Hey there,
as some of you might know, my game keeps breaking down in my runs (3 atm). Because the A:I CA Forums are down atm and because I would appreciate any help I can get on this I do a post on this here even if this is not a specially speedrun related topic. It may also be interesting to maybe collect all the bugs appearing in the game in a seperate topic. I thought about it, but didn't do so so far.
The game keeps freezing in level transition loads. When the game is frozen it's impossible to access the task manager or shut down the game even on a second monitor. The only possibility then is to reboot.
I've updated the drivers of my graphics card (AMD R9 390) for win 10 to the latest version (12/17/2015 Radeon Software Crimson Edition 15.12). I also reinstalled the game and checked it for corruption in steam. It went smooth for some time but broke down again yesterday.
There is a similar problem described in nvidia GPUs. You get stuck in the loads but the next mission will eventually load about later (estimated 5 minutes). The key to solve this was not to use the current drivers, but take older version drivers.
Since I can't shut down A:I it's impossible to just pause the timer. Even if I was able to pause A:I, the game doesn't load the next level. So if I continued to play, I would have to start from an earlier safepoint. This basically ruins all of my runs right now.
The only thing I do differently in my runs now is to use the mousewheel for "use" a lot more often than before. I'm not sure if this got anything to do with it. But since spamming use is the reason for quite some glitches, it might also effect the game's integrity over time - I don't know.
¤edit¤ I want to emphasize that the game was running smoothly under the same circumstances 3 weeks ago. I then deinstalled it and reinstalled it about a week ago and then the problems started. I have to admit though, I'm not perfectly sure I had these special win 10 drivers for my GPU installed back then. Nevertheless this shouldn't be happening with the proper drivers installed. It might not even be connected to GPU settings as well. ¤edit¤
So again, if anybody knows something about it, that would be really nice.
Thanks Greetings qd
Hey there,
so I have completed filling out the gaps of the entry positions at the pc-ALs. This is the complete version:
100% Route
M1: Bunk Room > AL 001 (1) // Galley > AL 002-003 (2x 1+2)
M2: Footbridge > AL 004 (2) // Generator Room > AL 005-007 (3x 1+2+3(A)+4(door)) M2: Bench > Medikit (V.1) // Restaurant > AL 008 (Audio), AL 009-011 (3x 1+2ab) M2: Baggage Claim > AL 012 (Audio) // Security Control Room > AL 013 (Audio) M2: Zachary Watson > AL 014 (Audio), ID tag, Maintenance Jack M2: Interrogation Room > AL 015 (Audio) M2: Freight Shipping > Flashlight Batteries > ID tag M2: Two-Man Switch > AL 016-018 (3x 1ab+2)
M3: Lobby > AL 019 (Audio), ID tag // Tech Support > Smoke Bomb (V.1), ID tag M3: Works Archive > Data Cell // Tech Workshop > AL 020-021 (2x 1+2)
M4:Tracker > AL 023-026 (4x 1+2ab+3(A)+4(door)) // Surveillance > ID tag, AL 029-030 (2x 1+2) M4: Ext. Comms > HACK+USE AL 031-033 (3x 1(A)+3a(A)b(A)) // Stairs > Flashbang (V.1) M4: Int. Comms > EMP (V.1) // Taylor > AL 034 (3(A)), Rewire > ID tag
