Achieving the first rock skip (in 8 steps) :
https://drive.google.com/open?id=0B1qxV0xQRYF6NXBEdGNmY0ZJbFE
- take mark of this shape, frontier between the two rocks.
https://drive.google.com/open?id=0B1qxV0xQRYF6SWVPVzEzVkV5eHM 2) You have to keep aiming at the middle segment.
https://drive.google.com/open?id=0B1qxV0xQRYF6R2lDU2h4LVBDRE0 3) go back a little bit, you will see a trace on the ground. Take mark of - (I) the end of the trace - (II) the angle made by your wrist
https://drive.google.com/open?id=0B1qxV0xQRYF6QkVjcFdGSjAwLXM 4) make the points (I) and (II) match.
https://drive.google.com/open?id=0B1qxV0xQRYF6Z25aOGxGSmxJRWs 5) run using only the "forward" button and jump at the right moment to climb up this first piece of rock. You have another hindrance awaiting...
https://drive.google.com/open?id=0B1qxV0xQRYF6ZGpvem80bnRwZFU 6) put yourself as close as you can get in the angle, and take mark of the intersection of three textures. (let's call it point O)
https://drive.google.com/open?id=0B1qxV0xQRYF6OHJGanQ0MFpyU3M 7) draw a vertical line (green) in your mind passing by O, and use the Nadir method to get as far as possible from O. Now that everything is aligned, take momentum using only "forward", jump and then read point (8)
https://drive.google.com/open?id=0B1qxV0xQRYF6MC1xX2Njelg0dEU 8) DID IT !
But they're difiicult and annoying indeed ; these jumps are a real engine abuse as they make the delta 38 object rub against high gradients, and mess with the computing of the jump. You can fall back, or bounce, or take advantage of it to climb up. I understood the first one well, i'll make a video for the 100% chance method (more like 70% though). The second one is terrible to make...
Good ! With training we will be able to do them quick. The first one is a good one as the usual way we have to wait for the counsellor monologue to end ; the second one is minor, but still saves little time and ammo
you know, soon the run will only consist in posing bombs, slicing consoles and listening to the counsellor, it will take something like 40 minutes
The jump here can be tricky too : here's the 100% chance method :
jump on the lamp with enough speed and with the right angle. Once there, aim at the Nadir to use your crosshair as a marker. Take enough momentum and jump on the side. Just use the "strafe right" button, and no other key. Curve the trajectory a little with a slight wave of the mouse, and you will magically land on the crate. The hardest part is to get on the lamp, really...
MrMutantDuck confirmed my run a couple of days ago so he may still be around
Geonosian elites are a plague. These two levels are the most difficult on Geonosis imo. In multisegment you have the opportunity to show your best, but for single segment you have to keep everything in your control. With the recent findings you may be able to get under 30min
To clip through the window is difficult if you don't know how to do it. I spent myself a dozen of minutes failling. The following explains how to proceed correctly and clip with 100% chance.
https://drive.google.com/open?id=0B1qxV0xQRYF6ajVTQ0dtV3JTZEE
- put yourself on the pipes on the right.
https://drive.google.com/open?id=0B1qxV0xQRYF6SWZYeEk4WEhuYkE 2) get in the angle and be sure to be the closest possible to the window side, crouch
https://drive.google.com/open?id=0B1qxV0xQRYF6YmFYcjhsdHNvMDQ 3) now you have to aim at this spot
https://drive.google.com/open?id=0B1qxV0xQRYF6dVpyUG9QNTdMMG8 4) like this, and then just advance while crouching, pressing both the "forward"and "crouch" button
you're now able to follow the rest of the maneuver
Investigations on Geonosis :
The Strenght Of Brothers :
You can see in the video that I do a lead of faith to pass the glass window, but there is an easier way to proceed. You can just walk and clip through the wall on the left to land on a caulk chunk. Graphically you are on the side of a large Geonosian window. Jump to join the other side, clip through the wall and land in the room.
At this point Sun Fac is standing still, and the first door is open. If you pass the door you can collide with the droids and the SBD which are to appear ; for the moment they are just invisible ; and you can kill them ! It will trigger your counsellor advising you to breach the second door. But you can't do it, since you didn't break the glass for your squad to pass.
New strat : let's enter the room, then break the glass. If you do this the first door will close, and the droids will turn visible. The game unfolds as usual, except that you are at another position. You can't order your team to breach the second door as long as the first one is closed. You can also put yourself in the middle of the door before it closes, so you will glitch and a gap will remain between the two flaps. Unfortunately the clones can't pass through.
