In most cases this involves completing the game as the developer intended, getting all of the necessary items that speedrunners often skip, or selecting the least desirable option when presented with a choice. The Stage Cleared screen will display “PERFECT”.Ī: A UnPerfect Clear is obtained by obtaining a Perfect Clear whilst also completing several hidden objectives set by the developer. This, therefore, requires you stealthily take out all guards and not skip any optional bosses (Turret Storm, Drill Sergeant). Notable cases of this include:Ī: A Perfect Clear is obtained by acquiring all XP and Secrets in a single stage. Additionally, some save checkpoints will also reset guard patterns or enemy spawns that might be more favorable than leaving it up to RNG or to the state the room was last left in. Canceling a bleed out will usually heal Jesse back to full health, though there are some save checkpoints where this doesn't work. If performed correctly, Jesse will cancel the very end of the kick animation and very quickly roll much further than he would normally be able to.Ī: If you have been injured and are bleeding out, or you have an alert, and then hit a save checkpoint, immediately reloading that save will stop the bleed out or cancel the alert. This would suggest that PS4/Xbox One may also have the same issue, but this has not been thoroughly tested.Ī: Rhythm Rolling is performed by first completing a Rhythm Punch combo and then entering a roll input at the end, still in the same rhythm. On the Switch version of the game, rhythm punching seems to be achieved by mashing rather than timing, which may be down to console patch requirements (unconfirmed). Pressing the input too early seems to create a buffer that stops another input for a set amount of time, meaning the rhythm needs to be done accurately to perform the rhythm punch. Other movement such as Tiger Punch, Rhythm Rolling, Chloroform Movement and carrying a body produce different speeds, but aren't used for general traversal.Ī: Jesse's punch-punch-kick combo can be performed faster when inputs are performed at the correct speed, rather than mashing. Q: What is Jesse's fastest general movement speed? *On Hard difficulty or Perfect/UnPerfect runs, Tiger Lunge may be preferable to quickly eliminate the Japanese Guards in Stage 9. Halflife Healing: You recover half of your missing HP instantly when using a healing kit. Good Dirty Medic: You can use bandages to heal enemies. S7 Black Thunder (Triggers at start of S8) Heavy Munitions Expert: Increases your maximum ammo. Light Munitions Expert: Increases your maximum ammo. Gag Reflex: You sedate guards twice as fast and drag them faster.ĭemolition Man: Grenades and rockets deal 25% more damage.Īction Hero: You recover health slowly when not bleeding. Medical Expert: You can hold 4 more maximum healing kits. Lethal Weapon: The gun deals 30% more damage. Gunslinger: Reloads the gun automatically.Ĭamouflage: Enemies further than 4 yards can't detect you if you're flat against a wall.ĭie Hard: Your max HP is increased by 50%. Rolling Thunder: Cooldown between rolls is halved. Tiger Lunge: You may press to instantly close the difference and punch enemies/containers.* Healing: Apply bandages and first aid kits twice as fast. Rapid Recovery: Your HP is recovered twice as fast. Sprint: Your speed increases +10% (+35% if no enemies in the room). Steel Fists: Your punches strike twice against enemies and containers. If doing a Perfect/UnPerfect run (including bonus XP in Stages 1 & 3) the “Perfect Obtained” column shows which stage and enemy you'll defeat that levels you up: The upgrades are shown in the table below, with the upgrade favored for speedrunning highlighted in bold. Your selection must be held for a few seconds to confirm it and any progress made on the confirmation meter is retained if you move to the other option. When you level up, you should hold A/X immediately, regardless of which upgrade you're going to choose. In any Any% run, you will likely only reach Level 6 (only Level 5 is doable but not optimal), whilst a Perfect or UnPerfect run will require you to reach Level 10. These upgrades are always set to the same levels, you'll never be able to take both upgrades from the same level. Whenever you level up, you are presented with two upgrades and can only choose one of them. The only way to gain XP from a guard that has already spotted you is to reload a save. Running away, hiding and having him return to his normal patrol will not reset this state and you will still not be able to get XP from him. If a guard does see you, even if you dispatch him before he is able to raise the alarm, you can no longer obtain XP from him. This only works if the guard has not seen you at all (an '!' has not appeared above his head). It is also given if you stealthily take out a guard.
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