Skip - [1.0] [0.91] [xengine] [MOD] - Apprehension Cutscene skip
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Skip - [1.0] [0.91] [xengine] [MOD] - Apprehension Cutscene skip
Updated 4 years ago by 2838

Apprehension Cutscene skip skips the entirety of the second map of the Apprehension chapter. It saves around 50 seconds to 1 minute if done well.

It was first conceived on December 31st, 2018 and first done on June 7th, 2019 by 2838.

[section=How-to] ##Preparing for the clip

  • Do a chapter select when you enter Apprehension when you first enter the chapter to regain all your ammo and health.
  • While swimming through the door you open after first encountering the ichthyosaur, grab a barrel under the water and bring it up out of the water.
  • Continue carrying that barrel until you reach this point near the end of the first map and kill the barnacle.

https://i.imgur.com/2okCO7N.jpg

  • Stand right in front of the button as close as possible.
  • Now start running backwards and after you step over the shadow of the catwalk above, press the button and jump.
  • You should end up down at the middle of the flight of stairs with the barrel you've place beforehand with the walls being all weird and LSD-like.

##Clipping

  • Now take the barrel and head down to the end of the stairs.
  • Place yourself like this and then do a propclip.

https://i.imgur.com/kal0J13.png

  • Once in the ground, put down a tripmine at angles 50 x and -176 y. Once it explodes, put down a satchel, hold it and look directly down to the ground and aim at -176 y then detonate it.
  • After boosting, initiate a Voidclip until you get to this hallway.

https://i.imgur.com/lvtdOfj.png

  • Now clip directly down and then go down the hallway to the big room.
  • Put down your last trip mine like this directly below the left vent.

https://i.imgur.com/2j40Mzf.png

  • Run and do a SMG nade boost directly above the trip mine to reach that vent.
  • Once in that vent, you can now go through it, triggering the map change.

[section=Explanation] ##Why do we need to put the barrel there? We need to put it there to make sure it's properly carried onto the next map. If it is anywhere not near the flight of stairs, in the next map it would not be there.

##Why do you end up behind there? This is a flaw in map design that miraculously hasn't been patched out ever since it's first appearance in the MOD version.

When you press the button to open the door and go to the next map, there is a brief pause for the button to finish it's animation before the map changes. To put simply how the game puts you after the map change, if we were in the hallway before the stairs in the last map, then on the next map we will be put in the same spot where the hallway would have been if it had existed.

https://i.imgur.com/Xp91FHM.png

In the second map the trigger responsible for going back to the first map is placed too close to where the button is, so if you jump at just the correct time, you'd end up behind it on the second map.

https://i.imgur.com/IcUhcU8.png

##Why are the walls here so trippy? The walls which have the trippy visuals have the nodraw textures applied. Normally, when nodraw textures are used on a face of a brush, they should not have anything shown on that face. But combined with cubemaps, all weird things can happen.

https://i.imgur.com/pOEzXtr.png [small]The space in Hammer Editor[/small]

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