IndexCurrent progress: page 18 complete, arranged by level
I do still need to do a little tidying up
The
Strategy Compendium is an excellent summary of strategies and ideas ranging from misconceptions to out-there TAS strats, which I keep reasonably up-to-date. As such it is a very useful reference, and I won't repeat that here in this index.
Instead I am just setting out to index this messy thread + refer off to a few others threads which otherwise become a little buried. Nonsense posts / debunked ideas are skipped. Since the thread is so old, some of the earlier discussion is superceded (and often corrected) by modern discussion e.g.
early tile warp. I skip this too, though some I might clarify are definitely worse. Finally ideas which have become a standard strat such as
this mine throw on Jungle or
this self-boost on Jungle are skipped.
DamDam SA 3rd alarm door lure by Henrik, pg 5. Following some discussion from Ace, Henrik also suggests luring the guard
before so that he doesn't see you and bother you at the end. On pg 10 Henrik also links to
further discussion.
Dam 00A mainframe room door lure by Henrik, pg 5, with
details here.
Dam Mesh gate lure by Henrik, pg 6.
Dam SA 1-2-4-3 cam order (without a lure by Calle, pg 10.
Dam 00a door before alarm by Illu, pg 13.
TASpap summary: Dam SA/00A Piggyback strat by Whiteted, pg 15.
Dam lookup approaching gate by Tideking, pg 16.
Dam (A) Boss gate lure by Whiteted, pg 19.
FacilityFacility 2.x start + open door by Wodahs, pg 3. Further discussion above, you can't fully build full-speed but can partly, and full-speed is still a thing when forcibly crouched.
Facility double vents boost by Henrik, pg 4.
Facility lab lure (double Doak odds) by Buikema, pg 5. A
later post suggests very tight triple-Doak odds, and this could maybe be achieved since you can meet up with this Doak
from the other side of the glass.
Facility r-leaned mine idea by Buikema, pg 5. This started a long discussion and recall suggesting this same idea much later - it's not possible 'unfortunately', as
Henrik explains later, also shooting down a late kf7 lure idea.
More of a fact - Facility open door being slow sometimes by Henrik, pg 6.
Facility 1 mine ending by Joris, pg 7.
Facility SA/00A "OGDDL" i.e. 1-guard door lure by Whiteted, pg 13.
Facility (A) bathroom mine by Henrik, pg 17.
Facility toilet door lure by Xdax/Kyto, pg 17. There's a hard 1 in 10 RNG aspect to this as discussed lower.
RunwayRunway strat evolution chat by Luge, pg 5.
Direct line to Runway SA battery throw by JL, pg 15. Note that JL doesn't do any "flick right" to throw the nade. And as set out in a later post, he is
holding down on the stick to throw the nade slightly behind.
Surface 1S1 A nade locks by Alka, pg 13. Alka did throw it out as a wild idea, and even in TAS it has a
lot of problems.
S1 SA/00A Front GL pickup by Henrik, pg 18.
Bunker 1Bunker 1 00A start discussion, pg 1. Initially discussing the 2.3 / 2.4 lure used in the original TAS and my modern one. Henrik raises
another possibility which I may well have overlooked in my TAS.
Degenerate B1 A early boost idea by Squirp, pg 2. 0:16 is either without
B1 SA 2.4 + grenade strat by Henrik, pg 4. Utilised by Icy in his
0:18 TASThe iconic B1 A 2.4 strat by Joris, pg 8.
B1 00a "glass strat" by Whiteted, pg 10.
B1 A left-strafe only by Rhakiath, pg 10. Bit bizarre but there is quite a bit of chat about it. I
wasn't a fan.
B1 SA grenade (TAS) strat by Henrik, pg 10. The TAS is by Simon Sternis, Henrik is suggesting changing the ending to use the 2.4 strat.
B1 A/Frig 00/Silo 00 quickpauses by Irie, pg 13. Further discussion of B1 A continued by
JL on pg 14.
B1 00A nadeless good / bad cutscenes by Alka, pg 14.
Ace's B1 00A WR glass explanation by Whiteted, pg 18.
SiloSilo 00a boostage into 2nd room by Joris, pg 7. 0:52 in the video.
FrigateFrigate 00a "Randy door" by Buikema, pg 5.
Frigate SA single bridge guard lure by Ogran, pg 6. Unlike the now normal phantom lure, only 1 guard is lured out and Ogran puts up with the other.
Frigate SA separate bridge lures by Ogran, pg 7. I do wonder how much trouble the first guard is during the bug throw, since this would remove the laggy phantom lure.