M5: Day Room > AL038 (Audio) // Morley's Office > AL 035-037 (3x 1+2ab) M5: Padded Cell > ID tag // Staff Quarters > ID tag, Noisemaker (V.1) M5: A-29 > AL 039-040 (2x 1+2), Keycard // Hallway > Pipe Bomb (V.1) // A-27 > ID tag M5: Assessment Room > ID tag
M6: Morgue > AL 042-043 (2x 1ab) // Morgue Drawer > ID tag // Lingard's Office > AL 044 (1) M6: Security Desk > Molotov (V.1), AL 045-048 (4x 1ab+2+3(A)), (2505) M6: Patient Zero > ID tag, AL 049-050 (2x 1+3(A)) // ER > AL 051-055 (5x 1ab+2ab+3(A))
M7: Corridor > ID tag (next to body) M7: Synthetic Storage > Hacker, ID Tag // Office #3 > AL 060, 061 (2x 2+3(A)) M7: Storage > Data Cell before or after (Depending on going up the ladder or through the Hallway in the beginning) M7: Office #1 > AL 056-057 (2x 2+3(A)) // Office #2 > AL 058-059 (2x 1ab), Smoke Bomb (V.2) M7: Seegson Synthetics > Fluid Plant > AL 064 (1)
M8: Transit Station > ID tag // Maintenance Deck > Flashbang (V.2), ID tag M8: Terminal > AL 067-068 (2x 1ab), Gas Torch // Transit Office > AL 069 (Audio), ID tag
M10 Marshal's: Windowsill > ID tag // Marshal's Office > AL 103-104 (2x 1+3(A)) M10 Systech Spire: Warn Survivors > AL 149 (0482) M10: Tech Support Office > AL 022 (Audio), ID tag M10: Facility Cntr. > AL 073-075 (3x 1ab+2b+4b(doors)) M10: Ma. Acc. > AL 076 (Audio), AL 079-080 (2x 1ab) // Supplies Storage > AL 077-078 (2x 1ab) M10: Reception > AL 083-085 (3x 1a(A)+2b+4a>4b+3) (7789) // Coolant Control > ID tag M10: Table > Noisemaker (V.2) // Unlock Reception (for M16) M10 Gemini: Product Storage > AL 087-088 (2x 2ab+4b) // Distribution > AL 086 (1+4b(doors)) M10 KG-348: > Galley > Keycard, AL 093 (1b), ID tag // Keycard Room > AL 092 (Audio)
M11: Recharge Docks > EMP (V.2) // Bar > AL 095 (Audio) // Generator Room > ID tag M11: Bench > ID tag // Bunk House Hotel > AL 100-101 (2x 1+3(A)) // M11: Medusa Ink > AL 096-099 (4x 1ab+2+3(A)) M11: Ricardo // Marshal's Booth > AL 070-071 (2x 1+2) // Office > AL 102 (Audio)
M12: Reception > AL 105-106 (2x 1+2) (8382) // Android Disposal > ID tag M12: Reclamation > AL 107-108 (2x 1+2(A)) // Showroom > AL 109-111 (3x 1ab+2) M12: Android Orientation > AL 114 (Audio) // Vent > ID tag // Office > ID tag M12: Sales Agreements > Molotov (V.2), AL 112-113 (2x 1+2), ID tag, Various Loot
M13: Security > AL 115-116 (2x 2+3(A)), ID tag // Code on Blueprint > AL 150 (4930) M13: Right Hemisphere Overview > AL 118 (Audio) // Left H. O. Office > AL 117 (1) M13: Core Observation left > AL 119-120 (2x 2+3(A)), Gas Mask M13: Core Observation right > ID tag M13: Right Hemisphere Servers > AL 122 (3(A)) // R. Monitor Control > AL 123 (Audio), ID tag M13: Consultation Room > ID tag M13: Elevator room > AL 121, 124 (2x 1ab)
M14: AL 125 (Audio) // Chief Engineer's Office > AL 127-129 (3x 1+2ab+4(door)) (6832), ID tag M14: Engineering > AL 126 (Audio), ID tag // Transit Office > ID tag
