activate the invisible blocks at the end, depending on which key you choose.
Whenever the player gets in the exact X position of each portal, the ordered key will pulse. Again with Instant Collision triggers, that spawns pulse triggers that pulse the right key. Fade out of the pulse triggers will be 0.5. When a key pulses, you have to release your click if you think that it's the right one, so that you enter the teleport portal. It is recommended to use the camera mode trigger setting the camera as free. There will be cube portals at where the teleport portal is at. The keys and the anticheat pillar will be toggled off. The player will then land at the spikes. If the player chose the right key, they will not crash into the spikes, because of the invisible blocks. If they chose the wrong key, they will crash into them.
wow
Extra things to prob add:
*Optimizations I've found:*
Can the key detecting and sorting be optimized? Yes. How?
Instead of having 8 dynamic collision blocks that follow each key, only have 1 following the correct key. The correct key is what only matters here. There will still be 8 static collision blocks in place where the keys go. Instead of using collision blocks to find out where each key is located and how to move them, reset the keys' position before the next movement. There, we will only need 24 groups of move triggers (1 group of move triggers corresponds to 1 pattern on how the keys shuffle) to shuffle the keys and another 24 for the faster shuffling after the 14th shuffle.
We can reduce the amount of move triggers used to shuffle the keys itself from (a lot idk exact number) to 360. How?
Stated before, there are 24 groups of move triggers where 1 group corresponds to 1 pattern on how the keys shuffle. Each pattern for the keys needs 8 move triggers (except 8 patterns which need 7 move triggers, and 2 patterns which need 6 move triggers) so 180 move triggers are only used ( [8 keys moved x 14 patterns] + [7 keys moved x 8 patterns] + [6 keys moved x 2 patterns] ). Multiply by 2 since the other set will be used for the fast movement of the keys so there will be 360 move triggers for shuffling the keys.
With this, this also reduces the amount of collision triggers used from 64 to only 8. The dynamic collision block that follows the correct key will use a follow trigger based on which collision block the dynamic one hit. This can be done using toggle triggers that toggle the static collision blocks for a split second to know what key to follow.
How will the keys get their color at the end?
The positions of the keys are resetted one last time and the colors are to be revealed. No need to use more collision blocks as the keys are in a fixed position.
How will it know which color is correct at the end?
With the dynamic collision block following the correct key, there is another key following the collision block. This key toggles on the group that is responsible for spawning the row of blocks on the spikes, not killing the player. At the end, the collision block still follows the correct key, even when they are now in the key selection state. Actually...
How does the key selection work?
This is one possibility. The keys flash as usual. Once the wave is let go, it will activate a spawn trigger based on a touch trigger. From there, it sees which key is lit up based on a counter. When a key is picked, it alpha triggers and toggles all other keys except the key that is picked. Now, the key that was picked is moved to the player instantly while being invisible. If you picked the correct key, the still following dynamic collision block and key will be with the player as it is still following the correct key.
*More detail on how the keys get sorted:*
Picture the keys like this: (This will be used as a reference)
1 2
3 4
5 6
7 8
Before the shuffle: Use an adv. random trigger to get which key will be lit green and which key the dynamic collision block will follow.
Shuffling: These will be split into 10 groups.
Shuffle 1 - 5: These will use an adv. random trigger that will have 24 groups to correspond to one of the patterns. (Remember, 1 pattern is a group of move triggers). It will take 0.3s to complete the movement before doing another shuffle, in which the adv. random trigger gets recalled.
Shuffle 6: The bottom 4 keys (keys 5, 6, 7, and 8) get moved to the top using a follow trigger that is following an object that is being rotated around another object. The distance from the center object to the object that is rotating around said object, must be the same distance from the center of the middle 4 keys (keys 3, 4, 5, and 6) to the center of the bottom 4 keys. But first, the bottom 4 keys is moved -10 units in the x axis. The top 4 keys (keys 1, 2, 3, and 4) move down to their respective groups. Those being key 1 moves to key 5, key 2 moves to key 6, key 3 moves to key 7, and key 4 moves to key 8. After the object has done its rotation, the keys move 10 units in the x axis to realign them with the rest of the keys. It will take 0.6s to complete the movement before the next shuffle occurs, in which the adv. random trigger is called again.
