SEGMENTED RUN (old) (june 2017) with details
Guides
/
SEGMENTED RUN (old) (june 2017) with details
Updated 6 years ago by ISlide

01/VI/17) version.

TIME = 1:34:01

The route evolved a bit since past guides so I'd try to dust it. I'm not giving so much detail here as everything seems obvious to me but I'll try to flesh it out with tutorial videos

===== Geonosis 1/2

MAXIMUM PREJUDICE (1:01)

¤ jump over the barricade to skip the introduction to bacta dispensers ; there's a special spot to jump. The difficulty is to avoid the clone troopers.

¤ jumping on ammo cargo box then to go OOB. I advise to use 'walk' to prevent a fall. The 2 jumps require a good use of momentum

INTO THE HIVE (2:07)

¤ after the encounter with 40, set the squad by the bacta disp to ensure they are green.

¤ jump on the barrier, then on an invisible wall, then cross the pit and reach the other side. It's easy to do after some practice (muscle memory). You may fall off the barrier of hurt the invisible wall if you don't time the jumps well enough.

¤ in the next room, jump on boxes, crouch, advance on the barrier and skirt the barricade. Watch for geonosians blocking the way.

¤ in the last room you can jump over the boxes at a certain spot. It seems not to work every time though

STRENGTH OF BROTHERS (1:23)

¤ break the glass panel as soon as possible, and fire a thermal detonator and a shock nade beyond the door before it closes. So to kill the SBD behind it. Form up the squad then, and clear the room.

¤ clear the next room with shock nades and order a door breach ; set 07 to the sniper post, heal, pick up ammo. (by this point, spare the thermal detonators)

¤ get on the elevator threshold and move back and forth to trigger the ending asap

INFILTRATE THE DROID FOUNDRY (2:47)

¤ clear the path for the squad to follow. remember to grab the flashbangs.

¤ set the squad by the jammer. Head for the shield console and slice it. From afar, order demolition.

¤ try to handle the swarming enemies and keep the squad at good health.

HEART OF THE MACHINE (1:27)

¤ barrel glitch time (explainations later ¤¤¤)

[strat 1 : barrel glitch on your own]

¤ set the squad at the begining of the level, and go on your own (this will prevent the spawn of elites as the 1st one stays alive)

¤ jump over the barricade (find the steps with the video)

¤ go for barrel glitch

OR

[strat 2 : barrel glitch with squad]

¤ the same, with the squad, in order to cover you and breach the 1st barricade for a backup strat if you miss the barrel glitch

OR

[strat 3 : dont even intend the barrel glitch]

the problem with strat 2 and 3 is that if the squadmate posing the demo charge dies, you are good to restart the level, so watch his health.

¤¤¤ Barrel Glitch

get as close as possible to the barrel near the geo turret.

  • fire at the barrel with blaster to shift it up
  • quicksave
  • throw a thermal det in between the barrel and orange geo explosive.
  • quicksave ?
  • throw a second thermal det meant to bounce on the geo explosive and land behind the barrel, making it fall upon explosion
  • watch for the barrel falling, quickave when it's at good height
  • reload
  • jump on the frozen barrel, and reach the other side

¤ kill the next elite geo

¤ if you barrel-glitched, you can take a little shorcut once the pillar is struck down (see video)

DESTROY THE FACTORY (1:30)

¤ once in the first room, hit the console asap, so to open the panel in front of you.

¤ get in the corner, crouch, get the PRECISE angle allowing to clip the window (follow the dedicated forum thread)

¤ jump on the barrier (and stay on the barrier to pose the demo charge), so you can reach the exit without trouble.

===== Geonosis 2/2

ADVANCE TO THE CORESHIP (0:57)

¤ set the squad below the gunship, and head on your own towards the boulders

¤ jump over the boulders (see the dedicated thread). It's mostly a mattr of habbit too.

¤ kill the second elite geo with a headshot and a sonic nade, and steal his elitebeam (keep it for Territory)

¤ jump over the second boulder pile (see the dedicated thread).

CANYONS OF DEATH (0:39)

¤ set the squad at the begining of the level

¤ jump a third time over rocks (see the dedicated thread)

TO OWN THE SKIES (1:54)

¤ form up the squad, clear the path

¤ use efficiently the shock nades to disable the SBDs ; grab ammo as you go

¤ try for knocking-the-door-off : throw sonic nades at the droids in the top-left corner of the room. It's very unlikely to happen, but ejected droid parts can knock off the door.

