Alien: Isolation Forum  /  possible glitch useful for speedrunning. make Alien vanish.
  SolidSpiderZnakeSolidSpiderZnake

hey I think I might have discovered a glitch that can be useful for speedrunning this game. btw this is on the PS3.

short story: I think you can make the alien disappear by using floor vent glitch. probably you have to press button to get out as soon as the alien grabs you. after that the alien doesn't come back or vanishes.

long story: I was playing normally first time this game, I was in the lab where you get betrayed by Waits. Before the whole section ejects I was going inside the vents on the floor to hide from the alien. when I opened a vent to get out the alien came and grabbed me at the same time I pressed a button prompt for getting out. next thing I know the alien disappears and it won't come back again.

I'm not sure about this but I hope might be useful if it can be done multiple times and in different areas. definitely needs some testing.

RuujRuuj likes this. 
  dcruzedcruze

I've seen the same glitch in M7. But I lost audio making it impossible to play, I guess in theory the game treated me like I was already dead. Next second, the looters shot me without me hearing them.

 
  SolidSpiderZnakeSolidSpiderZnake

yeah I forgot to mention the audio. At first I assumed it was to do with air decompression, wasn't sure if it was the glitch at that time.

 
  [user deleted]

Audio may come back at a later time IF you managed to stay ALIVE and exploit this to benefit? In M10 where Soliduz is talking about there are no humans to contend with! From the sound of it there may be other consequences?

RuujRuuj likes this. 
  RuujRuuj

This would need to be looked into. Just to see if soft-locks happen since you are in a "dead" state. Sounds very interesting though.

 
  [user deleted]

While Any % may not make use of this due to psychorunning, NSR probably could benefit? Ex: in NSR testing I do LOCK the Alien down in M!0 so after that point I can freely run around at full speed.

 
  [user deleted]

Ruuj, can it be a "dead" state if dcruze got shot by looters though?

 
  RuujRuuj

Twitchy; the Alien thinks you are in a "dead" state, I assume that is why the Alien goes away? I wouldn't really know. That is a good point though.

 
  dcruzedcruze

Yeah, i wasn't really dead... only in terms of game audio - it should have gone to the load menu, but it didn't.

 
  [user deleted]

I got this glitch to occur in my third try in M7 killing humans first. Only, since the Alien is scripted to "drop" once you get the compression cylinder I died silently at the elevator! MOAR testing needed...

 
  SaturnineSaturnine

As discovered during Twitchy's stream of this glitch, it appears that when this glitch is activated, the specific vent edge used to climb up to bug out the alien becomes unusable during the time the glitch is active - which means until the area is reloaded again or until the alien is scripted to reappear. My very uneducated guess is that we are somehow writing the alien's state to the vent edge, which is what causes it to stop appearing, and is why you can no longer activate the vent edge since it is 'occupied'. Or something.

Also it looks like the glitch will be really useful in the KG348 section of a no silent run run of the game (ironically, since it lets you run silently) as well as console runs, since it allows you to run around with impunity when you wouldn't have been able to without psychorunning. It may also be worthwhile in any% runs to make movement more straightforward and care free, though it probably wouldn't save much time, if any at all.

 
  [user deleted]

Crude timing of twitch/youtube video's in the KG348 area of M10 are as follows:

3:40 - Psycho Any % ( WR)
4:30 - Saturnine Any% NSR (WR)
4:33 - Psycho Any % NSR(2'cd place)
4:29 - Revas01 Any % Console (PS4)

Revas01 incorporates psychorunning to a degree on the PS4 but also has slow
opening doors to contend with.

and...

4:05 - Twitchy Test Stream of the "I need to vent" strat :-P ¤working title!

Notables: It's unfortunate my revolver was not loaded in the test and Saturnine's
video stuttered hard so that time may be off more than the others.

Rough estimate appears 20 seconds behind Any % and at least 30 seconds faster
than is possible by simply walking it.

There are of course other considerations. Does the Alien drop with the same swiftness
each time? LOOTING everything may have value ! It's carefree as long as you pull
it off! Console runners may find it more of a time save, especially those who are not
"controller" psychorunning.

Also, using this in ANY area where the Alien is "known" to have a scripted return will
not override that and will prove quite harmful to your well being. As there are NO audio
cues to his whereabouts! Other NPC's included as well.

It was fun discovering this with all of you 🙂 Post up your findings and experiences
with it.

cya 'round the streams,
- twitchy

 
  [user deleted]

UPDATE: Revas01 tested this out on his PS4. He shaved about 30 seconds off his time
and found that a noisemaker drops the Alien quicker! Test, test, and moar testing! 100X

 
  revas01revas01

Hi y'all, I tried it out in survivor maps. Works there to, no issues. Lol so mission 18...would you have to panel trap both aliens?

 
  InfomastrInfomastr

You can do it at the start of M18 (out of either floor panel), but it will only remain effective until the scripted drop at the top of the stairs.

 
  [user deleted]

With a noisemaker, near purrrrfect execution and a helpful(close by) Xenomorph this is possible in 3:50, only 10 seconds lost to Nightmare Any % WITH silent running. Noisemaker needs to be built and set to a hotkey previous to arrival though. Both of which can be done while Richardo "lifts" the lockdown earlier in the mission. But overall even 20 seconds behind silent running is great.

 
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