This is actually quite tricky if you don't know what you're doing. The call doesn't need answered, so ignore it. Time the hang up as seen and you'll be fine. If you hang up too early, the call will come in while outside the the cab and it will almost always screw you out of getting back in before it pulls off.
The only time you'd ever use a faster vehicle during this mission is if there's something directly behind your cab after the trip skip. If you were to do this, never get too far ahead of the heli or it will slow down. The video shows exactly how to pace yourself if in a fast vehicle. If you're in a cab (99% of the time), there's no need to worry about outrunning the heli. Never slow down, unless you're going to wreck, and follow the route.
Timings (cutscene skip to heli touchdown, before stealing): Taxis (van, two cars): no crashes, no tunnel - 1:47 Comet: no crashes, no tunnel - 1:38
You'd come upon the tunnel if you continued going straight instead of crossing over the sidewalk at the end of the freeway. In my timings, I found I lost a couple seconds by using the tunnel, so avoid it.
I've so far found this can be done in three places; at the start of a date, which is the beginning of the "date glitch", and during the missions "Smackdown" and "Pest Control".
-I don't think it's possible to shoot your weapon while the menu is up -After passing a mission, the end of mission call may not come in until you reach a certain spot on the map if the police menu is still up (Smackdown) -Smackdown's end of mission call always came in when I hit the closest intersection to the NW of Packie's house and at this point I was able to use the phone (make and receive calls) -You're able to receive and make mission triggering calls while the police menu is up after setting up the glitch with a mission or any other unknown way -If you're not already on the vigilante menu when one of these calls is triggered, you won't be able to access the vigilante missions -Friends don't seem to want to get into your police vehicle while the menu is on screen -I haven't found a mission marker that will trigger while the menu is on screen -The police vehicle is indestructible while the menu is on the screen -Niko is not invincible and will take damage as usual, though it sometimes seems like you can take more than you should be able to
Triggering the glitch on Smackdown: Search for Bucky out front of the Burger Shot > move to the marker and cancel the auto-call with E > when the marker triggers, press E again to bring up the menu > skip the cutscene with Enter
Triggering the glitch on Pest Control: Sit next to the curb, in the crosswalk > receive Pegorino's call > answer and end the call > quickly bring up the police computer > skip the cutscene
Indestructible vehicle, a use of this glitch (as well as its set-up during Pest Control):
All times are in seconds. Consider every one +/- 0.05 seconds. I recorded myself running between two ground markings and did the timing in a video editor.
Any area where you're able to fully sprint (outdoor areas, some indoor areas)- Fists: 3.25 Pistols: 3.25 Shotguns: 3.63 SMGs: 3.25 Rifles: 3.70 RPG: 3.25 Thrown: 3.25
Any area which restricts you to a slow run (most indoor areas)- Fists- Run (no aiming): 3.85 Jumping: 4.07
Pistols- Run (no aiming): 3.90 Run+Aim (from a standstill -> aim -> hold shift -> begin moving): 5.52 Run+Aim (from a run -> aim -> continue moving): 4.57 Jumping: 4.07
Shotguns- Run (no aiming): 4.85 Run+Aim (from a standstill -> aim -> hold shift -> begin moving): 5.50 Run+Aim (from a run -> aim -> continue moving): 5.50 Jumping: 3.93
SMGs- Run (no aiming): 3.88 Run+Aim (from a standstill -> aim -> hold shift -> begin moving): 5.53 Run+Aim (from a run -> aim -> continue moving): 4.55 Jumping: 4.10
Rifles- Run (no aiming): 4.80 Run+Aim (from a standstill -> aim -> hold shift -> begin moving): 5.50 Run+Aim (from a run -> aim -> continue moving): 5.50 Jumping: 3.98
RPG- Run (no aiming): 3.90 Run+Aim (from a standstill -> aim -> hold shift -> begin moving): 3.85 Run+Aim (from a run -> aim -> continue moving): 3.90 Jumping: 3.85
Thrown- Run (no aiming): 3.87 Jumping: 4.07
Stairs (going up)- RPG (not aiming): 1.50 RPG (jumping): 1.50 RPG (aiming): 1.42 SMG (not aiming): 2.25 SMG (jumping): 1.45 SMG (aiming): 2.00
Stairs (going down)- RPG (not aiming): 1.38 RPG (jumping): 1.42 RPG (aiming): 1.55 SMG (not aiming): 2.12 SMG (jumping): 1.58 SMG (aiming): 2.78
I plan to get even more grenades during 'Diamonds Are a Girl's Best Friend'. They're laying on the metal walkway at the point where you trigger the three cars to pull up. Can't miss them. If you plan to use grenades during 'Liquidize The Assets', you'll want to route in DAGBF before it.