Shuffle 7 - 9: Same as shuffle 1 - 5.
Shuffle 10: This is where the keys flip. The keys will be flipped 180°. Key 1 moves to key 8 while key 2 moves to key 7. The rest of the keys rotate based on the center of the middle 4 keys. Keys 1 and 2 rotate on themselves so all keys will be flipped. It will take 0.6s to complete the movement before the next shuffle occurs, in which the adv. random trigger is called again.
Shuffle 11 - 13: Same as shuffle 1 - 5.
Shuffle 14: At this point, toggle the 1st cluster of move triggers and untoggle the 2nd cluster [previously toggled]. Looking back, there are 2 clusters of move triggers. One's for before the 14th shuffle, which do their movement within 0.3s, and the other's for after the 14th shuffle, which now do their movement within 0.25s. After this point, all respective movements will take 0.25s to complete unless said so otherwise.
How will it know to toggle?
It's possible to count how much the keys have shuffled and use a count trigger that has the target count to be 14, in which it activates a toggle trigger that will toggle the 1st cluster and untoggle the 2nd cluster. From this, all spawn activations will now point to the 2nd cluster instead of the 1st.
Shuffle 15 - 18: Basically the same as shuffle 1 - 5, but instead, it will take 0.25s to complete the movement before doing another shuffle, in which the adv. random trigger gets recalled.
Shuffle 19: This is where the keys rotate back. Here, the keys rotate -180°. Key 7 moves to key 2 while key 8 moves to key 1. The rest of the keys, once again, rotate based on the center of the middle 4 keys. Keys 7 and 8 rotate on themselves so all keys will be flipped back. It will take 0.5s to complete the movement before the next shuffle occurs, in which the adv. random trigger is called again.
Shuffle 20 - 25: The same as shuffle 15 - 18.
Shuffle 26: This is where the key shuffle ends. From this point, reveal the color of the keys, then move them to their respective locations, and the selection sequence is initiated.
*What each pattern consists of:*
(Might not be accurate, only intuitional. I'm too lazy to watch all completions to see the patterns)
Once again, picture the keys like this: (This will once again be used as a reference)
1 2
3 4
5 6
7 8
8 Move Triggers:
Pattern 1: 1 to 2, 2 to 4, 4 to 6, 6 to 8, 8 to 7, 7 to 5, 5 to 3, 3 to 1.
Pattern 2: 1 to 3, 3 to 5, 5 to 7, 7 to 8, 8 to 6, 6 to 4, 4 to 2, 2 to 1.
Pattern 3: 1 to 2, 2 to 4, 4 to 3, 3 to 1. 7 to 8, 8 to 6, 6 to 5, 5 to 7.
Pattern 4: 1 to 3, 3 to 4, 4 to 2, 2 to 1. 7 to 5, 5 to 6, 6 to 8, 8 to 7.
Pattern 5: 1 to 2, 2 to 4, 4 to 3, 3 to 1. 7 to 5, 5 to 6, 6 to 8, 8 to 7.
Pattern 6: 1 to 3, 3 to 4, 4 to 2, 2 to 1. 7 to 8, 8 to 6, 6 to 5, 5 to 7.
Pattern 7: 1 to 3, 3 to 2, 2 to 1. 4 to 5, 5 to 4. 8 to 6, 6 to 7, 7 to 8.
Pattern 8: 1 to 2, 2 to 3, 3 to 1. 4 to 5, 5 to 4. 8 to 7, 7 to 6, 6 to 8.
Pattern 9: 1 to 2, 2 to 4, 4 to 1. 3 to 6, 6 to 3. 8 to 7, 7 to 5, 5 to 8.
Pattern 10: 1 to 4, 4 to 2, 2 to 1. 3 to 6, 6 to 3. 8 to 5, 5 to 7, 7 to 8.
Pattern 11: 1 to 8, 2 to 7. 3 to 1, 5 to 3, 7 to 5. 4 to 2, 6 to 4, 8 to 6.
Pattern 12: 8 to 1, 7 to 2. 1 to 3, 3 to 5, 5 to 7. 2 to 4, 4 to 6, 6 to 8.
Pattern 13: 1 to 4, 4 to 1. 2 to 3, 3 to 2. 5 to 8, 8 to 5. 6 to 7, 7 to 6.