M15: Sideroom > NoL 004 // Service Elevator to M6-Area M15 M6-Area: Right Side Room > NoL 005 // Dentist > AL 130 (Audio) M15: MRI Room > ID tag (or in M6) M15: Ambulance Bay > LVL3 Hacker, ID tag // Reactor Room > SAFE1 > Elevator to M5-Area M15 M5-Area: Nurse Station (1702) > ID Tag // Kuhlman's Hideout > AL 041 // LOAD to SAFE1 M15 M6-Area: Hack Shuttle Access M15 Anesidora: Hallway > AL 131 (Audio) // M15: Power Distribution > AL 132-134 (3x 1ab+3(A)) (4510) M15: Ward > AL 135-136 (2x 1+3b(A))
M16 Seegson Communications: Deal with Seegson Security // Relay Facility > NoL 001, ID tag M16: M4-Elevator to Lorenz (Lobby) M16 Lorenz: Kitchen > ID tag, Molotov (V.3) // Elevator to Gemini M16 Gemini: SAFE2 > Reception Office > AL 089-090 (2x 2ab) M16: Analysis Labs Office > AL 091, 094 (2x 2ab), NoL 008 // Vent > ID tag // LOAD to SAFE2 M16: Elevator to Lorenz M16 Lorenz: Server Farm > NoL 003 M16: Seegson Security > HACK+USE AL 081-082 (2x 1ab+4(open Cells)) > Cells > ID tag M16 Transit Office1 (0482) > Medikit (V.2), AL 072 (3b(A)) M16: Call Transit to Engineering > Transit Office2 > NoL 002 // Transit to Engineering M16 Engineering: Call Transit to SciMed // Workshop > Pipe Bomb (V.2), NoL 007 M16: Transit to Scimed M16 SciMed: Call Transit to Solomons // Reception > grab Pipe Bomb (V.3) M16: SAFE3 in Transit Station // (back to) Reception > AL 066 (Audio) M16 M7-Area: Facility Administration > NoL 006 // AL 062, 063, 065 (3x 1+2+3(A)) M16: LOAD to SAFE3 // Transit to Solomons M16 Solomons: Call Transit to Lorenz // Transit Office > ID tag, Noisemaker (V.3) M16: SAFE4 in Transit // Gallery > ID tag // Baggage Claim > Mike Tanaka > AL 146 (Audio) M16: LOAD to SAFE4 // Transit to Lorenz (For No-Safe-Strategy: Locker (2931) > Lots of Loot // Walk back to Transit // Transit to Lorenz) M16 Lorenz: Lobby > M4-Elevator to Seegson Communications M16 Seegson Communications: Vent > AL 137 (Audio), Smoke Bomb (V.3), ID tag M16: Back > ID tag, AL 027-028 (2x 2ab) M16: Observatory > AL 151 // EVA Prep > ID tag
M17: Terminal > AL 138-140 (3x 1b+2a+3) Transit Control > AL 141 (Audio) M17: Upper Transit > ID tag, NoL 009 // Canteen > AL 143-144 (2x 1ab) (1984) M17: Projector Room > AL 142 (Audio) // Living Area > AL 145 (Audio), ID tag M17: Spaceflight Terminal > NoL 010, EMP (V.3)
M18: Dock > ID tag, AL 147 (2b 4b(Clamp)) // Umbilical > AL 148 (2b 4b(Maintenance Rig)) M18: Recreation > ID tag
Greetings qd
Hey there,
I've been looking into 100% runs lately and did quite some experimenting. Based on dcruze's guide to 100% runs that you can find in the Guides section, here is my game plan for 100%. Since most of our runners never got into that, it might be interesting to follow and talk about possible other strategies.
100% Route
Legend: AL = ArchiveLog NoL = NostromoLog Audio = Audiorecorder
1ab: The AL Terminals have entries in different positions. After dcruze's writings it is still the AL-counts (3x for example is three times). I added the position: 1ab means The first of four entries got two subentries on position a and b. This is for getting speed using the computers.
(A): If there is an (A) behind one of the entry positions (for example 1ab(A)) this means, you have to activate it (Audiologs mostly).
In my script important words and positions are bold. You cannot see this here unfortunately.
