Just recently played this game and I had fun watching the speedrun. So while the game is still fresh in my head, I played around the game and found some strats. Though I'm sure the strats below can be optimised. (doubt I'll actually do a run soon, if ever)
One note about the Default Team glitch. If there's no save/load done, then the game will force you to go back to tutorial after finishing the level. To fix this, simply make a save during a level, go to main menu, and press Continue. Don't need to replay the victory screen like what was done on the 1:09 run.
Because of this, I think the benefits of using the Default Team glitch multiple times in a single run outweighs the timelosses from the additional menuing required to set up the glitch. If I tried to route this run, I'll use the glitch multiple times.
Level 07 - DDM
Going to the Drug Lab via the short route from the strip club. This requires using and 1x Lockpick.
Default Team glitch doesn't give you a lockpick. So we'll need to buy the lockpick before this level.
It can be done using 2x Shadow perks (first vid), or slightly slower with no perks at all (second vid) if we want to save Rebel Points for the next level.
Level 04b - Bookstore (Default Team glitch)
I don't know if this is faster than Big Rift or not, and this level seems to need lots of Rebel Spirit uses to be fast. But I feel it's worth it to do this path, because of how quick the Construction Site below.
The plan is to have two people on the right going to the biker straight away. While the other four people go inside the store, arrest one of Zuev's man once the two right-side officers get close to the park, and hope that a lot of our cops got killed inside the bookstore to speedup the level-up animations.
(also I don't know what's the fastest thing to do on the bookstore. Maybe it's faster to just have one or two cops inside, or to have our cops kill the Sharpwood cops? Will need timing tests if anyone want to bother optimising this)
Then once we get close to the biker, use bunch of Rebel Spirits to finish the mission quickly, and having a relay of two cops carrying the biker will reduce the amount of Rebel Spirits required. Note that we still want to save some Rebel Points for the next mission. (this part can be done with less Rebel Points which requires more turn)
One part that wasn't shown in this clip is how sometimes the Sharpwood cop inside the right-top room will try to shoot our right-side cops who are heading north. If this happens, I'll have my sniper shoot this cop.
Level 05b - Construction Site (followup from level 04b's Default Team glitch above)
So in this level, you can actually ignore the bomb disarms. Rescuing the hostage will finish the level immediately, unlike the Airport level where you actually have to complete the two main objectives.
This strat made me think the Bookstore path is probably faster than the Big Rift path, cause this level can be done in only 6 turns (though I haven't bothered to try optimising the Big Rift path).
I need 300 Rebel Points for this strat, so previous level's usage of 640 points will leave enough points for this level.
Level 10 - Mansion (with Default Team glitch)
There's no need to Save&Quit after doing the glitch on this level, since the ending will play as normal without the Save&Quit.
The level basically goes this way:
- Start - Use 10x Rebel Spirit to bypass all enemies on the front, and to trigger Victor Zuev's escape timer immediately
- Just before getting out of the maze, there's one enemy that will shoot us. It's fine if one of our cop is dead immediately, as we only need 5x cops to get rid of the next enemies.
- When getting out of the maze, use 2x Rebel Spirit so all of our cops can get rid of the 5 enemies out of the maze straight away (and we still have 40 points left for the Steady Hand perk in this turn)
- After this, only need 4x cops to move forward while getting rid of 2 more enemies on the way to Zuev. Could use Taser to stun these enemies first as Taser will have a better accuracy.
- At the end, only need 2-3x cops to camp at Zuev's spawn position.
I've tried minor variations of the above strats, but they doesn't seem to be faster. Such as sacrificing 2x of our cops at turn 1 to the enemies at the front. Or to wait one turn before using the Rebel Spirits at the start, so some of our cops will get to move ahead without needing to use as much Rebel Points.
My movements in this vid can also still be optimised to reduce the enemy movements.
Level 06 - Mine (with Default Team glitch & 2x Shock and Awe)
The level requires arresting the 5x civilians as well, killing them will softlock the level.
On Turn 7, I could've used Shock and Awe before Helberg moves inside the pump room (not done in this vid), which will let one enemy alive. This is actually useful, since the enemy could kill Helberg after she put the explosives, which will speedup the level-up animation after this fight. So overall, letting Helberg die is probably slightly faster overall.
Level 08 - Commune (with 3x Shock and Awe)
This is a followup from the strats in Mine & DDM, where Mine will use 2x Shock and Awe and DDM will use no Rebel Points at all, leaving 600 points for 3x Shock and Awe in this level.
On Turn 13 (no more Rebel Points), Bulka can't move too much to the right side, to avoid getting caught by one of the last 2 enemies that we can't arrest.