The Final Strike skip
8 years ago
France

I tell you about it, but I'm pretty sure it can't work. In The Final Strike, there are slanted beams aside the walls of each 4 great rooms. Caulk makes it unclimbable, but passed a certain heigh you can progress on it. So the dissiculty is to reach the spot where you can walk on the caulk.

In the first room, we "may" succeed, for the path seem clear. But unfortunately I can't perform the skip. I guess Delta 38's jump is too low. Frustating, really...

In the 3rd room you can actually do this, by jumping on cylinders from the turret balcony. But it helps not, the last turret is surrounded by a kill zone. (But you can join 07 just before the end of the game)

Australia

Yep I tried all that a couple of months ago, so disappointing, and the only way you can oob is on the only one you don't need to.

Missouri, USA
Your_Solution
He/Him, They/Them
8 years ago

Rip

France

I BROKE THE GAME TODAY :

Your_Solution likes this
Missouri, USA
Your_Solution
He/Him, They/Them
8 years ago

Wow! Have you tried this anywhere else?

Edited by the author 8 years ago
France

this should work with any of these barrels. However, they are scarce and populate the late Kashyyyk only. I didn't try anything else yet, I was too eager for this one.

When I first had the idea, I was trying with the barrels in Heart Of The Machine (to toss one before the 2nd barricade get on top of it). But they don't share the same physics : their trajectory is kinda scripted, and they have a health bar. The barrels in Final Strike have the trajectory you give them, but explode after time.

EDIT : here's the full level

The main difficulties are :

  • to avoid the barrels getting hit when using the rl
  • to shock the 2 destroyers and 3 sbds which spawn upon the opening of the door, and kill them all
  • to lure the guard (because we don't have the time to kill him) in the corridor so he'll get stuck against a destroyer
  • not to die in the corridors
  • make the jumps
  • quicksave the barrel at the right time

inconvenient : one mistake means to restart the lvl

I copy paste the howto that was in the youtube description there : (1) clear the room whitout bursting these barrels it is DOABLE since you have plenty of ammo, a rocket launcher and the squad isn't needed anymore (2) from the turret balcony jump on the first pipe (3) get on the very end of the pipe, this is not really important but it helps for aiming (4) throw a sonic nade JUST there (5) jump from pipe to pipe (the jumps are tricky) (6) wait till the nade explodes, then watch for the barrel to come (7) quicksave when it's on the good spot (8) quickload and jump on it before it explodes (9) get on the beam and reach the third room, then head to the last turret to finish the game

Edited by the author 8 years ago
redmage08 and Your_Solution like this
France

damn, this thread is old already, and I didn't even talk about the double barrel glitch, but that's over now, because I have found yet another way of doing it that is better than anything before :

Edited by the author 7 years ago
France

This video is just an update about my current struggle with TFS. It shows some new strats, like new barrel glitches possibilities or a jump allowing to get on the first beam without using any barrels.

I'm trying hard to fusion these two versions with a first bg for the beam and another to directly reach the turret. If you have any ideas, please tell me.

Ohio, USA

"Barrel glitches I wow" I wonder if it is possible to use the lone barrel for the first jump, then the two barrels would be intact to use to get to the turret... Might work but it would be way precise.

France

I tried it of course. There are several problems with this barrel :

    1. Its lifetime. Once hit, there's a countdown before the barrel explodes. And of course the countdown lasts barely as long as the barrel's course in air. So I couldn't quicksave and use it upon quickloading. Or could I ?
    1. Imprecision of the setup. You have to burst the barrel from afar, and should be close enough to where it's supposed to be used. That means on the "top" of the map, where the game cease to display everything. So I lack marks when trying to aim. Plus it's so far that only the sniper rifle with twice the zoom allows to be somewhat precise.
    1. Imprecision of the physics engine. I did the experiment : throw sonic nades, wait till they anchor as mines, quicksave. Quickload, the sonic mines are always at the same spot. They burst, the barrel would follow a certain trajectory. Reload, it follows another. Rinse and repeat : so many different trajectories. There's no way to perform the skip without luck.

But these complains also apply to the twin barrels. They are just closer, so inherently better. Even though so little better.

...

Oh I didn't read correctly, you said for the first jump. Yeah, that's for sure the most promising lead.

But I need to spare the sonic nades. So what's left to use ? aa and thermals ? But aa is not powerful enough if I'm not behind the barrel (which implies I would be too far from the beam), and in order to use the thermals I have to launch both of them, which is highly inconsistent, as the time between each launchs makes another parameter to take in account.

I've been doing some experimenting with this level and have a question. How consistently can you do each of these methods? That seems to be the main problem I'm having. I had trouble doing both methods in your video so I came up with one that I can somewhat consistently do. I usually have to reload to just before the sonic grenade explodes 4-5 times before it has a trajectory that works. I don't think that can be helped because of the inconsistency of the physics. Are your methods more consistent than this?

France

The quickest and most reliable method is the second one shown in the video (in my last post with a video) i.e. Aiming at a specific tile angle on the floor before the spider droid with aa to blow the "first" barrel, reaching the crate behind you and quicksaving there. As any other trick is pretty easy to perform once you get used to it. The more difficult part is the jump from a crate to another when the barrel is in air. Also, the orientation of the barrel may change depending on the angle of your shoot and the pseudo-randomness of the physic engine.

For the 1st method shown in the video, quite every step is difficult, and it takes more time overall so I don't even consider it. For the aiming part I've been very unfair to cut it in the video but I take like 10 sec to precisely aim at some pixel of textures far away. I've been using many setups so I don't remember it very well, I also used the HUD to take marks, or the pistol, relatively to the precision required and how much of the screen could be used as marks. I recorded the different setups and I can provide them if you want, but that won't really help you.

If you were talking about the alternative methods consisting of attempts to build a bridge between the highest floor of the map and invisible platforms there, they are ALL as unreliable as one another. I dropped the idea because even though I managed to get barrel at the right place, I'm certain the barrel's lifetime is to short to survive a qs/ql.

Yea, I figured the first method wasn't very practical. I was trying a different method similar to the second one, only easier, by throwing a sonic directly at the barrel from behind then jumping on top of the crate. It was somewhat consistent, but I'll try doing the AA way, as it seems like it would be more consistent.

France

yet another one:

I was tired of wasting all runs on the final level, so I decided this time to find a setup specially for live runs. This is easy to do, and reliable, if you follow the marks correctly.

However the barrel may have a different position once frozen, but you can quicksave once the sonic mine is on and your on the crate, so it wouldn't be such a timeloss if you identify the problem before freezing the barrel.

Also the mine might despawn instead of bursting ; the problem is solved using the same technique.

kram1138 and redmage08 like this
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