Frigate 2x best escape odds by Whiteted, pg 9. Mainly used on the bridge hostage in various SA/00A/LTK strategies trading ~1s for double completion odds.
Frigate 00a close door before bug throw by Goose, pg 11. Various people hyped this up at the time but as I say in my post below it often does nothing, sometimes is unhelpful, and you should just be backstrafing anyway.
Frigate 00a bug-leaning ideas by Whiteted, pg 12. Also some discussion of SA from Henrik and myself below, though note that this was pre BBBT (bridge bomb before taker) / "PAL strat".
TASpap summary: Frigate A reverse hostages by Whiteted, pg 15.
TASpap summary: Frigate SA "PAL strat" by Whiteted, pg 15.
Frigate A 8 bullets ONLY by Whiteted, pg 15. I'm looking at you Calle
Frigate 00A reverse pipe warp demo by JD, pg 18.
Detailed comparison by Seanjohn, and
a few thoughts by myself.
Frigate A RTA strat by Irie/Clem, pg 18. This is doing something but I'd still recommend reverse hostages.
Frigate A RTA tute by Whiteted, pg 18. Essentially it does prevent a few Boris trolls but these should be rare if you do the normal strat correctly.
Surface 2Double duck lean by Randy Buikema, pg 2. Doesn't actually show it landing from way out there which I'm not sure it can.
1st cam last on S2 00a by Whiteted, pg 8 - this isn't a good idea but planted the seed for the snow bank throw.
Finnish window for S2 by Kyto, pg 9.
S2 00A fence cam by Henrik, pg 9.
S2 00A snowback throw by Whiteted, pg 11. Also briefly mentioning nadeless strategy, which I very much overlooked at the time.
S2 SA ?? low 50s strat by Henrik, pg 11. I dunno if this has a good name, but it was widely used to bop Finnish window.
S2 00A alternative fence cam by Yendis, pg 11. Also
another idea by Henrik just above.
S2 00A Goose 2-nade strat by Goose, pg 12. Illu and myself below aren't fans, and we are both big snowback throw enjoyers.
Bunker 2Bunker 2 SA 4th cam doorway shot by Irie, pg 8.
B2 SA lure by Henrik, pg 1 and then
improved, pg 2, to the strat used in
the WR. Further discussion follows on pg 2.
Two questions answered by Henrik, pg 3. Further
discussion about the cinemas by Henrik, pg 4. I dunno if this is the most modern take.
Revisiting Simon Sternis' B2 00A TAS strat by Henrik, pg 6. Interestingly "Darkstar" discusses a
modified version which he TASes roughly at the end of page 6, and Henrik then describes a consistency problem. Considering myself & Henrik revisited this after better understanding guard routing through sets, I think the problem at this time was they didn't understand the need to be very fast to the tape room. But Simon does seem to have understood this - it's all very confusing.
B2 00A "Simon strat" by Whiteted, pg 14. Soon to be seen in a B2 00A untied, this strat is about 14 years overdue.
B2 00A note by Whiteted, pg 16. I'm not 100% sure but I think the problem was that the double doors outside the safe room were open, which was giving the guard beyond time to back Ace. Here I discuss luring the patrolling guard to turn him back.
StatueStatue Marc route comparison by Ogran, pg 2. I really need to make a more precise comparison of these - it's on the todo list.
ArchivesArchives chat by Buikema, pg 4. Dunno.
Archives r-warp glass ending comparison by Colton.
Archives SA/00A Miskin door lure by Whiteted, pg 16. I feel like I've written it up somewhere else?
Archives watch magnet attract FR by Xdax, pg 17. I didn't even realise you had this gadget lol.
Streets2nd cinema shooting that surely doesn't help on Streets, pg 2. Spec has
a video further down. He claims the shooting at 2:33 helps get the boost at 2:39 but the shooting guard is clearly still just standing in his normal spot. Myth.
Streets PAL vs NTSC by Illu himself, pg 2. I believe PAL is considered the meta for 1:10 following
Calle's 1:11.
Two low-damage GL boosts on Streets by Wodahs, pg 3.
Streets 2.4 cinema lure lookup by Ogran, pg 3.
Streets A destroy barricade by Patrik, pg 9. Used by Henrik in his TAS 2 posts below.
Streets A slight cinema cut by Whiteted, pg 10. This has become accepted even for 111.
Streets all difficulties GL 'juggling' by Seanjohn, pg 12.
Streets SA/00A nade + val strafe by Joris, pg 16. I think I saw this mentioned earlier maybe.
DepotDepot warp on SA - 1s save in TAS by Whiteted, pg 10. This doesn't mean it'll save 1s on console - do not recommend.
Depot A 0:22 discussion by various, pg 12. Essentially it does still seem out of reach.
Depot 00A Rocket shot with <A> example by Ace, pg 17.
Depot SA warp example by Acadie, pg 17.
TrainTrain warped ZMG guard by Illu, pg 6.
Smokey Train SA/00A ending by Whiteted, pg 9. As an alternative to the pause trick. Realistically just worse.
Further Train ending lag testing by Whiteted, pg 15.
JungleNothing
ControlControl SA/00A 1st room alternatives by Henrik, pg 1. Includes one doing all drones last, and one which relies on good death animation luck to lure the furthest guard out. Henrik
provides further comments saying that the normal strat is faster but harder.
Further comments on Control luring ideas that don't work.
Control glass strat by Henrik, pg 6.
Control OOB theory by Whiteted, pg 8.
Control "Nat angling" by Whiteted, pg 9. Further discussion about still fitting in the "blue door mine throw"
follows. Essentially it will result in 1 less limb shot (but not 2). But as per the WR runs, the mine throw can just be done last instead.
Control 2.x start by Dyna, pg 13.
CavernsClassic spec-shot on Cavs + RTA strat by Spec, pg 3.
Icy throws for A-from-above for 00a or just
faster line downstairs.
Dual-wield ZMG & timed mines on Caverns by Buikema, pg 4.
Illu's more reliable Caverns SA throw by Wodahs, pg 7.
"No strafe toss" Caverns SA throw on console by Brent, pg 8. Showing an idea that I spent too many paragraphs going over.
Original version of the "wallbang" used in my Caverns SA TAS by Whiteted, pg 8. The AR-33 is used to destroy all the consoles by shooting through a quite specific spot on the floor.
Caverns A miracle nade (1 in 240) by Kyto, pg 13.
TASpap summary: Caverns A 1:00 theory by Whiteted, pg 15.
TASpap summary: Caverns SA A-from-above by Whiteted, pg 15.
CradleAgent trev kill + nade on Cradle by Buikema. Theorising for 33 at the time, the issue is switching to a nade after shooting trev is a bottleneck. Modern strat (Trev nade) isn't bottlenecked like this. Henrik bypasses this bottleneck by
dual-wielding nade & zmg on pg 3.
Cradle nade-to-the-face + trev nade by Henrik, pg 3.
Cradle drone strat + shoot console for 33 by Buikema, pg 3. Classic 33 theory but superceded by Trev nade as faster + more practical.
Cradle "console magic" pg 4 - very irrel unless you have a golden gun.
Cradle 00A RTA strat by Icy, pg 14.
AztecAztec avoiding the drone hit by Henrik, pg 2.
Fast & slow (aka normal) mainframe strats on Aztec by Henrik, pg 3. The fast one is interesting to me just because it ditches the consistency that you get with mainframe. I don't think it's useful though?
Insane "first two black room guards glass" for Aztec by Henrik, pg 3. Also an idea of hiding behind the right guard who has run to the glass (which is
expanded on later, but crouch glass is an obvious better option now.
Modern mainframe lure by Henrik, pg 6. Note that only the 3rd video uses the slow i.e. reliable version.
Pinball mode Aztec Glass warp, pg 7.
Aztec superboost through console by Herppa, pg 10.
Aztec Illu Mainframe consistency notes by Icy, pg 14.
Aztec 00a right console pause by Illu. The idea is to get 1 guard boost and the console boost only.
Aztec superboost console by Acadie, pg 16.
EgyptEgypt crouch saving 0.35 over middle-of-door by Henrik, pg 1.
TASpap summary: Egypt consistent tile warp by Whiteted, pg 15.
Egypt double warp by Whiteted, pg 16.
N/ALoading a level before Frig/B1/Silo discussion by Seanjohn with myself, pg 9. You can affect the "load distance" and so potentially reduce lag. Depot is a popular choice but I still just love to meme on this strat.
Further "load Depot" discussion by Seanjohn, pg 14. Nice
sensible post by Henrik. Further discussion follows.
"The turn lean" by Buikema, pg 2. As discussed after, this is just the effect of the r-aimer being pushed to the side, which effects distance.
"The halfie lean" by Buikema. Again I don't think this is a revelation since when you bring up the r-aimer shouldn't matter, just when you press z relative to c-left.
Henrik <3 pg 3.
Summary of intro animation effects by Whiteted, pg 7.
Losing my rag with Sterling by Whiteted, pg 13. The ensuing conversation is some fun forum fighting.
R-lean last-gasp endings by Perceptor, pg 14. Note my response immediately below.