3D Trilogy Any% March 10, 2013: http://www.speedrunslive.com/races/result/39810 ¤ October 26, 2013: http://www.speedrunslive.com/races/result/72386 November 3, 2013: http://www.speedrunslive.com/races/result/73384 March 8, 2014: http://www.speedrunslive.com/races/result/89123 March 28, 2015: http://www.speedrunslive.com/races/result/131529 May 1, 2016: http://www.speedrunslive.com/races/result/169735
3D Trilogy 100% August 19, 2014: http://www.speedrunslive.com/races/result/109558 ¤ August 27, 2014: http://www.speedrunslive.com/races/result/110600
IV Trilogy Any% August 16, 2015: http://www.speedrunslive.com/races/result/144670
¤¤GTA3/GTA:VC Any% ¤ March 12, 2013: http://www.speedrunslive.com/races/result/40120 ¤ October 25, 2013: http://www.speedrunslive.com/races/result/72287 ¤ June 22, 2014: http://www.speedrunslive.com/races/result/102531 ¤ March 3, 2016: http://www.speedrunslive.com/races/result/163598
¤ Not a mass community race ¤¤ A category not present on the SR leaderboards
Ever since I began speedrunning this, I've occasionally noticed that a saved game will load in and everything non audio related will move at a faster speed than normal. It's very easy to detect if you've seen the game move at normal speed a handful of times. You might have heard me say in the past during a stream that this was happening and I was going to have to restart the game to fix it. It's an extremely rare occurrence as it's probably only happened no more than 10 times since May/June 2014. It continues after cutscenes, mission loads, saves, etc. The only way to get it to stop is to restart the game. I have no idea what causes it, but if someone could figure out how to get it to happen every time you start up the game (it would have to be possible on a fresh install with absolutely no previous game files on the computer because it might require a certain save's spawn location combined with specific inputs upon spawning or something) then it would probably be allowed in runs.
Here's an example of it in action (the game's running at about 1.126x speed):
Thought I had failed because the helicopter didn't go down. I knew I had hit one of the two guys, but it seemed like it did nothing, then the mission fail never came so I got back in and followed. I've never seen this happen before. You can see legs sticking out of the bottom of the helicopter after passing the mission. It's a Little Jacob character model holding a rocket launcher which attempts to walk when you land, but it's stuck in the heli. You can kill him and the rocket launcher stays attached to the model (doesn't drop RPG ammo). It took 2:28 from the moment I get into the helicopter to the moment the mission passes (not including the time I spent standing around). In my PB, the normal way took 2:27. Still trying to find a way to hit it with a rocket after coming out from under the bridge. Not even sure what would happen.
What happens here isn't in this all possibilities video. You can see what should have happened at 3:00 if I hadn't killed the pilot, I guess.
There's more, I knew it'd be at that spot from a prior finding (watching MisterPost):
Very risky to go into the final mission without armor and/or very little health. Slower to get the armor in the restaurant, but it's worth it. Preserving armor beforehand would also work, but that can be tricky. Regardless, this video shows how to handle these missions as best I know at the moment. Video warp after completing the final mission.
The first post of this thread will be about Hostile Negotiation.
After completing Photo Shoot and Have a Heart, you'll receive a phone call from Mallorie which plays out like this: <phonecall from Mallorie> Mal Niko. I'm getting worried. Roman didn't get back at all last night. Niko He likes to party. He stays out late the whole time. You know what he's like. Mal Not on my watch he don't. Something ain't right.
The moment you get this call, an 18 hour countdown begins.