¤ skip the first window-room and head towards the second one (and clear the path)

¤ slice both the terminals asap

¤ if the door I told you about before fell, you can go breach the next door while a clone blows up the bunker cannon supply device. Do it yourself otherwise

¤ dodge blasts and exit

TERRITORY (3:14)

¤ jump all over the chasm ? NO, this won't ever happen in a live run so go the normal way and avoid droids

¤ secure area with shock nades, pick up the aa attachment, and jump a fourth time over boulders (see the dedicated thread)

¤ kill the spider droid with eb. You have to get behind it and shoot at the yellow box in its back. Normally, only half of the eb is consumed.

¤ hit the next trigger (before the shielded door), heal, grab ammo.

¤ in the footbridge room, head towards the console and jump on it, then on an invisible block, to reach the other side.

INFILTRATION OF THE CORESHIP (3:05)

¤ use an aa shot to burst the awaken SBD

¤ (if your eb has low ammo, you can kill the next elite geo before it takes off and steal his) not recommended for the time it takes.

¤ at the first demo spot, don't mind your surrondings and just get against the wall, crouch, go on the left, then pose the demo charge. So the shots won't reach you.

¤ (not recorded yet, will be featured in the next multisegment) you can use a sonic or a shock nade to immobilize the awaken SBD, get behind him, and burst him with aa in the general direction of the barricade. It's very unlikely to happen but the barricade might move or even disappear. Or prefer the safe strat and blow up the SBD in the left corner, and pose the demo charge

WAKING THE GIANT (2:07)

¤ after the droidekas sequence, explode the swinging droid dispenser, clear the path, reach the bacta dispenser where you are to set the squad, pick up aa and shocknades.

¤ head towards the next door while dodging oppresive blasts all around you

¤ burst the SBD behind the door, kill the many droids following you with a shock nade

¤ snipe the elitegeo

¤ slice the console, and hit the lift trigger

(you could pick up an eb or more shock nades in this room)

¤ kill the spider droid with eb

¤ clear the next room asap with shock nades and aa, and enter the elevator

BELLY OF THE BEAST (3:01)

¤ form up squad and head straight towards the final room, clearing the path using aa and nades as you pick them up along the way

¤ entering the final room, quickshoot the 3 turrets with the sniper rifle, set 2 clones to sniper post, order to secure area, crouch and slice the terminal. If you do all of that quick enough, the droid waves might not even spawn. Alternatively (if you can't rely on the squad), set a clone to slicing the console, and defend the room yourself.

===== Assault Ship 1/1 https://www.youtube.com/watch?v=mwbxgrhA8

GHOST SHIP RECKON (3:32)

first of all, spare all 5 of the sonic nades

¤ for the last terminal, you can just crouch to avoid the laser beams

DELTA DOWN (2:17)

¤ hit the trigger asap (just touch the window) then prepare to enter the shaft

¤ in you shaft, you can prevent the spawn of a scav by killing on of the tiny ship droid

¤ dont mind your surroundings and head towards the next shaft, slice the terminal and exit

UNWELCOME VISITORS (1:48)

¤ pick up the shotgun dropped by a trandoshan dead before your eyes

¤ don't kill the trando fighting a clone trooper to prevent the spawn of more trandos

¤ do kill the trando running away to prevent the spawn of more trandos

¤ kill the knive wielding trandos because they are annoying

¤ slice the terminal and switch to aa ; fire at the upcoming trandos in front of you ; turn back to face the way you came from and fire at the wave of trandos. Before the next wave, come closer towards the exit, and kill the next trando wave from afar (might take 2 shots)

RESCUE THE SQUAD (0:45)

¤ clear the path using sniper rifle and explosive barrels

¤ once at the barricade you may be granted a squatting trandoshan on top of which you can jump and cross the barricade ; if he doesnt cooperate, kill him and place the bomb ; maybe just pose the bomb in the first place.

ALONE (2:40)

¤ pick up aa at one of the bacta disp

¤ at the heavy trando stage, place all 5 of the sonic nades at certain spot (see in the video) so it will kill him as soon as he gets his hitbox. Take the sniper rifle just in case.

¤ in the next room, hit the exit door asap to trigger 40's arrival. Clear the room, pick up ammo (the precious shock nades), heal, reload...

