I've been looking at the best way to get the study key (and you seem to have asked about that): you can get it from outside the room and there's no need to move the clock or anything. The fastest route for doing this (after grabbing the talisman) is very much fraught with danger in the shape of arrows in the back of your head: you temporarily enter the corridor from the W and have to run the hell through to R7 immediately to avoid a bad bad fate. This and the other E2 alternatives are presented here.
Door quick turn: alright I'm seeing it now. It's just that the door I was testing it on was different. In fact it works best with doors that start opening instantly (no delay during which you take steps backwards), but can also be done with the other kind. It might be useful if there was some trigger somewhere behind a door that you wanted to trigger and then run back, e.g. you can activate the zombies in E3R12 and run right back outside. This "defuses" the trap but doesn't unlock the door to R13.
Testing: Knowing those little things helps us put them in proportion and to get them out of the way. We might find some hidden small variations in length and learn how to manipulate them. BTW you could also count how long the delay before being allowed to select stuff in the inventory is so we know how much time each fast scroll saves. This would give me an idea of whether I need to be trying to manipulate those
I'm seeing more places where if you zoom in enough, you can make out little corners between doors and walls that you really can get caught inside with really good positioning. Any door that's either jutting out, or is locked should work for this. The others will just open when you collide with them inside the doorway. The only new one I've found isn't particularly useful, but if you want, check out the version history in the google sheets. There's lots of doors that look like they jut out, but I think it might be some kind of rounding error in the viewer. I can't ever get properly caught in them past the 44 degree mark, and so clipping is not feasible.
tigrou: a small thing - why are the coordinates given in the order X Z Y? Is that some kind of convention?
EDIT: Well hang on a minute... I did manage to find a pretty swift new clip. It's the one from E3R13 (but it starts and ends in R1). Should be a faster way to get to R11 without having the key.
Door quick turn: alright I'm seeing it now. It's just that the door I was testing it on was different. In fact it works best with doors that start opening instantly (no delay during which you take steps backwards), but can also be done with the other kind. It might be useful if there was some trigger somewhere behind a door that you wanted to trigger and then run back, e.g. you can activate the zombies in E3R12 and run right back outside. This "defuses" the trap but doesn't unlock the door to R13.
Testing: Knowing those little things helps us put them in proportion and to get them out of the way. We might find some hidden small variations in length and learn how to manipulate them. BTW you could also count how long the delay before being allowed to select stuff in the inventory is so we know how much time each fast scroll saves. This would give me an idea of whether I need to be trying to manipulate those
I'm seeing more places where if you zoom in enough, you can make out little corners between doors and walls that you really can get caught inside with really good positioning. Any door that's either jutting out, or is locked should work for this. The others will just open when you collide with them inside the doorway. The only new one I've found isn't particularly useful, but if you want, check out the version history in the google sheets. There's lots of doors that look like they jut out, but I think it might be some kind of rounding error in the viewer. I can't ever get properly caught in them past the 44 degree mark, and so clipping is not feasible.
tigrou: a small thing - why are the coordinates given in the order X Z Y? Is that some kind of convention?
EDIT: Well hang on a minute... I did manage to find a pretty swift new clip. It's the one from E3R13 (but it starts and ends in R1). Should be a faster way to get to R11 without having the key.