-Examples-
Ex 1: If you stand still for 36 minutes (18 in game hours) and then call Mallorie, Hostile Negotiation will begin.
Ex 2: If you die between 00:00 and 12:00, 10 in game hours will pass. Then, if you wait for 16 minutes (8 in game hours) and then call Mallories, Hostile Negotiation will begin. (see the "Dying and time changes" thread for more info: http://www.speedrun.com/gtaiv/thread/odsy9 )
Ex 3: If you die between 12:00 and 24:00, you'll go back in time by however many hours it takes to reach 07:00. Again, refer to the document. So, you've just gotten the call. It's 11:30 in game. You die. Now it's 21:3X. You've gone forward in time by 10 hours. You've got 8 more hours to wait, but you die again. You've just gone back in time by 14 hours. What this means is you've just given yourself 4 more hours of waiting on top of the required 18. You now have to wait 22 hours to get the call. So, you die again. Forward in time by 10 hours. 12 more hours to wait. Die again? Back 10 hours. 22 hours to wait. Die again? Forward by 10 hours. 12 hours to wait. If you wait 24 minutes, you can call and start the mission. OR, if you could sleep two times. OR you could go to the Pay n Spray 4 times.
Ex 4: Mallorie calls at 05:00. You wait 18 hours. It's now 23:00. You die. -14 hours, back to 09:00. Do you need to wait an additional 14 hours? No, because 18 hours already passed so going back in time has no effect. The call is available to make.
An additional note: Mallorie will not call you to trigger the mission after an 18 hour wait. She'll only do this once 24 hours have passed.
So, there you go. I did extensive testing. This is how the game works, at least for this mission. More posts will come in this thread regarding other missions which are triggered by a phone call.
For Any%
(Faster/safer strats from the start of "That Special Someone", to the end of "A Dish Served Cold")
- Faster by about 20 seconds simply because of the helicopter
- Ignore when I fall down too far (cost 6 sec) and when I jump down on the right side (the left side is safer)
See this doc to learn what it is you need to be doing to move from the one mission to the next without wasting any time. (click the tab at the bottom which is named "After A Dish Served Cold, before the wedding")
https://docs.google.com/spreadsheets/d/12g8aB04oT50FzOz8u1hJ4FQ-4QyDJU3hlHUiF3ZwQ9o/edit?usp=sharing
The evaluations might need revised a bit.
1: To prevent the heli from despawning at the marker, you have to find a way to still have Phil interacting with the heli when you trigger the marker. An easy way to do this is to block his door with the fence. This isn't all you need to do though. When you get out of the heli (press F once), you need to immediately press and hold F again, even before the marker triggers (basically a double tap of F and hold).
2: Land the heli as close to the north ledge as possible (do as I do in the video). Make your way up to the roof and proceed as usual. After blowing up the heli, make your way back to where you landed the helicopter.
Does this strat allow you to complete the mission faster than ever before? No, but having the heli waiting around the corner will save you close to a minute if you plan to go straight to "To Live and Die in Alderney" after completing "Trespass". By the way, during To Live and Die in Alderney, driving an average or better car straight to the mansion, bypassing the heli at the pad, is a few seconds faster with a really good drive. The timer starts and ends when I reach the marker in each video (the video over "old" is my current Classic% pb [5:37:12])
The strategy is to hold F (or whatever you enter/exit vehicle key is) the moment you've triggered a marker, continuing holding F as you press the key to skip a cutscene, and then let go of F once you're back in control. I'm pretty sure the vehicle has to be close to the marker for this to work.
Normally, the vehicle you're in will disappear after skipping the cutscene which happens before getting into the Banshee.
This marker cannot be triggered while in the helicopter, you have to get out and have Phil in the marker's range. If I hadn't held F after triggering the marker, the heli would have disappeared.
Your grenade or rocket has to land/hit the door for the manager to trigger.
~10 seconds faster than any other strategy.
Aim at the bottom of the wall (the seam between the wall and the floor). A grenade should also work, but I haven't tried.
This will save you between 10-15 seconds. Also, it's faster to take the car outside the house, as I do in the video, than to run back to an awaiting cab.