Conclucion : the trigger system of the level makes it impossible to pass with illicit means.
. Canyons Of Death :
Three ways are possible : to fall onto the bottom of the map ; that is useless - to jump over one of the pits to clip through the wall - or to jump over the other pit the clip through the other wall. Despite being offered a generous perspective, the caulk walls are blocking every try to advance further. This level isn't particulary important anyway.
My thoughts too, but cmon, you have already destroyed Live Ordance which is far more painful. And running this game can't be interesting if it only consists in oobing all the way through
I have found it before you ah ah ! But as you may have seen jumping the first barricade avoid the placing of a charge, that triggers not the possibility to place the second charge. You say : "Anyway, I can jump the second barricade". But no, it's impossible, because of a huge caulk wall blocking the acces. Useing the "fly" cheat you can see how high and large is the wall, and that there is no way (jumping on the crates, jumping on the right side to cross the gap....).
Plus, the providencial floor you see on the right is non solid, and there is yet another caulk wall blocking it. And also, you won't be able to place the charge on the pillar, forbidding all acces to the exit.
The only (poor) thing that it allows is to assign a clone to the placing of the charge while you climb the barricade (the jump is difficult by the way), so to trigger the explosion being a little ahead.
This is a quicker and safer way to perform the skip.
At the angle of the barrier, there is a bump on the ground, from which you can jump onto the barrier. On this segment of barrier, there no caulk (curiously). But on the next there is, it this caulk wall we were getting round by clipping through the level. So from where you are, you can jump onto the caulk, and there you have enough height to safely jump onto the cylinder.
The momentum is easier to control this way, and it represents a 3-4 sec gain. (Yes that's not as incredible as Your_Solution's findings)
Here are my first experiment my this glitch. Unfortunately, part from the Critical Strike one, each of these new OBB seems useless. Details :
.1 0:00 Maximum Prejudice
You can't use this because you fall as soon as you move. There is no invisible platform like in the other cases.
.2 0:16 The Strength Of Brothers
Interesting one. It allows to enter the Sun Pack room without trigger the rest of the scenario. However, by doing this, you can't finish the level, because you absolutely need 07 to snipe Sun Pack's ship in order to trigger the exit. What does happen when you break the glass from afar (like behind the first door) ?
.3 1:11 The Heart Of The Machine
Seem useless, you are jailed by invisible walls
.4 1:48 Advance to The Coreship
Maybe you can land on invisible caulk walls from there, but I didn't succeed.
.5 2:08 Canyons Of Death
The most impressive one. As previously, maybe some caulk walls are reachable from there (if you don't fall on the bottom of the map).
.6 2:50 Ghost Ship Recon
Useless
.7 3:28 The Rescue Of Tarfful
This one is very disapponiting. You can't reach the top of the map, so you have to pass by the bottom, and there you can walk on an invisible floor no so distant from the real floor. (mole mode activated). I strongly believed in the possibility to reach the exit this way, but I confronted with a surrounding solide wall.
.8 5:09 From The Shadows
You can't perform the glitch here. DISAPPOINTING, All my hopes and expectations went to this level when seeing your video, but is is the only grapple time where the glith is impossible.
.9 5:21 Critical Strike
The glitch is indeed useful here, it leads to the CS OOB with a gain of 50 sec compared to the ancient path.
.10 5:40 The Bridge Of Kachirho
You're once again surrouded by caulk, so it's useless. But this segment is already in is minimal state anyway
.11 5:59 Behind Enemy Lines
Useless too, as you are trapped in solid.
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Hum, I tried to do this to but never succeeded. Once again goo job ! But you really have to stop to bunny-hop. The player speed is only determined by the value "groundspeed" (600 by default), and you gain nothing from hopping.
tonight is your night ! (3 am there watching your exploits). Now if you can find a way to skip the briefings with the counsellor, ... :) I will update the guide and post my (poor, compared to yours) findings tomorrow
wow ! great job man ! I would never believe that the action "walk" was useful anyhow. Plus it's pretty simple to perform, thank you, you're on your way to the top
I sumbitted the run commentary. Hope it will help you. I gave you many elements but you are free not to follow my pieces of advice, and do your own experiences, that's how a better run will be built.
I just added the guide. It countains general and varied informations, but not everything. The next thing I can do is to comment my run detail after detail, but don't excpect this to be done tonight. I'm glad see the speedrunship spreading :) !
Welcome ! I'm new too but as you can see I own the leaderboard (for the moment). If you want to I can write a guide to this game, explaining the main strats and OOBs ; I've been searching a lot, but I didn't find any glitch worth mentionning