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[Outdated] Desperados III Speedrun Glitch Guide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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