8. Strats and Exploits: Chapter Eight
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8. Strats and Exploits: Chapter Eight
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 8.1

So here's a pretty fun chapter with lots of room for improvement. This is mostly due to the fact that there are A. lots of enemies to deal with and B. a good amount of moderate to hard tricks. But 8.1 isn't so bad: you'll start the chapter NOT doing something we normally do - switching from "holstered" to "unholstered." Instead, you switch weapons first and then you unholster. The reason for this is because we will need the Uzi to get our hands on another weapon quickly, but if we begin running and THEN switch to the Uzi we will find ourselves pausing for the Uzi's animation.

Even then you'll notice I take a wide berth around the corner to meet the first set of enemies. An additional reason for this is to give us time to mow down as many enemies as possible, so as to both collect their ammo for later use and to keep our health a little higher (for the first time, health will become a major issue in this chapter).

Inside the room past the initial guards, I back up a little to give myself enough space to CROUCH-JUMP onto the windowsill. Maybe you'll have the dexterity to avoid doing this. Make your way to the door high above the bodies of your enemies. Before you exit the hallway, be sure to grab the grenades - we'll be using them in 3.2.

Regarding finishing this section out, the video should speak for itself - there is no reason to enter the room with the dock workers, either to fight the enemies inside or to speak to them. After that, be sure to kill the two sadistic enemies below you quickly - they are crack shots at the captured worker below, and it's mission over if they hit him. This also allows you to reload your weapon prior to opening the door to end the section.

CHAPTER 3.2

But it isn't the first section that caused such delays in the posting of my guides: it's this one. Oh boy, here we go.

This section begins with McClane's weapon already unholstered. Though you want to hold forward into the section, you don't want to aim up or down yet. No, wait until the level has loaded for that. Then get atop the control panel, being careful not to position yourself exactly on the dial (if you do, McClane will turn as it does, resulting in hilarity). It's obvious that I go prone here; less obvious is that I use the jump button to instantly stand, then push forward to auto-jump onto the shipment.

In the room with the caustic pool, instead of forming a bridge out of barrels we can just jump inside the container holding them. Well, CROUCH-JUMP actually, and though I don't do it in the video you can actually leap through the barrels to save a little time. Leaving the container is a little tricky - you can't simply jump out. You have to use a trick from a previous chapter, the movie studio. What you do is you position McClane so that his shoulder will rub against the vertical bar of the container's exit. This coupled with the auto-jump will sort of "phase" you through the bar enough to auto-jump to safety.

The stairwell has my first major goof of this run: when I back off of the walkway, McClane gets "stuck" on the light over the door behind me. I decided to let it slide.

Be sure to grab the medkit to your left as you kill the enemy behind the barrels.

In the next stairwell, make sure to grab the body armor next to the enemy on the bottom floor. On the stairs, you'll notice that I use the medkit in front of the door. This (as we saw in Chapter 2) opens the door for us; it's also probably needed by this point.

The conveyor belt section is pretty simple - haul butt right through the saws, then exit via the platform. Note that I turn around when leaving the conveyor belt room. This is so that I can easily kill the two enemies under the stairs without taking too much damage. As I said, we have to watch our health in this one... mostly because we're going to explore a grenade in our own faces soon....

But before that: the large, multi-level conveyor belt room has two items you're going to want, a medkit and gloves. Make sure to grab them - and that you kill every enemy you can.

Through the sliding door, then the next. Note that I reload during the first sliding door and switch weapons during the next. This is so we can be one step closer to our grenades. Cuz... it's time for them.

MIND THE GAP Alright, so you want to know what took this guide so long to be written? This room. You'll recall the movie studio, section one, where we use something I call "edge jumping" to access the breezeway earlier than intended. Well, that is one way to handle the room with the box in the middle of an empty pool. But you'll also recall that I said it was frame perfect - and even that I believe might be RNG based. So, though the movie studio's edge jump was twenty seconds in, this edge jump is almost two MINUTES in. That's a whole lot of time spent on a trick that, in my experience, works about 1 out of every ten tries. So though it is the maximum efficiency strait, instead I use...

GRENADE JUMP Hey, who's ever heard of using grenades in FPS's to get more air? Well, me too - and that was precisely the reason I was disappointed when playing this game to find that McClane doesn't seem to get any air at all from grenades. That is... unless you are fully prone and facing the grenade. Then it works just fine.

Well... sort of "just fine." You might have to fiddle with it. In general, you want your butt facing your desired end point. Also, the distance between you and the grenade changes your arc - at the edge of the grenade's force, you'll fly horizontally, but climb on top of it more and more, and your arc will move upwards.

You get it. Do try to remember the proper direction to select the assault rifle, however, as you see in the video above is my second major goof. Regardless, put a full clip into the tank holding the hostage worker, being sure to move your aim to avoid shooting the same spot. A full round will allow you to enter the next room and not worry about getting a mission fail from the hostage's death.

The rest, well, it's health management. Don't set yourself on fire; don't get shot; don't get frozen by the ruptured tanks.

CHAPTER 8.3

Like the first section, here's another super short one - though a little bit longer than the first. It's pretty basic, though I distinctly recall getting past the rocket launcher man without him firing a shot in the past (or did I just dream it?) Anyway, I don't pull that off here, and instead go with a safe strat. I try to make up for it regarding the hostages coming up - whereas usually I stop and shoot the crowbar holding the chute closed, this time I gunned it, shooting as I went. It worked. It doesn't kill the enemies, but that's okay - you just need the hostages to not die.

Make your way to the crane and large shipping crate. While you are supposed to use the freed hostages to lift the crate when you're on top it, we're going to instead using nearly the same trick from 8.1 - jump atop the control panel, go prone, USE the panel, then use the jump button to stand while you push forward to auto-jump atop the crane. After that, just quickly turn and auto-jump atop the container. We're almost there.

Now, here's another problem section for me. If the edge jump section from earlier ¤might¤ be RNG based, I know the trick I DIDN'T use here is. Instead of the strat I use here, you can instead hop down to the bottom floor and use the weapon fire of the enemies inside the building to kill the enemies outside of it - or rather, you shoot one at the same time they shoot the other (like the Modern Warfare mission). This bypasses the outside enemy's "you fired a bullet" detection. It's also really effin hard to do.

So instead - safety strats. We make our way into the top of one of the containers, then down through the others to arrive outside via another exit. From there, do what I do: run and jump, and once you're in earshot (atop the container just prior to your leap into the truck), holster your weapon and walk.

Yay!

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