Wakeup

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Map sp a1 wakeup.jpg

Wakeup
  • Previous Map Secret Panel
  • File Name sp_a1_wakeup
  • Appearance Courtesy Call
  • Native to Challenge Mode Not by default
  • World Record loading...
  • Least Portals loading...
  • Next Map Incinerator

Overview

Wakeup is mostly a 2 minute cutscene where Wheatley accidentally wakes up GLaDOS. But leading up to this cutscene is about 30-40 seconds of bunnyhopping, and tight maneuvering.

General Route

The best advice for most of Wakeup is to just practice the non-cutscene part of the map until you get a good feeling for the spacing.

Runners will back up to the back of the starting room, and hop through the first door as it opens. This is timing related, but there isn't so much a setup as there is an acquired feel for how to do it. You want to hop to the hallway leading to GLaDOS's chamber. Once you get there, curve into the hallway, and continue your hops towards the slow-rising door. There is a large break in the floor of the hallway that is easy to get stuck on if your hop pattern is bad, you can sometimes avoid this by staying closer to the right, but if this is happening, watch a video of another runner to see what they do differently.

Once you hit the door, crouch and hold your +forward key. The rest of the map is about learning how to hop through the next two chambers. This takes time and practice, and sitting here trying to type it all out would most likely not be helpful. Here are any tips I can come up with that could help you learn the map.

  • It's generally accepted best practice to hop on GLaDOS's head in the main chamber.
  • Work on keeping control over your strafes, gaining too much speed will make you lose horizontal control, and hop off into nothingness.
  • Getting a pretty large jump off of the highest flight of stairs can let you curve to the left slightly, and allow you to hop down to the bottom floor quicker.
  • Continue jumping once at the bottom, spam your scroll-wheel jump bind because the floor changes heights, and if you can keep speed here that helps.
  • Don't try to hop around where the catwalk curves, walk around it.
  • After walking around it, wait until you start moving down the stairs to jump. You should be able to make it under the panels in-front of you, and continue jump spamming before turning into the main breaker room.

Wakeup Skip / Betsrighter

It is possible to save about 7 seconds by ending the cutscene earlier than usual. When plugging Wheatley in the elevator, you have to jump on him to land above him. In challenge mode, by jumping when Wheatley says, "Makes us go faster... UH oh", and jumping again as you land from this jump, you will very rarely be able to get enough height to go above the clip brush and move during the cutscene. Do not crouch for either of these jumps. In full game, you can use a precise pause abuse to make the trick more consistent, as long as you allow the speedrun timer to continue during the pause. To do this, you pause and unpause right before landing on the second jump (video).

Once out of the elevator, you can move towards the incinerator, grabbing one of the two clipboards on the ground. By going at the very top of the incinerator, facing the elevator you come from, looking down and slowly walking backward, it will automatically ungrab the clipboard. You can then go back on the incinerator to move the clipboard towards the middle of it, and stand on the clipboard. When GLaDOS grabs you with her claw, you won't be able to move, so you have to be fast.

When the incinerator door opens, if the previous step was done correctly, it will close almost instantly, as your hitbox is falling, despite the camera still in the air, hold by GLaDOS. The fade will appear earlier and as the cutscene never ended, you are granted damage immunity. Damage immunity lasts through the levels.

Challenge Mode Specific

World Record run by Zypeh

Not much to say here honestly. The main thing is to look at someone else's run, see when they move into the main breaker room. And restart runs based on how far behind them you are near the end. It's easy to reset a run that's going poorly, and you should never finish the cutscene unless you get to the breaker room in a time you're happy with.

Quick Tips

  • If your hop through the door and subsequent hops were fast, you should be able to do this in 2 hops, and as you're landing for your third, you should curve into the hallway. Continuing your hops here is important, and if you're fast enough, you shouldn't have to worry about getting caught.
  • It's faster not to hop on the incinerator hatch.
  • You can get a general idea of what ending time you will get at the start of the cutscene by listening to Wheatley's dialogue in the breaker room and looking at the timer. If the timer switches to 34 at the same time that Wheatley says, "this is the main Breaker room" you are on pace for a 2:50.00. A 35 means you will get a 2:51.00, etc.

Full Game Specific

Example in a Single Segment run by Can't Even

Faster hops are not as important as controlled hops once you're in GLaDOS's chamber. If you're close to hitting a velocity of 300, slow your movements to maintain horizontal control.

Full Game Dialogue

There are no dialogue cues or Elevator Cues for this map.

Trivia

  • Hoopy The Hoop is a callback to Valve's attempted meme from Portal. If you jump near the end of the elevator ride up to the awakening GLaDOS, you can pick Hoopy up off the ground.