M1: Bunk Room > AL 001 (1) // Galley > AL 002-003 (2x 1+2)
M2: Footbridge > AL 004 (2) // Generator Room > AL 005-007 (3x 1+2+3(A)+4(door)) M2: Bench > Medikit (V.1) // Restaurant > AL 008 (Audio), AL 009-011 (3x 1+2ab) M2: Baggage Claim > AL 012 (Audio) // Security Control Room > AL 013 (Audio) M2: Zachary Watson > AL 014 (Audio), ID tag, Maintenance Jack M2: Interrogation Room > AL 015 (Audio) M2: Freight Shipping > Flashlight Batteries > ID tag M2: Two-Man Switch > AL 016-018 (3x)
M3: Lobby > AL 019 (Audio), ID tag // Tech Support > Smoke Bomb (V.1), ID tag M3: Works Archive > Data Cell // Tech Workshop > AL 020-021 (2x 1+2)
M4:Tracker > AL 023-026 (4x 1+2ab+3(A)+4(door)) // Surveillance > ID tag, AL 029-030 (2x 1+2) M4: Ext. Comms > HACK+USE AL 031-033 (3x 1(A)+3a(A)b(A)) // Stairs > Flashbang (V.1) M4: Int. Comms > EMP (V.1) // Taylor > AL 034 (3(A)), Rewire > ID tag
M5: Day Room > AL038 (Audio) // Morley's Office > AL 035-037 (3x 1+2ab) M5: Padded Cell > ID tag // Staff Quarters > ID tag, Noisemaker (V.1) M5: A-29 > AL 039-040 (2x 1+2), Keycard // Hallway > Pipe Bomb (V.1) // A-27 > ID tag M5: Assessment Room > ID tag
M6: Morgue > AL 042-043 (2x 1ab) // Morgue Drawer > ID tag // Lingard's Office > AL 044 (1) M6: Security Desk > Molotov (V.1), AL 045-048 (4x 1ab+2+3(A)), (2505) M6: Patient Zero > ID tag, AL 049-050 (2x 1+3(A)) // ER > AL 051-055 (5x 1ab+2ab+3(A))
M7: Corridor > ID tag (next to body) M7: Synthetic Storage > Hacker, ID Tag // Office #3 > AL 060, 061 (2x 2+3(A)) M7: Storage > Data Cell before or after (Depending on going up the ladder or through the Hallway in the beginning) M7: Office #1 > AL 056-057 (2x 2+3(A)) // Office #2 > AL 058-059 (2x 1ab), Smoke Bomb (V.2) M7: Seegson Synthetics > Fluid Plant > AL 064 (1)
M8: Transit Station > ID tag // Maintenance Deck > Flashbang (V.2), ID tag M8: Terminal > AL 067-068 (2x), Gas Torch // Transit Office > AL 069 (Audio), ID tag
M10 Marshal's: Windowsill > ID tag // Marshal's Office > AL 103-104 (2x 1+3(A)) M10 Systech Spire: Warn Survivors > AL 149 (0482) M10: Tech Support Office > AL 022 (Audio), ID tag M10: Facility Cntr. > AL 073-075 (3x 1ab+2a+4b(doors)) M10: Ma. Acc. > AL 076 (Audio), AL 079-080 (2x 1ab) // Supplies Storage > AL 077-078 (2x 1ab) M10: Reception > AL 083-085 (3x 1a(A)+2b+4a>4b+3) (7789) // Coolant Control > ID tag M10: Table > Noisemaker (V.2) // Unlock Reception (for M16) M10 Gemini: Product Storage > AL 087-088 (2x) // Distribution > AL 086 M10 KG-348: > Galley > Keycard, AL 093 (1b), ID tag // Keycard Room > AL 092 (Audio)
M11: Recharge Docks > EMP (V.2) // Bar > AL 095 (Audio) // Generator Room > ID tag M11: Bench > ID tag // Bunk House Hotel > AL 100-101 // Medusa Ink > AL 096-099 (4x) M11: Ricardo // Marshal's Booth > AL 070-071 (2x 1+2) // Office > AL 102 (Audio)
M12: Reception > AL 105-106 (2x) (8382) // Android Disposal > ID tag M12: Reclamation > AL 107-108 (2x) // Showroom > AL 109-111 (3x) M12: Android Orientation > AL 114 (Audio) // Vent > ID tag // Office > ID tag M12: Sales Agreements > Molotov (V.2), AL 112-113 (2x), ID tag, Various Loot