TROIKA (1:21)

from now, spare the shock nades and aa

¤ set 40 at the begining of the level

¤ dodge the turrets shots by strafing, and snipe them while you do so

¤ dont mind the upcoming trando

¤ in the main room, flashbang the trandos, heal 07, and try to skirt the heavy trando in the way

JAILBREAK (1:29)

[strat 1 : using the squad]

¤ form up the squad, clear the path, trigger the mine, snipe both the turrets, breach the door, trigger the mine, snipe both the turrets, order a clone to slice the console, an go rescue 62. That's the fastest strat but it's very risky due to all the damage you have to tank

[strat 2 : without the squad]

¤ set the squad at the begining of the level, make your way through the trando scum without minding turrets at all. Once at the door, either breach it, and repeat the previous pattern. Or (strat 3) go left, where trandos usually hide, and crouch at a certain spot [...] the quicksave/quickload while pressing 'forward' to clip the solid object before you and land in the room without activating the turret nor spawning enemies.

TACTICAL SUPREMACY (2:09)

¤ form up squad and clear the path

¤ take time to heal everyone before eery door, and be careful about the sniper magazine

¤ it's up to you to breach doors or slice them (you would lose 5 sec by slicing them but you'd be sure not to be bothered by the turrets, especially in the room with 4 ones)

¤ in the final room, you are now allowed to use all of your aa and shock nades to disable the SBDs

¤ order the demolition of the jammer. As you do it, more SBDs and trando (slavers) will spawn. You have to kill them all (so watch for trando spreading in the room)

¤ try to get closer to the exit to pick up some extra aa and grenades once you blew up the jammer

ATTACK OF THE CLONES (1:26)

¤ set the squad near a bacta dispenser and rush towards the exit

LOCKDOWN (2:30)

¤ form up the squad and clear the path

¤ set a clone to the first sniper post, set another to the second post

¤ continue to advance and disable the missile turret with thermal detonators

¤ the trando mercenary just above the turret will get down to take it back, so kill him too

¤ by the time the clone advisor tells you to find the 3 terminals, assign each clone to slicing one by backtracking in the corridors

¤ take time to heal during the quarantine procedure

WRATH OF THE REPUBLIC (1:49)

¤ good luck tanking all the damage here

¤ burst all the mines you see (caution with the second ones, it's the loudest mine in the game)

¤ take both the missile turrets asap

¤ once the trando dropship is destroyed, heal

SAVING THE SHIP (3:22)

¤ pick up ammo, drink a sip of coffee, sit and wait

¤ when the first droid disp lands, destroy it by bursting the barrels beside.

¤ set a clone by the forcefield generator, to pose the demo charge when it's possible to.

¤ destroy if from afar and exit

HOLDING THE LINE (1:09)

¤ just drop one floor and pose the demo charge

¤ jump over the pit to rally the exit

OVERWHELMING ODDS (2:59)

¤ form up the squad and clear the path

¤ try to burst as many barrels as possible, because they can hurt you or the squad

¤ kill the droideka in the back of the hangar

¤ slice the terminal yourself under cover of the squad

DEUS EX MACHINA (3:14)

¤ form up the squad and clear the path using aa and shocknades

¤ you have to kill all the droids in the last room, be efficient

¤ set the whole squad to slicing the 3 terminals while you defend the place

===== Kashyyyk 1/4

RESCUE TARFFUL (1:09)

¤ form up the squad ; kill the first three trandos all at once with a sonic nade

¤ kill the trando meant to take the missile turret, and the other one meant to slice the door

¤ get asap the whole squad beyond the door

HARD CONTACT (1:00)

¤ destroy the first spotlight for the demo spot to appear

¤ pick up a shotgun from a dead trando

FROM THE SHADOWS (1:34)

¤ slice yourself the door and prepare to launch a flashbang as soon as it opens

¤ dont forget to look at the jailed wookiees before slicing terminals

¤ stuck yourself against the thing the second wookiee's about to push to get behind it

THE BODYGUARDS (1:57)

¤ the famous bodyguard skip : jump on the window ledge WITHOUT looking outside (look at your feet). From there jump on the barricade, and cross it (I shall make a proper "how to" video, I'm getting tired of explaining this trick)

¤ hit the Tarful trigger by looking at him, get back to the landpad and stay on the door threshold as it closes, then begin to breach it to spawn the first guard (with a broken AI)

¤ kill him and his pal, using shocknades to immobilize them

===== Kashyyyk 2/4

you don't need the squad at all for this whole part, and you are free to use all the ammo you want

OBLITERATE THE OUTPOST (1:14)

¤ after you ran in the jungle and climbed a beam to pass the minefield, you have to jump on a net, to pass the minimaze.

