3. Strats and Exploits: Chapter Three
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3. Strats and Exploits: Chapter Three
Updated 6 years ago by hinducow

Same SETTINGS as before: I change the GAME SETTINGS under the main title options to the following: Bullet Cam = no Then, when you start a new game, I change CONTROLLER SETTINGS to Turn Speed = Max, Motion Center = no

CHAPTER 3.1

This section is pretty straightforward, not unlike the first section of chapter 2, except this one is even faster. Don't hold a direction before the level loads, because before you know it McClane will be pointing at the moon. (You will, however, being using this in the next section....) I got some bad enemy AI here, but you want to kill the enemy closest to the exit in order to get a second 9mm for the next section.

CHAPTER 3.2

Who knew John McClane was so agile! Well, he is, and with a little bit of practice you can be too. Note that in the opening of the section here McClane is already pointing at the ceiling. Prior to the section loading, hold up and forward to set yourself up to shoot the banner hanging from the balcony. Though we won't be using it to climb as the developers intended, shooting the banner is required for two reasons: 1. we'll be using the irregular properties of the banner's base when we return here (recall the statue base from chapter 1), and 2. you won't be able to pull off the SEAT JUMP in the area that we need to do it in if the banner is in the way.

SEAT JUMP So here's my second favorite glitch in the game, and it would be my first favorite if it existed anywhere else but this level. Unfortunately, the glitch involves the specific geometry of the theatre seats and I can't find another object that allows for this trick. The best way to understand how it works is to look at the second time I use the glitch near the end of the video. What's happening there is that you holster your gun and, um, rub McClane in between the seats until he sort of "clicks" into place. After that you simply un-holster your weapon, hit crouch and -- boom, you're airborne. After that you simply have to add a directional input at the exact moment you hit crouch.

The first time I use the glitch, however, is a slightly less effective version that I call a running seat jump. By scrubbing the seats and HOLDING crouch you are able to boost McClane up onto the balcony above. It can be pretty difficult to face the correct direction for the trick (the more parallel your sights are with the seats the more likely you are to miss the balcony, and the less parallel you are the less likely the trick is to work), but as you see the angle I use here works pretty well. If done correctly, you should land somewhere near to where I have landed.

Depending on whether McClane went high enough to touch the ceiling or not, he will be crouching when you touch down. He can be a little finicky about standing up after this move for a few moments, and you see in the run above I sort of ping pong back in forth between the seats for this reason. Regardless, after you've completed the trick the following scenes are simply movement, aim, and reload optimization until you return to this balcony. Do note that I take a wide berth upon my return through the double doors -- it is in my experience that this either loads or routes the two uzi enemies close to the double doors instead of staying in their original position when you came up. The uzis are essential for surviving long enough for the next seat jump.

If you've gotten good at the running seat jump, your run will either succeed or fail based on this gunfight. Since we didn't kill any enemies on the way up, there room is completely packed with enemies now, and if you do nothing you'll be dead in a matter of seconds. I like the pattern I used here for dispensing of the enemies, especially since it took care of the enemy carrying the enforcer pistol (you'll note that he's the first enemy I kill when I land on the ground floor). Good luck with whatever pattern you decide to go with. Regardless, in order to conserve health, you'll want to jump off of the balcony the way I have here. Due to the banner being an irregular object, McClane is able to land in its general area and not take any fall damage. Once you've landed, you'll want to head for the fifth row and perform the seat jump (the fifth row, first gap is in my experience the best spot to do it in, though you might experiment with others if you like). Up and away you go!

(Note that the seat jump can be done without turning around to face the stage. I simply find the trick easier to pull off facing the stage -- and cooler looking.)

Once you land on the stage, you'll need to un-crouch and head for the backstage. Please note my absolute terrible aim regarding the weights on the door. I guess nobody's perfect. This lack of perfection is extended to the end of this section too, when I for some reason had the hardest time shooting the vent and climbing inside it. Ugh, McClane, why do you move like that!

ITEMS I HAVE NOT FOUND A USE FOR YET Due to the reach of the seat jump, runners may find some other use for the glitch. I know for a fact that you can use it to reach the two smaller balconies on the left and right side of the theatre. Outside of the glitch, the chandeliers above the theatre might be useful to you. I've tried using them to jump across the theatre (both as they are falling and not), but I haven't yet been successful. One thing you CAN use them for is to mark the fifth row of the theatre seats, which might help with performing the final seat jump -- the chandelier closest to the stage falls in such a way that it marks the jumping-off point nicely.

Game stats
Followers
15
Runs
27
Players
6
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Level: Hollywood Boulevard
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