M13: Security > AL 115-116 (2x 2+3(A)), ID tag // Code on Blueprint > AL 150 (4930) M13: Right Hemisphere Overview > AL 118 (Audio) // Left H. O. Office > AL 117 (1) M13: Core Observation left > AL 119-120 (2x 2+3(A)), Gas Mask M13: Core Observation right > ID tag M13: Right Hemisphere Servers > AL 122 (3(A)) // R. Monitor Control > AL 123 (Audio), ID tag M13: Consultation Room > ID tag M13: Elevator room > AL 121, 124 (2x)
M14: AL 125 (Audio) // Chief Engineer's Office > AL 127-129 (3x 1+2ab+4(door)) (6832), ID tag M14: Engineering > AL 126 (Audio), ID tag // Transit Office > ID tag
M15: Sideroom > NoL 004 // Service Elevator to M6-Area M16 M6-Area: Right Side Room > NoL 005 // Dentist > AL 130 (Audio) M15: MRI Room > ID tag (or in M6) M15: Ambulance Bay > LVL3 Hacker, ID tag // Reactor Room > SAFE1 > Elevator to M5-Area M15 M5-Area: Nurse Station (1702) > ID Tag // Kuhlman's Hideout > AL 041 // LOAD to SAFE1 M15 M6-Area: Hack Shuttle Access M16 Anesidora: Hallway > AL 131 (Audio) // Power Distribution > AL 132-134 (3x) (4510) M15: Ward > AL 135-136 (2x)
M16 Seegson Communications: Deal with Seegson Security // Relay Facility > NoL 001, ID tag M16: M4-Elevator to Lorenz (Lobby) M16 Lorenz: Kitchen > ID tag, Molotov (V.3) // Elevator to Gemini M16 Gemini: SAFE2 > Reception Office > AL 089-090 (2x) M16: Analysis Labs Office > AL 091, 094 (2x), NoL 008 // Vent > ID tag // LOAD to SAFE2 M16: Elevator to Lorenz M16 Lorenz: Server Farm > NoL 003 M16: Seegson Security > HACK+USE AL 081-082 (2x 1ab+4(open Cells)) > Cells > ID tag M16 Transit Office1 (0482) > Medikit (V.2), AL 072 (3b(A)) M16: Call Transit to Engineering > Transit Office2 > NoL 002 // Transit to Engineering M16 Engineering: Call Transit to SciMed // Workshop > Pipe Bomb (V.2), NoL 007 M16: Transit to Scimed M16 SciMed: Call Transit to Solomons // Reception > grab Pipe Bomb (V.3) M16: SAFE3 in Transit Station // (back to) Reception > AL 066 (Audio) M16 M7-Area: Facility Administration > NoL 006 // AL 062, 063, 065 (3x 1+2+3(A)) M16: LOAD to SAFE3 // Transit to Solomons M16 Solomons: Call Transit to Lorenz // Transit Office > ID tag, Noisemaker (V.3) M16: SAFE4 in Transit // Gallery > ID tag // Baggage Claim > Mike Tanaka > AL 146 (Audio) M16: LOAD to SAFE4 // Transit to Lorenz (For No-Safe-Strategy: Locker (2931) > Lots of Loot // Walk back to Transit // Transit to Lorenz) M16 Lorenz: Lobby > M4-Elevator to Seegson Communications M16 Seegson Communications: Vent > AL 137 (Audio), Smoke Bomb (V.3), ID tag M16: Back > ID tag, AL 027-028 (2x 2ab) M16: Observatory > AL 151 // EVA Prep > ID tag
M17: Terminal > AL 138-140 (3x 1b+2a+3) Transit Control > AL 141 (Audio) M17: Upper Transit > ID tag, NoL 009 // Canteen > AL 143-144 (2x) (1984) M17: Projector Room > AL 142 (Audio) // Living Area > AL 145 (Audio), ID tag M17: Spaceflight Terminal > NoL 010, EMP (V.3)
M18: Dock > ID tag, AL 147 (2b 4b(Clamp)) // Umbilical > AL 148 (2b 4b(Maintenance Rig)) M18: Recreation > ID tag
So have fun figuring this one out!
