Not sure yet how this is useful.
You can walk around quite a bit above M7, including the entire length of the vent duct at the start of the mission, as well as over the burning room. I wasn't able to clip back in-bounds from the ceiling (either by calling the elevator or activating the vent prompt).
It's possible to fall back in-bounds in the back of the vent where all the wires/cables come out, but you end up trapped back there and have to reload.
Awesome. PowerManGast50730290 on YouTube has a clip of this glitch in M18 (), although I wasn't able to reproduce it.
FYI, this also works with EMPs, so you can test/practice without dying.
FYI, you can clip the save station near the M7 exit elevator to get back in bounds.
This is on PC right? I've seen this on console but was never able to replicate it.
Have you tried doing this near the exit door (before the vent to the control room)?
Unfortunately, the "level leaderboard" name is a limitation of the website, not a name that can be changed on a game-by-game basis.
The DLCs are listed first since they are the most popular. The individual missions from the main campaign have been retained because there have been a few people who expressed interest in running them.
Very interesting QD, thanks!
Hopefully we can figure out the cause - it would save a TON of time for RTA runs if folks could reliably skip one or more missions.
At least 20 seconds. The flare strat is like 2:30+ (from dropping out of the vent to the elevator button).
It's at least as fast as the no flare yolo strat (which has a "target time" of 2:05).
With this strat, you can probably get 2:02 or lower if you get the prompt instantly, hack brilliantly, and drop the pipe perfectly.
Here are two VODs of the Safe Haven "double skip" (B8 + B9). Perhaps there is a clue buried inside that will unlock the secret necessary for consistency. We think the mwheel use on the B7 terminal is critical, which is why the VODs include that portion of the testing. The second example goes to the end to show that this skip allows the DLC to be completed without ever touching B8/B9.
Example one:
Example two:
The alien is scripted to drop and kill the humans if you sneak past them without being seen. If their dialogue gets interrupted it means you've been spotted.
It may take some practice to get it consistently. Historically, it was easier for most any% runners to do this when the patrolling human was on the left side of the room as Amanda dropped of the vent. However, it's still possible to sneak past him when he's on the right side (it is just harder).
So I stand corrected, with a pipe bomb you can match the speed of the fastest current yolo strat (where the humans open the door). I've done 2:05 (from drop to elevator button) and my hacking is slow...
Is it worth a pipe for blissful isolation? You the runner must decide :D
Bobbe's load times from his latest deathless run were 5m39s.
The alien's AI can break if you are too far away from him while the airlock pressurizes. He can get "stuck" waiting around for you while you loot and then need to be flamed or distracted. Just something to watch out for when doing this.
EDIT: removed broken VOD link
Some questions (haven't played this DLC yet):
L3 - do you need to kill both androids or can you stunpast? any opportunity to make a pipe bomb? L6 - molly for the humans? pre-thrown flare/noisemaker for the alien on the way back? L9 - can you stunpast the superjoe instead of going the long way around?
You can do it at the start of M18 (out of either floor panel), but it will only remain effective until the scripted drop at the top of the stairs.
100% agree with this, which is why I was the very first person to point out that my run did not have a dialogue glitch (after I concluded the glitch had nothing to do with in-run manipulation and entirely based on reloading pre-run saves).
To twitchy's point, the SH glitch that allows certain mission skips (which seems to be a controversy) is inconsistent with the dialogue glitch in the main campaign. The SH glitch can be produced intra-run, from a cold boot and without save reload abuse. While the exact sequence required to obtain it every time is not yet clear (and the motivation to spend countless further hours to discover it are dwindling considering the response of certain community members), there definitely appears to be one.
Additionally, it doesn't make sense at this point to draw arbitrary distinctions between which glitches are allowed/disallowed in any% type categories. For example, the maintenance jack clip in the main campaign and the keycard clip in Safe Haven (), neither of which require a third party program to obtain.
If there is interest in a "glitchless" category for either the main campaign or any of the DLC, it can certainly be added.
You got me curious, so I manually timed out loads from my 2h48m run. They were 5m25s, or 1m40s longer than the WR run.
May not seem like a lot, but losing almost 2 minutes simply to hardware is pretty significant in a game that is getting optimized to the second! Would be amazing if we could figure out how to make that autosplitter a reality.
Does your total loading time account for reloads due to death?