Pattern 14: 1 to 2, 2 to 1. 3 to 4, 4 to 3. 5 to 6, 6 to 5. 7 to 8, 8 to 7.
7 Move Triggers:
Pattern 15: 1 to 4, 4 to 2, 2 to 1. 3 to 6, 6 to 3. 5 to 8, 8 to 5.
Pattern 16: 1 to 2, 2 to 4, 4 to 1. 3 to 6, 6 to 3. 5 to 8, 8 to 5.
Pattern 17: 1 to 3, 3 to 2, 2 to 1. 4 to 5, 5 to 4. 6 to 7, 7 to 6.
Pattern 18: 1 to 2, 2 to 3, 3 to 1. 4 to 5, 5 to 4. 6 to 7, 7 to 6.
Pattern 19: 2 to 3, 3 to 2. 4 to 5, 5 to 4. 8 to 7, 7 to 6, 6 to 8.
Pattern 20: 2 to 3, 3 to 2. 4 to 5, 5 to 4. 8 to 6, 6 to 7, 7 to 8.
Pattern 21: 1 to 4, 4 to 1. 3 to 6, 6 to 3. 8 to 7, 7 to 5, 5 to 8.
Pattern 22: 1 to 4, 4 to 1. 3 to 6, 6 to 3. 8 to 5, 5 to 7, 7 to 8.
6 Move Triggers:
Pattern 23: 1 to 4, 4 to 1. 3 to 6, 6 to 3. 5 to 8, 8 to 5.
Pattern 24: 2 to 3, 3 to 2. 4 to 5, 5 to 4. 6 to 7, 7 to 6.
This took so long to make.
You really should make this in gd, or atleast a tutorial. I'm trying to make a 2.2 version of the keys for a new shitty limbo megacollab im going to make, and it would really help to have a tutorial on it!
@@trickerygd I've aleady made a recreation of the keys. Can i be in the collab
@@xwddydfy_3 what is the id? and do you have any previous shitty levels that you've worked on?
The worst part is that the key shuffle is completely random too, crazy stuff
I think its random per account, for me the same key aways lights up. Could be a glitch but idk
@@Folboi cant just be by account, i dont think gd can do that
@@OctoAngel8 yeh, for me the first 5 times it was the same key then it changed to a different one
@@Folboino it randomises depending the imputs you did. That's why macros or a start position will get the same key.
@@Folboi pretty sure theres an invisible click counter throughout the whole level that will randomize both the key and the shuffle sequence based on what value it is
finally something my peanut brain can understand
@W or L LMAOO
Ikr
Peanut? Could people eat it?
@@DuckyFromDuck please don't eat my brain i need it for my exams
Humble
its only decorated by mindcap, crohn44 built the key mechanics and layout for the part
Thank you. I've updated the title. Thank you for correcting my mistake!
So Crohn44 spent time making a full randomization without using player's input or shake triggers and Mincap just shooped in and got all the fame for it?
@@WojtekXD-bx7jb mindcap has said its crohns part from the start, crohns original video isnt recognised tho so everyone thinks its mindcaps
@@WojtekXD-bx7jb no mindcap didnt take the fame
Like just imagine how one random trigger from 2.2 would optimise this part SO MUCH
A random key, a random amount of shuffles... A RANDOM COLOR, GOOD LORD
HELL NO
I’m glad someone made a video on it, i had to slow the video down and pay close attention because every explanation videos that existed back then just explained the randomization and why the keys move
Glad this helped!
This explanation was very clear and straight forward great vid
who tf you think you are ☠️☠️ I will spread your cheeks lil bro 😭🙏🙏 I betta not catch you commenting corny shit like this again or it's finna be OVER for you 👾
what happend???@@1flyr
@@herromlet6386 nah it's a joke lol. I know him irl
@@1flyr LMAO!
@@1flyrw h a t
You're the first person I've ever heard explain how to choose the gosh dang key! Thanks mate!
Heres a simple explanation of how the actual keys work:
Coillision box on each key, more collision boxes to check where the key is and move it accordingly to a random pattern chosen for that move, randomizer uses clicks to change a counter, then the correct key is decided and then the keys randomly shuffle until it is time to choose. At least this is the easier way that people recreate it, the actual mechanism in the actual level is different.
0:47 editing error 😔
Green is a happy color
very disappointing 🙁🙁😤😡😠😠😑
Also, if you don’t choose a key and you have Auto-Retry off, the level would say “PICK THE KEY COWARD”, which will kill you if you don’t pick a key.
its actually chron44's part, mindcap just decorated it
i know but mindcap kinda claimed it i guess🤣
Lol I didn’t new that ty
@@1flyr Yea
Thank you for this explaination. People keep talking about this level and I keep hearing about how it has an anti-cheat but I didn't understand how the hell the end works, much less what the anti-cheat is supposed to do
This video was really well made, good job!
appreciate it 🙏
very simple and useful. good video.
AFTER A FULL YEAR, that wasnt as complicated as I thought
Oh wow I did not expect this kid to explain it to me perfectly!
I actually understood it for once..
Keep it up! :D
ty
The stress… of keeping your eye on the key and clicking 929483 times every second to avoid death.
This level seems harder than silent clubstep 😭
Thank you for explaining this, I was wondering how this part worked for a while
Of course bro!
Feel like I’m watching a cod zombies Easter egg tutorial
Very informative video, now I understand how it works
wtf gd ddlc? 😂😂
@@1flyr yes (つ≧▽≦)つ
So thats how the no pausing anti-cheat works, if you let go to pause you die, and if you unpause, your reactions are most likely not fast enough to hold in time and you die
It's not just that, even if you didn't die after pausing there's a touch trigger that activates as soon as you hold and if you pause the game, it counts as a release which deactivates the touch trigger, activating the anti-cheat(the red eye mindcap)
"And if you're wrong... YOU'RE FUCKED!"
-MindCap-
FINALLY I KNOW HOW TO CHOOSE THE KEYS I THOUGHT THAT YOU HAD TO BLINDLEY USE YOUR WAVE TO GET TO THE KEY THEN ENTIRE TIME😭
thank you good sir i finally understand
Holy shit i didnt expect it to be actually affecting whether you live or die, and not to mention it's randomized??
thanks for the explenation, I just thought it was a hard wave spam lmao
Thanks for explaining man
I saw this level a few days ago and was like how tf does this even work
no problem bro
ill try to explain the way it works mechanically here (what with triggers and that crap.)
Not only is the key you have to keep track of random, but the movements are too. I originally thought that this was done with collision triggers (if the key is here, it moves there.), but I recently found out the key movements are actually fake. When a key moves, the moment it stops moving it will snap back to its original state so that the collisions aren't necessary. Now, how the level knows what the right key is is currently unknown to me, but I would love some help in the replies bc my ding dong of a brain cant figure it out.
1 year late, but look at the reply in the pinned comment.
The entire moderation team for the demon list must've been drunk calling this level a Top 8 right infront of Poocubed
This is easily harder than Silent Clubstep/AoD
hardest check
I never understood the choosing mechanism thanks
W explanation
thank you
I knew everything before but good video :D you could maybe have said that that the starting key is random and the key movements are random as well
Yeah. But I was rushing to finish this video because I had to leave to go somewhere 3 minutes after I made this lmao. But Good point!
So useful! I actually understood it
the "choosing mechanism" is actually anticheat so you cant pause and watch replay for what key to choose
it works as the choosing mechanism too
how do people manage to do mindcaps part without pause buffering, crazy
thanks, like honestly this made no sense to me when i first saw it, so thanks
Now i really wanna know how to remake the key shuffling part
Thanks! I've been wondering how to choose the key.
Ty, so simple and so clear.
That was relatively simple.
The part before the wave is actually Pokechatt's/Evasium's part, not MindCap's
thanks dude helped loads
Thank you so much
Absolutely man. Glad it helped!
informative video, thx
that shit sounds impossible to keep track of 26 key movements let alone while actually playing hard wave gameplay
I just practiced this part and now my right index finger and my right middle finger hurt because I currently can't use a mouse so spacebar it is
FINALLY EXPLAINED EASILY. Nice video, thx🥲❤
no problem bro
Noice
From what my non-existent brain understands, the [start-of-the-last-section-key] is always illuminated green? That means the video, which shows the [start-of-the-last-section-key] being green and the [final-choice-key] being green is just a coincidence?