Greetings qd
Hey there imposible,
I have to tell you, it's difficult for me to understand what you're trying to say. It looks like you cannot really move when using the double use glitch. So the question might be: can you break the game with that to achieve some other moving option? It's no option to go backwards and crouched in a speedrun.
I didn't go into that yet. But if you're interested, it would of course be most valuable if you tried some of the stuff out that you are suggesting. If you got some news (or even a video) on that double use glitch, it would be interesting to know about that.
Greetings qd
Hey there,
I was just made aware of this glitch (by DougTheSquirrel):
Link (start at 1:10):
Double use glitch. I don't know what this could be good for. Maybe it could help find a way for fastwalking?!
Greetings qd
Hey,
thx so far for the information. Will see what's coming up on the page soon!
Greetings qd
Hey there packsciences,
thx for your response in the other thread again. How are you? What's up with your A:I plans? We're looking forward to see some of your runs!
Greetings qd
Hey there,
so I understand dcruze's point that he wants to do seperate mission runs. One is enough to keep it up.
I posed the same question in the main forums in the "site" subforum: http://www.speedrun.com/The_Site/thread/yxvsj
They basically say the same.
I didn't really understand this "Rom hack/Mod"-thing. It didn't sound like it was a possibility. The thought of packsciences to handle it as a full-game category could be thought about, but it doesn't really seem appropriate to me.
So I guess we just keep it the way it is. What do you think?
Greetings qd
Hey there,
in our game "Alien: Isolation" (speedrun.com/ai) we've got downloadable content that we're running seperately. At the moment, it is categorised under "Level Leaderboard" because there is no other space for it.
Is it possible to have an additional main category (besides "Full-game Leaderboard" and "Level Leaderboard") that could be called "DLCs"? It's about visibility and proper order especially for new runners. These DLCs are also too small to have an own category besides the main game (category here: as in speedrun.com/xxx). This could also be interesting for a lot of other games, I'm sure.
Thx very much for your site! I love to have all these runs in one page and a community for exchange.
Greetings qd
Hey there,
lately I've been running all the DLCs up on the level leaderboard. I find it a little sorry that they do not have a seperate categorisation since they are not really levels of the main game.
The problem is that nobody really knows they are there. If you have a look at the ingame leaderboards in the DLCs "Lost Contact" and "Safe Haven" you realise there are a lot of people playing these DLCs for speedrunning. It might raise awareness to get their runs up on speedrun.com to emphasize the existence of these categories.
Now dcruze already told me it's only possible to have them on the level leaderboard because of limitations of the speedrun.com webpage. I wanted to put this idea forward anyway in case someone has an idea how to solve this.
Maybe it's even worth considering the DLCs to be "different" games, as in having another category for them (Alien: Isolation DLCs)
It's not that important though. :)
Greetings qd
Hey there,
in my latest Lost contact runs I've experienced a similar level skip glitch like in Safe haven.
Link:
I take the use key to enter the monitor. Then I spam the use key (keyboard) since I want the first category and the first level to be chosen. It was a coincidence.
I also experienced in Lost contact that when I spam the use key too much on using the pc I'm getting a similar blank monitor glitch to when spamming "use" with the mousewheel to enter the computer.
Link:
Greetings qd
Hey there,
I've gotta update my estimation on that invisible wall problem. Today, when I was in S10 I tried to flame the alien and shot nearly 200-250 fuel on it. There was a wall stretching across the room shortly before the exit to the lower elevator area. This invisible wall was about 5-6 meters in breadth and could not be shot through. I would like to show you but sorrily my obs broke down.
That's really sad. I don't think they will fix that.
Greetings qd
Hey there,
very nice run you did there dcruze. Got almost everything in it so far. It shows, there is not a lot of margin to fill, it's very good.
The Hugger-follow-up can work if you light the flare going through the hall and leave it by a jack hit where you want it in L8.
