Thanks a lot! You're right... I hadn't noticed, I was basing the timer pause on your last run. Feel free to add a few seconds to correct it :)
@reezgo, Thanks for the reply! The glitch really isn’t easy to pull off quickly (which is what we’re aiming for). However, throughout this week, I’ll be focusing solely on this glitch. It seems like I’m already finding some movements that are fitting in nicely… It’s all about practice. I’m sure we’ll be able to master this glitch soon!
I also found the pixel that makes Hawk move to the right. I’m trying to figure out which type of jump causes him to fall holding the jump button longer or shorter. I’m starting to notice a pattern.
In this exact frame of the screenshot, any jump I make, Hawk teleports...
did you manage to perform the glitch? There is indeed fall damage, but it enters the loading screen, and when it comes back, the health is fully restored
I was testing some routes in the Research Lab level. When I reached the elevator room, I simply made a jump like any other, but magically I hit a false spot and fell to the floor below, skipping the entire cutscene where Hawk activates the elevator and makes it go down. After discovering this, I tried again to see if it was just by chance, and I really managed to do it again
After reading your response, I conducted around 12 new tests, and in none of them, was I able to activate the glitch while having items in the inventory (axe and baton). In fact, the order of the enemies does not need to be followed, nor does the method by which they are defeated. I agree that the activation depends on random factors (RNG), and we can conclude that the true cause of the glitch is the enemy who throws the grenades.
It was an excellent opportunity for us to analyze this discovery more carefully. This pattern can easily repeat in other levels, which is why I will remain attentive to rooms containing grenade throwers. It is likely that the area we are discussing is not the only place where this script malfunctions in the game.
Hello, everyone!
After spending about 2 hours trying to figure out what was happening with the glitch that gave me unlimited ammo in the Steel Mill level, right after I picked up a red keycard and a pistol, I’ve figured out how to trigger it. It might sound crazy, but I got it to work more than 5 times. So, let’s get to it:
To trigger this glitch, you need to reach the door shown in the video with only the knife in your inventory. NOTHING ELSE! Once inside the room, you need to eliminate the two enemies on the floor. After that, wait for the iron door to lift and for two more enemies to appear. At this point, you need to make the guy at the top of the room throw a grenade (important detail: he can't die from the grenade, and you can’t kill him either — the grenade just has to go somewhere harmless). After that, the iron door will open, and you’ll need to kill ONE enemy with a kick and the other with the SPECIAL attack. After that, pick up the red keycard first and then the weapon. When you exit the room, you’ll have unlimited ammo for a good amount of time!
To summarize, to make it work:
- Enter the room with only the KNIFE in your inventory (I had 2 in the recording).
- Kill the two enemies on the floor with kicks (just like in the video).
- Make sure the grenade guy misses the grenade and doesn’t kill himself.
- After the door opens, kill one enemy with a kick and the other with the special attack (preferably the special kick).
- Pick up the red keycard first.
- Lastly, grab the weapon.
NOTE: In the video, I broke a box that’s empty, but feel free to break it too – it won’t hurt!
At the end of the video, I left two failed attempts — one where the grenade guy didn’t throw the grenade, and another where I killed both enemies with the special attack.
I know it sounds crazy, but it worked lol.
link of video: