[Outdated] Desperados III Speedrun Glitch Guide

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Shoutout to voidMint for finding many of the most useful glitches in the game (invisibility, jump teleport, fly cancel, ghost placement, etc), and cheers to others who also demonstrated finds:
- sevdascic
- hydewx
- BTD5DFO
- TaurusTao

-- Updates --
Tons of new things have been found and some things known by others I wasn't aware of.

Ghost Meetup: When a character is in a door network or single door, enter showdown mode, click somewhere in the level, then exit showdown mode. This will separate your where the game thinks your character's location is from their body: Your coordinates will be set at the point clicked then instantly zip them back toward your body in the door. However, they will collide with any objects in that path. If a character's coordinates are inside a meetup area, it will activate for that character.
* Exiting the door or scheduling any other showdown action for the character will undo this
* If a mid-level cutscene is activated with a ghost meetup, the character(s) will exit the door no matter how fast you skip the cutscene.

Snipe Teleport: Move McCoy inside a door network and schedule a snipe. Execute showdown then immediately ctrl+click an interactable. Upon exiting the network, McCoy will tp to the plane where the snipe is scheduled. Relocating your coordinates like in ghost meetup can affect the location you appear.

Body Drop Teleport with Carrier: You can teleport the body carrier along with the body if after exiting showdown mode you immediately issue a command such as a move.

Ghost positioning: Isabelle can dart herself for a fast ghost reset. McCoy & Isabelle (& Hector) can also use a heal on themselves to reset their ghost, but only if they're injured.

Attack teleports: the delay for the body fly correlates with the time of the attack animation. You can teleport an enemy if you wait to teleport until just before they're picked up.

Jump Cancel Teleport: You can perform a jump teleport and cancel the jump to remain on the level that the jump starts from. Perform a jump teleport and reactivate showdown mode (w/ time pause) immediately upon appearing at the top of the jump (possibly a 1-frame window). Issue a move command somewhere on the level that the jump starts from, then exit showdown mode. This doesn't work with all jumps, and has a greater chance of success with jumps that are completely vertically down.

Blocked door teleports don't work with locked doors.

You can zip to an enemy (in addition to zipping to an interactable or jump). This can be done with a kill or just with a click.

You can carry an enemy body undetected without invisibility if you pick them up with Hector while he's holding a KO'd ally and you're in a safe zone.

Seeing it again, I'd consider the Mind Control Carry shown at the end to also be a glitch, but it's currently approved in the No Major Glitches category at time of writing.

-- Additional D3 Guides --

-- Timestamps --
Intro 00:00

Game Settings
- Custom Keybinding 00:10
- Showdown Time Pause 00:35

Showdown Ghosts
- Ghost Creation 00:46
- Ghost Placement 01:24

Used Glitches
- Invisibility 02:23
- Jump Teleport 03:23
- Fly 04:11
- Attack Teleport 05:34
- Blocked Door Teleport 06:40
- Cutscene Warp / Cutscene Warp Cancel 07:14
- Out of Bounds 07:45
- Door Trigger Ghosting 08:04

Unused Glitches
- Body Drop Teleport 08:42
- Door Network Teleport 09:07
- Zip 09:30
- Permaflirt 10:24
- Ledge Pickup 10:49
- Mind Control Teleport 11:02

Historic Glitches
- Historic: Ghost Meetup 11:24
- Historic: Blink Kill 11:34

Outro 11:45

(There are loads of different types of teleports in this game, so it's difficult to come up with good names for them all)
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Great video! thanks for putting it together :)

BoKKeR
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Amazing work!! Thanks to all speedrunners and to smorrs for compiling this awesome video <3 Now, what do we do about these glitches in Süßkartoffel 🤔🤣

MimimiGamesYT
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Fantastic video! Thank you for putting this together!
Recently did some testing and it seems that the ghost meetup glitch by sevdascic does still work, although slightly differently (I haven't been able to replicate the Kate ghost activating the checkpoint on New Orleans Docks).
If you have a character in a door network, and place the showdown ghost in any position, then leave showdown mode, the game tries to move the character from the position of the ghost in a straight line back to the door network. When this happens it still experiences collision and if it hits anything on the way back it will get stuck on it. None of this is visible to the player unless you look at the map, which represents the position the game is using to check for collisions and event triggers. By placing the ghost in such a way that on the return it collides with either an object or an enemy, which is inside of an event trigger, the game thinks that the character is in the trigger. Important to note that the ghost must be placed outside of the event trigger for this to work.
If you move the actual character out of the door network, the position of the character fixes.

If you use a ghost to enter a door network with a body, then leave showdown mode so that the icon appears on the network, enter showdown mode and drop the body on the map and leave showdown, the character will be teleported inside of the door network.

On top of this, if, before performing a body drop teleport, you make the showdown ghost leave the door network (through the door you entered), when you do the teleport, the character holding the body will also be teleported. The character will be teleported back into the door network if not immediately given a command.

A couple more things I should mention:
-Isabelle can use her connect dart on herself in showdown mode to get rid of a body she is holding.
-The only action required for invisibility is that you leave showdown mode when going through a door (no need to crouch).

voidMint
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So I just started learning and was having trouble with the jump teleport. On devil's canyon 1, I could get the jump to bring down the rope ladder easy, but the one to skip to the end wouldn't work. After practicing off a random rooftop, I figured out that your jump has to come from a run command (ie, double click the ground from higher up instead of just clicking once, even though clicking once DOES give you a jumping ghost). Are those considered different jump animations and teleports only works with the "fast" jump or was I missing something else completely that I happened to solve that way? :P

TheDarkMessiah
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I am still on my first playthrough, so enjoying the game normal way. But just wondering if rebinding to capslock instead of control is needed? Is it fine to use control incase i decide to try speedrunning.

Twixxingg
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