Mindcap really went out of his way to make the worst part in a collab ever. Even when compared to Michiguns parts in any collabs, this is on a whole new level of bad.
bro it ain't THAT bad 💀
ok thank you
ITS BLUE ITS BLUE ITS BLUE ITS BLUE ITS BLUE OH MY GOD ITS BLUE BLUE ITS NO EAY ITS BLUE PLEASEEEE SAY ITS BLUE
xanii tha goat
Jeff from clarence
CHILL LMAO THIS WAS WHEN MY VOICE WAS SO HIGH LMFAOOO
I finaly can understand it💀💀💀
Wait so I actually have to pay attention to the keys?!
yeah lol
How do you chose the keys after their colours have been revealed?
Fortnite terms please
Basically. Imagine you are sliding through some builds, and there are some minis randomizing in front of you. Imagine 7 of the minis being a trap, and one that heals you. But, you have to watch the correct mini to make sure to take the correct one!
@@1flyrEl smarto
Sick
what is this destiny raid ahh mechanic
guysi got the right kjety
how do you pick the key doe? does it use 2p mode?
No. The blocks that hold the wave is how you choose it. As soon as the keys show and the shine white you let go and that's how you choose it
@@1flyr oh okay i understand now, i just release as soon as my key illuminates
sorry im currently sick and my brain is sorta dead along with the rest of my body😭
@@flux3360 yeah when your key does this 0:57
How can you not choose the right key, isn’t it always green? Bruh i still don’t understand this part shit confusing 😵💫
It highlights green to show you that key is the one to follow. It has nothing to do with the final color
@@1flyrso, why is red key hardest?
@dmitrypushkarev1557 it's not, it's that one key that just so happened to be last one for the Victors to get. it's all rng
@@1flyr yeah, I already read that. So, red is hardest, cause color of key generated by number of clicks, and for the red key it is very different number from average, when you complete level
@@1flyr for example, average number of clicks when you complete limbo is 130-140. Green key generated by 130-140 clicks, blue by 140-150, and red generated by 220(that just example, it is not accurate), so, that’s why it is very hard to have a red
Wait but how does the randomizer work? I think it selected a key based on your clicks but i’m not sure
yeah. it randomizes from how you click throughout the level
@@1flyr ok thanks wanted to confirm
so what's the point of the keys shufling if you already know it
well, you have to choose the right key at the end, the point of the keys shuffling is to make the part harder. you have to track where the key is going while doing wave gameplay
@@1flyr but it is literally shown there
@@wubby9144 it is randomised
@@wubby9144the shuffles are random... you cant just watch a verification, it is a 1/128 chance of a blind guess this level is basically random every time
i hope someone could make like a list of what colour the keys are based on the location at the start of the key shuffle mechanism
its completely randomized so that's impossible
@@1flyr I know it but is it like Key A this run shines and it was the blue key for example, can the next run key B shines and it’s the color blue? I don’t think so, I think it’s just randomised which key shines this run or something right?
I’m sorry but on text it’s really hard to explain
@@GiangHN the shuffling are randomised each time too. the key colours are based on where the keys ENDED UP AT after the shuffling is complete, NOT where it started at.
@@KusaneHexaku so you’re saying key A is not red every time you enter the last wave, the red key could any key?
The last part is complete rng, theres a 1/8 chance that you would win at the last part, if you dont know what i mean by that in the end where you Hold the mechanism for key selecting is invisible and you wouldnt see it, so its pure rng
It's crohn44 part...
im still confused
there are lots of other vids to check out that can prolly explain it better than i did.
How do you decide which key to watch though? i get everything else
the green key illuminates right before the spam, telling you to watch it
@@1flyr Oh it's just completely random? ok
flyr how do you sound so much older now LOL
cuz that was me before puberty LOL
if you dont choose a key it will say you are a coward
lol actually
UND WIE MACHE ICH DEN ERSTEN PART!!!
Oh well, too bad I’m too ass at GD beat it. 😂
lmaoo
its too complex can you dumb it down plz
isnt it obvious?
You didint explain how its random
I explained it in simple terms, I wasn't going to go that far into detail. There are other explanations for it on yt