In the mission "A Way In" it is possible to confuse the game and collect a checkpoint before it loads in if you get a very fast takedown on the thief (0:42 in the run shown). If the checkpoint is collected early like it is here, the rest of the mission progresses as normal but with the previous checkpoint being loaded onto the minimap and in-game during the final chase segment as well as Vinny saying lines from the thief chase for a while.
Additionally, if you were to restart mission after both checkpoints have loaded, instead of starting at the very beginning of the mission like usual, it starts you right after taking down the thief and before the final chase (pretty sure this isn't normal but didn't check yet). Although this does act as a "checkpoint" of sorts, it also keeps consistent timing as if you never restarted and just collected the checkpoint the first time. As a result, there is no opportunity for any kind of checkpoint skipping unfortunately.
When stuff are chasing you it will follow the roads and not b-line the off road until it is either close to you or there is no closer "road" point for it to go to.
Wii has a thing where with a given distance and not looking in that direction, walls are not rendered causing npcs to get out of bounds. Additional it shows how pathfinding and respawning work. It appears the game has a map of valid roads where if you have to respawn, it snaps to the closest road. The compound is not a road since a far tp.