The two flare transitions work very fine it seems. SH-Strats here! :D
As I've been talking to Metzix yesterday, and because I see that again in Lost Contact: There are other runners actually interested in speedrunning this game. We should make contact and get them into our little community. Have a look at dcruzes 18:08 in Lost contact. He posted a run by Mirako there which is 18:33 from 21.10.2015. Segmented, but on a PS4!
Greetings qd
Hey there,
I played it, I like it.
Problems: Invisible walls, as mentioned. The big grab prompts for the alien in the vent, I haven't tested that yet. For first-time-players the direction mark for mission solutions on the motion tracker is pretty inaccurate at times. Most annoying for me: If you bind flare to a key and use it, the weapons and items soft lock, you can't use them. At least for some time.
Speedrunning: Dcruze's way I think is the best. I haven't checked S9, I got to say. It's sad getting the shotgun in S3 takes so much time compared to L3.
It's pretty challenging and tense. The movement of the alien is unpredictable at times, even if you're very silent. A problem for speedrunning is that you sometimes don't get any additional fuel at all till you finished L6. This is more common than getting fuel on the table before. You have to be lucky to move more freely. Otherwise you're damned to waiting till the alien leaves. For the PBs and the higher ranks this will be big. It's still very doable though. For L6 I recommend building a Molo to be able to defend yourself. For S7 a noisemaker is recommended for a safe strat.
I estimate the best possible time atm will be around 16-17 minutes. There is a lot of space for strategies.
Greetings qd
Hey there,
one little demonstration again of how easy the futon grab is:
You can walk (I always run) up all the futon and the prompt window of the hack is getting huge.
That's twitchy's stream in the back btw. :)
Greetings qd
Hello there,
what twitchy is talking about is of course the elevator hack in mission 3. I've got some problems with that hack myself. So here is some material about it.
As you know, when you go up the several stairs from the basement, you mustn't run because you will randomize the pattern of the alien killing the humans. The usual way to hack the elevator is to let the alien kill the first human at the elevator that is farthest from you coming down the stairs.
First case (best pattern): Then the girl that is standing nearer to the stairs you're coming down to the elevator will go right and lure the alien away. There you got the most time to hack the elevator.
Second case (bad pattern): Then the girl near the stairs goes left. When you're coming down the stairs the alien sometimes sees you because it's going for the girl that kind of went into your direction.
There are two ways to avoid the alien:
If you're fast: You can hide behind the wall:
If you're slow: You have to wait at the stairs:
If you're really fast, you can go on down the stairs and slide by the alien on breath length. That is really really dangerous. The secret here will be to go to the far rail of the stairs to approach the alien from the side. This way it probably just doesn't see you:
So, there is another strategy I've developed to hack the elevator. You can break the pattern of the alien by shooting before going into the hall. When you enter the hall, the alien screams loudly. A good second after that scream you got to shoot (version 2). It will turn to you and it won't engage the humans at the elevator but the third guy next to it. If you shoot a bit too soon, the guy won't be able to escape and the alien kills it immediately (version 1). The guy always runs away, whether the alien goes for him or not. The farther he runs, the longer the alien is occupied
version 1 and version 2:
The risk involved is that there are patterns of the other two humans you cannot influence. The alien could kill you third after two humans, not fourth after all 3. The humans could stay at the elevator instead of fleeing and running through the room. You can try it out.
Greetings qd
Hey Mastr,
I tried it out and I like it. It's very consistent and easy to grab.
Alternatively to the pipebomb its very good to just stun the joe and kill it. It takes a max of 8 seconds and still saves you over 10 compared to the old M7 flare strat.
I have one problem: When you go by the 3 guys, how do you make the alien kill them consistently? I take the way you take going through the right side. But they sometimes are still alive. Trying to hit a box in the middle with the jack sometimes makes the guys kill you, but it makes the alien drop when you're already in a safe distance. When you run (not psychorun) past them, they sometimes kill you and the alien doesn't drop sometimes.
So very good strategy, should be normal in the future. You only need a stun (that you always have). Low%
Greetings qd
Hey,
little loot strat i did for M10 / Kg348. Might be old. You loot a lot that way.
Link:
Greetings qd