¤ in the final place you can also jump over the fences

AIM AT HEART (0:54)

¤ advance to the rock we're gonna use to get OOB, and throw a shocknade to avoid the lethal SBDs blasts. You have to place yourself at a certain point and jump with a certain angle to get on top of the rock (maybe I'll make a video too)

¤ then try not to get lost amongst the sprite jungle nor to fall off the map

¤ rally the demo charge on the landpad, a drop a flashbang to pose it without trouble

CRITICAL STRIKE (1:08)

¤ before you grapple down, press 'walk' to stay at initial height (grapple glitch)

¤ then follow the map ledge, and be ready to jump right, when you come accross a bump, so to cross a gap and land on the otherside of the map, allowing to enter the final room.

from now, two strats : [strat 1 : slice the crane terminal]

¤ slice it and then hurry to touch the door on your left to spawn the spiderdroid just when the cargo box crashes

[strat 2 (the new one) : mess with physics]

¤ blast at the cargo bow, so to give it momentum, then hit the door, then blast at the hook to release the backlash-pendulum-going box, which will miss the spider droid but make it explode somehow. This strat is quicker but harder to pull out

===== Kashyyyk 3/4

THE BRIDGE OF KACHIRHO (0:40)

¤ run straight towards the exit

FRONTLINE (1:28)

I'm not sure about what's quicker here, and I'm not sure about the use of the rocket launcher, but

¤ the first point is to take down the branch asap, so hit its trigger in the first place

¤ then I come back closer to the rocket launcher while firing aa at it

¤ then I hide behind a crate and use the rl against the heavy trandoshan (not recorded yet). With all the rocket at once, it sweeps him instantly, and I'm just by the door when it's breachable / if you want to keep the rl, use sniper instead

THE GAUNTLET (0:44)

¤ set the squad at the begining of the level

¤ don't mind the mines

¤ pick up sonic nades and jump on crates to OOB ; follow the trunk and pass the barricade

DETOUR (0:28)

¤ go straight, but once on the bridge jump over the barriers

¤ take a shotgun from the guys before the exit (you have to spawn them first of course) / or if you still have the rl, maybe keep it

A BRIDGE TOO FAR (2:42)

¤ form up the squad, and clear the path with aa and nades ; rush towards the SDBs dispensers - while you take care of droids controlling the laser turret - while you set clones to aa spots

¤ destroy the SBDs dispensers with shotgun melee (that was the purpose of picking up sg, if you didn't use the blaster melee instead)

¤ pose the demo charge, blow up the bridge not, heal, pick up ammo

¤ for the spiderdroid droid fight, either blast its yellow box, or use the rl you kept. I'm sure what's better between optimizing the dispensers part (sg strat) or the spider fight (rl strat).

¤ destroy the bridge, and pick up rl and aa before the level ends

THE WOOKIEE RESISTANCE (1:06)

¤ set the squad at the begining of the level

¤ you are free to use aa and flashbangs

¤ pose the demo charge, heal, pick up aa, exit

BEHIND ENEMY LINES (1:22)

¤ just run and play the level as expected

V.I.W. (1:06)

¤ during the loading screen, move forward and spam 'form up squad'. Somehow it delays the droid's animation in the next room.

¤ In the said room, quickly burst the said droids with aa before the door closes. It will so stay open.

¤ set the squad by the bacta dispensers while you jump over the next door trigger

¤ continue to advance until you reach a guardtrail, on top of which you should get

SAVING AMMO (1:23)

¤ form up the squad

¤ once again burst a droid with aa to prevent a door to close. It will close anyway but you will be able to breach it if you spam 'use'.

