7. Strats and Exploits: Chapter Seven
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7. Strats and Exploits: Chapter Seven
Uppdaterad 7 years ago av hinducow

Same SETTINGS as before: I change the GAME SETTINGS under the main title options to the following: Bullet Cam = no Then, when you start a new game, I change CONTROLLER SETTINGS to Turn Speed = Max, Motion Center = no

CHAPTER 7.1

Way back in my guide for Chapter 3, I described the SEAT JUMP as my second favorite exploit in the game. Now, at one time, the major trick from the last chapter (Chapter 6), MASH JUMP, was my favorite; however, in practice that exploit just becomes infuriating. So, that means I still haven't explained my FAVORITE trick yet. Well, hold on to your butts, because it's time for INTRO CANCEL....

INTRO CANCEL O, how I loathe the opening to Chapter 7. Since I began routing this game a year ago, this small 58 second section has been single-handedly the scene on which I spent the most effort. I have tried clipping through the walls; I have tried crouch jumping through the jail cell; I have tried grabbing guards as they pass; I have tried everything. Or at least I thought I had, until I one day, quite on accident, stumbled upon the incredibly complicated "glitch" I call INTRO CANCEL.

How is it done? Simple: pause --> Restart Checkpoint --> Yes

There ya go! Since the checkpoints in the game are based on loading screens, I suppose the developers found that during this very trial and error section that players HATED sitting through that 58 second intro. So they ensured that players wouldn't have to, and we runners will reap the benefits of that decision forevermore.

Once you've done that, I suggest holding forward as you transition into the restart. Unlike a lot of games, DH:V doesn't reload the stage when you restart, but simply "resets" all of the components. This means that the game can more or less instantly move McClane back into his starting position. So if you want to get a head start, hold forward.

Here we're trying to acquire a few items and dodge the guards. Now, generally, guards won't see you if you have holstered your fists; though as you notice upon the first guard I approach, if you are standing directly in front of them, they can certainly see you. Nevertheless, the goal is to grab a pack of smokes, offer them to a prisoner, and take the burning cigarettes to a cell covered in some kind of flammable liquid. Once you've done that, a guard will come to put out the fire, allowing you to get into position to escape. And as you can see, I play the section just that way, with the only major difference being that once the guard outside the flame cell has seen me I "holster" my first so that he moves on. Then, once he's near the stairs down, I take him out. (Note that I use a "grab cancel" here to quickly move on. You achieve this by hitting "grab" again immediately after you, um, grab someone.)

You're probably wondering why I didn't high-tail it for the door. Well, the reason is that it wouldn't matter. You cannot leave this section until the guard who was guarding the exit (currently extinguishing that fire you made) returns. The good news, however, is that though the game expects you to wait in the cabinet and sneak out, all you really have to do is hop inside and back out again. You've played this game, you KNOW the AI isn't any more advanced than "if before me, shoot" -- all the guard needs is for you to have been flagged as "hidden" and you're golden. The rest of this section, as you see in the video, is easy.

CHAPTER 7.2

This section has no major tricks, only optimizations in terms of movement and ladder leaping (landing on a ladder at the apex of your leap to cut down climb time). I don't use it in the video, but if you want to save about a second and a half you can use mash-jumping to clear the room filled with shelves at 2:30. As well, I switch to the assault rifle prior to entering the room near to the final ladder (3:00), that way I can use the assault rifle to take out the enemies. Note that I use crouch jump to both enter and exit this room. Otherwise, just keep running.

CHAPTER 7.3

Mostly movement tech in this section, too. Since I tend to run past enemies instead of fighting, I tend to need health by the end of the level, so upon entering the door switch room in the section's opening moments I grab the medkit for later use. By the way, to open the door you'll turn upwards the first, third, and fourth switches. The reason I switch to dual pistols at 4:10 is because I was a little low on ammo and you don't want to run out in the next scene. Once you've killed all of the men in the room after the fan shaft, you'll have to talk to the officer until he gives you a SWAT vest. (Side note: though I forgot to do it here, this is a great place to use your medkit.) Once he does, instead of climbing up, over, and into the automatically closing door, you can use the JAIL DOOR SKIP.

JAIL DOOR SKIP As you see in the video, there's not much too it, though the trick can be a little difficult until you practice it. You see, the intended way to perform this section is to use the switch outside the door (which opens on end but closes the end closest to you) and then ascend the stairs to climb into a vent shaft and drop inside the gates. As you can see, we don't do that.

From there, runny runny, shooty shooty. Once you arrive on the second floor of the viewing deck (the floor with the vent shaft), you'll want to jump in and turn backwards before you fall. This puts you in line with the door so as to rescue the warden. Though I screw it up a little here, the basic idea is to shoot the prisoners, "use" the warden, then collect ammo while he gets up. Now you just wait.

CHAPTER 7.4

As you can see from the video, boss fights don't get much easier than this. Unfortunately, he seems to have exactly enough health to equal two full clips of your assault rifle + a single extra round. If I were to do it all over again I would switch to the pistol and deliver the final round that way -- I think it would be just a bit faster.

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