(FASTER STRAT IN THIRD POST)
Feurigerilias brought this to our attention. I tested many different ways using this water strat to my advantage and this one was the fastest by a few seconds. Turning around while still in the ankle deep water, near the stairs, and shooting him can make this a little bit faster. You may also be able to get off a shot on him from the railing. Either way, try to jump into the water at the spot I did. If you jump any further to the right, you risk him not jumping in the water at all and instead he'll run down to the shallow part, where he can stand. He may also jump into the water and swim to that spot if he's too close when he hits the water. The reason I passed the mission is because he eventually dies in the water, not because I got too far away, but because he'll just eventually die if he continues to swim. I may have been able to just get into the taxi and travel to a marked spot before he dies, and still passed the mission. I'll have to try this. Post your ideas and proven enhancements in the thread.
I did some testing to see how the in game timer gets its times for "Time played as character" and here's what I found after some quick testing:
-The only times I could find during which the in game timer completely stopped running (other than when you pause), for any and all characters, was
- After a mission fail which isn't the result of a death of the character you're playing as. The timer continued to run until the mission failed screen showed the keys/buttons in the bottom right. Before these appear, it's still running. When you press one and the game gets going again, the timer starts up again. (milliseconds - however long you take to input a key after you're able to)
- After a death of the character you're playing as. If you're not on a mission and die, the timer seems to stop running the moment you die and stays idle until the fade in occurs (6-8 second pause). 2a. When you're on a mission and die, the timer stops running the moment you die and stays idle until you make the necessary input to trigger the next fade in. (~7 seconds?) 2b. Continuing from 2a, a mission section skip seems to leave the timer idle for a few more seconds, depending on the load.
-The stats menu found on the in game social club menu (press your Home key to access this) doesn't update until you save the game with either a save, autosave, or quicksave.
-The in game timer will sometimes run for multiple characters, at the same time, e.g., at some point after triggering the cutscene at the car during Prologue, the timer will be running for both Michael AND Trevor.
-The in game timer starts running for Michael the moment you start a new game (during the loading screens)
-The in game timer will run in real time during slow motion (I only tested the slow mo while holding ALT for character switching, but I assume it works in the same way for all slow motion moments)
-The in game timer will continue to run for whatever character you're using when you're holding ALT and the character switch menu is up. The moment you select a different character, the in game timer will instantly begin timing for the character you're switching to (during camera lift off and descent) and will stop timing for the previous character (Tested the required switch during Prologue and a typical switch out of mission)
-The timer definitely continues running during "some" cutscenes (not sure about moments of loading between cutscenes), and I'm not sure if there are some cutscenes where it doesn't run at all, but it was running during Michael's burial scene for ONLY Trevor's stat. (As I said previously, at some point before this, it was running for both Michael and Trevor during a cutscene)
-The in game timer never stops running during taxi interaction, even during the black screen when you trip skip.
-The timer continues running during shopping screens and I'd assume during web browsing as well (though I didn't test web browsing)
If we did this with IV:
Any%: Kyle: +13 Nord: +11 Ilias: +9 schA_de: +7 (video begins after new game is selected, so true addition is unknown)
Classic%: Kyle: +2 (video begins after new game is selected, so true addition is unknown) Itsab: +19 Greko: +7 Jolzi: +14 Ryedawg: +1 (video begins after new game is selected, so true addition is unknown)
My opinion is, adding on these times clearly wouldn't be fair for everyone for two reasons. One, three of the videos begin after the new game selection. Two, most runner's didn't immediately skip the cutscene, while a couple did. The original timing method has always stated that the timer should start the moment you skip the cutscene. Still, some runners started their timer after the fade in, the moment they can control the car. Regardless of what happens with current PBs, I feel the timing method should be changed to starting the timer upon starting a new game.
Edit: plus, because some people do abuse the current method of timing in IV, and also because IV mods have been pretty lackadaisical about enforcing this rule, I'd say we need to get rid of any possible abuse ASAP by starting the timer the moment you start a new game. This would mean the moment you select "Yes" to start a new game, you also start the timer.
Thoughts?