By whizvoxwhizvox. Last updated
NOTE: THIS GUIDE IS A WORK-IN-PROGRESS, AND SOME INFORMATION MAY BE SUBJECT TO CHANGE IN THE FUTURE.
The fastest form of movement is to, at a stand still (moving while trying to jump results in a short hop), hold the left-mouse button to prepare the jump, waiting until the jump arc turns white, then letting go. This is much faster than walking or using short hops constantly. However, it can lead to some problems if you're in a small space, as Richard will automatically grab onto any walls or ceilings that he can, so lower jumps are recommended in those areas. If Conway is sliding (from landing from a powerful horizontal jump, for example) and another jump is attempted, Conway will make a very small jump and stop far off target. When making multiple jumps in succession, holding the "down" key (default S) is recommended. If held during a jump, Conway stops on the first frame he land and does not slide, and another jump can be made without issue.
Guards, Enforcers, and Professionals: AI
(All three of the enemies will be addressed as "guards", unless specifically differentiated.) The AI of the guards are pretty complex, though quite simple once you've got the hang of it. Guards will either patrol the area they're in (they won't use hand scanners), or simply stand put. They will turn the other direction if an elevator bell sounds in the opposite direction they're already facing, but will not rush towards the elevator nor shoot. A guard will only rush once they're been alarmed by something, either a gunshot going off, glass being broken, or you being in their view. Once you get into a guard's view, there's a split-second delay before they decide to shoot you. Only if you have the If you get out of their view after they're seen you, they will decide to rush to where you've gone, if they can get to where you are. Guard's movement is limited to walking on one floor, climbing stairs, and using hand scanners that are connected to doors. Once you turn off a light, a guard will go to the nearest light switch to turn the lights back on. They'll use it a few times if it doesn't turn on the lights. The guards and enforcers have almost no difference in their AI, while the professional can see in the dark, so turning off the lights is a useless tactic against them.
In 100% and 100% (NG+), the only categories which use [oldversion], walking/sliding into a guard first points them in the direction opposite you, then the direction towards you. If you evade the guard and he does not spot you, he will patrol the floor. This can be used to control guard behavior.
Guards, Enforcers, and Professionals: Incapacitating
Incapacitating a guard and professional uses the same techniques, while enforcers cannot be pinned down. There is a tactic to use against the enforcer, which is constantly barging into them, though this only stuns them for a short time and pushes them back a fair distance. All three, however, will be incapacitated if they fall from any height. Occasionally, this will result in a glitched enforcer, one that cannot move, has no AI, and you can go through it.
You can use the Crosslink while in an elevator. As explained in the "Guards... (AI)" passage, there's a little delay between when the guard sees you and when they shoot you. In that time, you can actually incapacitate the guard in you're quick enough. Also explained in the "Movement" passage, you cannot do an effective jump while moving. To do the strat, you need to tap either A or D quickly to get out of the elevator, release all movement-related keys, then make the jump towards the guard to pin him down. This only works if your charge-up time is fully upgraded. Another trick is the ability to press the elevator button or elevator doors on any level of the building without getting into an elevator. This is only used once in the Any% route, on Industrial Espionage. However, this is used in many locations when riding an elevator so the elevator does not stop at any unnecessary floors.
In this game, clips do exist. However, clipping is tough to pull off consistently, especially during a run, and is limited. Wall clips can theoretically save time on intex, The Collins Case, and The Room, although in practice clipping only saves time on the first two, and only on the first or second try. To perform a wall clip, the Hushcracker is required, and upgraded jump power is recommended for quickly retrying. Clips are performed on the right sides of walls. First, grip the wall over the target wall you want to clip through. Then, jump directly down, and as you pass the correct height, click and activate the Hushcracker. If done at the correct height, Conway will cling on to the left side of an invisible wall, and tapping the up movement button (W) allows Conway to clip successfully. Clipping can also be performed jumping upwards, although this might be tougher. Although theoretically possible when performed on the left side of walls, it is nowhere near consistent enough to be viable for runs. Clipping can be performed on many, if not all, walls which Conway can cling on to from the right, although it only saves a bit of time on the route, and only if performed quickly and effectively.
Door clips can also be performed through doors and vault doors. To do this, Conway needs to slide from the end of a long horizontal jump the same pixels of the door. This either bounces him through or gets him stuck in the door, where he can easily escape. This trick is easier with longer jumps, and can be done from both sides of a door. However this is similarly inconsistent and has not been routed. There is another, simpler form of door clipping which only works on vault doors. It simply requires standing directly next to the door and making a jump with a very steep, but not vertical angle (specific angle is precise). It also works from both sides but is unrouted.