¤ clear the room and pick up aa and shock nades that you will use right after

¤ wipe so many droids out of your way

¤ in the final place take care of the laser turret, and jump on top of boxes to reach the next floor without triggering the spawn of trandos

¤ jump on top of the big crates, then on the trunks, then on the little crate, and then prey for your squadmates to cooperate as you try to place them correctly

¤ take a deep breath (and quicksave), and bounce on your comrad's head to get on top of other boxes and finish the level

you can lose a lot of time with this trick

LIVE ORDNANCE (0:38)

¤ set the squad at the begining of the level

¤ jump on a lamp then on top of crates and finish the level in a similar way as before

FATE OF THE RESISTANCE (1:59)

¤ set the squad at the begining of the level (it's really important this time)

¤ jump over the trigger that spawns SBDs

¤ pick up aa

¤ perform a wicked and awesome skip by skirting sniper posts with a strafe jump

¤ destroy the metal plates blocking the way

¤ spawn the first guard, and kill him (don't use 'focus on target', or only brievly, because it will cause the squadmates to advance and hit the SBDs trigger, allowing a game over)

¤ wait?? for the second guard to spawn, and oneshoot him with the rl you pick up in Kachirho

SEARCH AND DESTROY (3:10)

¤ in the first corridor, use a shock nade to kill a droid before it closes the door

¤ waste the spiders - for the last one don't forget to pick up aa on the way and to set a clone to the aa spot to gain an extra aa shot (he automatically burst the first SBD behind the door)

¤ once you clear the room, set the squad by the bacta dispensers

¤ breach the door, melee both the droid dispenders and pose the demo charge. Be careful not to kill the droideka firing at wookiee before the demo spot appears or it would not appear at all.

¤ pick up sonic nades and flashbangs

HEART OF THE CITADEL (4:36)

you can either do this level with the squad or on your own. The 'with squad' strat is way longer, but at least you are free from the shitty rng part with geos' elitebeams. (which can lead to a consequent time loss if not a runkill)

¤ use flashbangs to blind the heavy trandoshans ; kill them quick with all the sonic nades

¤ if you're doing the level on your own, you can jump over the trigger that spawns the second heavy trando

¤ for the fourth heavy trando, kill him with the squad, ignore him if you're alone. He will fire at you still, so flashbang him.

¤ kill 5th heavy trando and slice the generator terminal. With the squad, send a clone to do it, he won't trigger the elite geos' AI. On your own, try to avoid the beams while you're slicing.

¤ pick up the elite beam you are granted

¤ 2nd generator, slice it yourself under cover of the squad. Switch positions with a clone to reach the exit door sooner

MOVING UPSTREAM

¤ don't mind the squad

¤ jump over boxes and move forward until you reach the hangar

¤ as soon as you enter it, turn back and throw a shock nade at the bunch of droids following you (they may be behind the boxes)

¤ with a bit of beam, kill a vaillant and innocent wookiee, wielding a rocket launcher.

¤ pick up alternatively the rl and eb, to carry the weapon merch closer to the door

¤ while you did this, the guards arrived and engaded the fight with a wookiee (if he didn't decided to throw himself into the bunch of droids you should have killed)

¤ throw your shock nades when all the guards are surrounding yet another vaillant and innocent wookiee you are now target-locking with the rl

¤ when all that lil' people goes down, grab back the eb and continue to advance

¤ all along the promenade, beam the SBD dispender, then once you've reached it's height melee it, it shouldn't take long

¤ pick up aa (if you need some)

¤ don't touch the droids spawning or more will come

¤ just destroy those on the elevator

===== Kashyyyk 4/4

¤ set the squad by the elevator

¤ switch weapons to aa and sonics already

¤ tickle the spider droid to provoke a sparkling climax, while you get and top of a barrel, shoot it with aa, rodeo with it and quicksave when it's at good heigth (guys, what a program !)

¤ quickload then get on the pipe and precisely place a sonic nade beside another barrel while jumping from a pipe to another and dodging spider blasts or at least making sure they dont hit the barrels

¤ on the last pipe, the sonic nade explodes and if you did well the barrel will soar and fall by where you are, so quicksave when it's at good height and quickload and hopefully get on the beam, allowing OOB

¤ finish the level normally, part from the fact you directly went in the penultimate room skipping 6 minutes of run

¤ pick up sonics and aa to burst to achieve the geonosian genocide, get on the superturret and blow the Separists' mothership up.

¤ bonus : Save Sev ! as soon as the mothership explodes, backtrack to the 3rd superturret, jump on its railguard, then on tanks, then on the beam, get back to the first room and eventually get a glimpse of 07 sided by his caring comrads and very much alive.

Game stats
Followers
194
Runs
196
Players
34
Latest threads
Posted 1 month ago
15 replies
Posted 2 years ago
2 replies
Posted 3 years ago
4 replies
Posted 3 years ago
1 reply
Posted 3 years ago
1 reply