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I have made a change to the rules for IL runs to be that "Time Without Loads" now means, for all chapters, the RTA time, excluding load screens only, starting from the first frame when the title of the chapter reads ("The Drop", "Lockdown", etc) and finishing the first frame of when the word "COMPLETED" reads on the screen, with the exception of the prologue and "The Dawn's Light". This means the in-game timer is irrelevant, which in turn means that for existing runs, I will have to re-time them. Lastly, "Time With Loads" means the full IL run including load screens and also including the cutscenes that start after the initial load screen - so those MUST be included! Or I will add the time manually to runs without them. The only exception is the first cutscene for "The Drop", since the rules also say that you are allowed to manipulate the RNG for the painting and safe, etc, if you wish, meaning that a reload may remove that cutscene.

For those who really likes the challenge, I've added a Custom Master category for the chapter runs. Turn on all options except Iron Man and Chapter Saves Only and go for it! =)

If you want to see or submit runs for this DLC mission, use this direct link: https://www.speedrun.com/thi4f_the_bank_heist

Or click on Sub-games to find it.

I made it as a sub-game because it would have messed up the layout for the chapter IL's otherwise (with the five Bank Heist categories being irrelevant for the chapters, of course).

C7AY likes this

Hello!

If you don't mind, I made a short video guide on how to complete this sidequest quickly.

The reason being I have seen some of you (not mentioning any names) struggle a bit with it, knowing what the triggers are, in randomizers, for example. This can be helpful for people doing 100% runs as well, but I'm sure most of you already should know this, right? After a couple of decades or so playing TWW. :D (Well, to be honest I wasn't 100% sure either what the exact triggers were until today, when I finally decided to test it.)

Anyway, here's my humble video:

... and thus is placed 1st. Please fix. It's not even likely to get 10 minutes on the main campaign.

I finally got my GC controller to work (via the Mayflash Wii U/PC adapter) on PC/Steam with x360ce. I was thrilled to be able to play RE 0 with the muscle memory I built up during a decade or so. (I suck at using a re-mapped PS4 controller, which is what I've used so far.) But, seems like the game doesn't fully recognize the controller as an Xbox one, so I can only use tank controls, as the character will only walk using the stick, and not run.

Is there a way to fix this, if anyone has tried?

It would be so sweet to get the both of two worlds. Worst case scenario, I'd have to get used to playing with my newly bought Xbox one controller to benefit from alt controls.

Thanks on beforehand for any and all help.

I want to ask why you who do this category don't add the infinite ammo option? It would save a ton of time in The Power of the Underworld (and some time in The Silent Riddler). Also, why not get the Rocket Launcher in The Lost Temples of Nubia so you can rocket jump to the exit? With infinite ammo that could help the amount of rocket jumping too, naturally (since you only get 5 rockets for picking the weapon up).

Viable for any difficulty setting.

I finally found a way to use storage even when playing on Master and having all mods active (such as No Kills or Knockouts, Zero Damage, No Alerts and Slowed Movement, etc).

Compared to my current 1300 points WR run you can save at least 3 minutes, if the route I used there was fully optimized. I played that level in 9 min 9 seconds then, but it can be about 45 seconds or so faster. And with this new storage route, you can complete the level in at least 5 min 20 seconds.

Go here to see the video of the full level playthrough and more detailed instructions:

This means I can now totally destroy my WR time and be perhaps even around 10 minutes faster. PogChamp

(I might consider making another "tutorial run" of this route, with some things changed concerning in-game HUD stuff, such as no reticle and having the interaction prompts show. And also to show off the storage in the correct way.)

I made the decision to add this category.

It was a fuss to add it, I must admit, and it looks tacky to say the least. But that's how the site is designed. It has quite a few editing limitations and options.

I added one of my runs for one sub category/map as an example.

Any suggestions? Post here.

The notes only say "loads". That should probably mean loads that may vary in length depending on hardware?

There is also one occasion in The Drop that gives you a black screen, when you take the shortcut up the stairs instead of wading through the water and all. Can you count that as a load screen? The skip becomes rather useless otherwise, because if you do that part the intended way, there is no (or a very short) black screen (until "You couldn't set a cloth aflame if it was doused in oil, son"), because the game waits until the guards are in their positions to play that cut scene. In this sense that's not a load screen, but it'd still be sweet to get to include the time "saved" for pulling that trick off, sort of. :)

It's quite hard to figure out what to deduct from RTA not knowing when to start counting the time for a "load screen". A load will start from the moment you clicked "OK" for for example "Would you like to start this chapter?", where the game auto saves and starts preparing the level.

RTA may be the best way to compare run times, but are at the same time totally dependent on what hardware the runner was using (I myself have a monster PC, but I sometimes have long load times either way, with Thief being a poorly/unevenly optimized game).

Personally, I would take "IGT" more seriously if the rules were clear about what to remove from the RTA and it would be more fair to runners that way. For example: "A load screen starts from where you click "OK" in the prompt (your "last input" to go to a chapter or to certain areas) and lasts up until the moment of the first frames of in-game animation. Be they a skippable cutscene (e.g chapters 1, 2, 6, 7 or 8 ) or whatever map is then loaded."

I'm assuming the best and most precise way to calculate all these load screens properly is in an editing software. Doing it manually is quite finicky and rather arduous, but can also lead to quite random guessing.

Playing this "minigame" is a nice change of pace from time to time. There are a few different types of this challenge. Chain & Gain (my preference), Chain & Gain Limited and Special Loot Hunt and there are also as many different maps; Northcrest Manor, Moira Asylum and House of Blossoms. The last one being the easiest to run and learn, IMO. And also it's my opinion it's the most entertaining map.

So, for a category we could have a best time for reaching 5,000,000 points, which is what you need to unlock the achievement. How you would calculate that in-game is done by figuring out the base multipliers for all the "goals". Or, figure out the way you think is the best to play and see what score you get that is as close to 5,000,000 points (but not below) as possible. There are quite a few factors to take into consideration, to calculate the score.

I'm currently focused on the main game and chapters, so I don't think I'll be doing any challenge runs now, but I'm throwing this out there. If anything, to try to boost this game's popularity around here.

About TheStunningParallel
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