03-03-24, 13:25 | #11 |
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Joined: Sep 2011
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Offshore Rig:
Link: https://www.youtube.com/watch?v=emvFocpXaCM Playlist: https://www.youtube.com/watch?v=zWY_...WkQTCUBuJSH2_6 There were two mandatory kills in this level; a gunman and a batsman. I was successful with not killing any enemies who didn't need to be killed and therefore my number of kills increases to two. I collected all of the secrets and didn't use any glitches. The first mandatory kill came at around 2:57; I needed to kill the gunman for his Yellow Pass Card. I shot the batsman at 3:56 to make him run off so that I could insert the Yellow Pass Card without taking damage. I triggered two batsmen at 5:25 and lured them away so that I could open the door at 6:36 without getting attacked. I lured the batsmen away again and triggered a gunman and dog at 7:48 with the hope that they would follow me because I wanted them to be away from the area that they spawn at. The second mandatory kill came at 10:23; I needed to kill the batsman for his Red Pass Card. I lured the enemies at 12:57 so that I was able to safely insert the Red Pass Card at 13:30. Instead of immediately entering I lured the nearby enemies away from the door because I didn't want there to be too many active enemies when entering the area at 14:29. The reason for this is because I wanted the gunman who I shot at 14:29 to be immediately active, and having too many enemies present when entering can stop the gunman from being immediately active due to the game only enabling there to be five active enemies at once. I shot the gunman like I did (14:29) so that he would run around, granting me the ability to move the block at 14:35 without getting shot. Standing on the trapdoor at 16:19 and shooting the gunman resulted in him running off due to me being stood in a place that he can't step onto. I shot the gunman at 19:19 to try and get him to run around and not shoot at me. The final hurdle of this level was the jump at 20:53 which saved me from having to deal with a lot of other difficulties. |
03-03-24, 23:26 | #12 |
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Joined: Oct 2023
Posts: 1,312
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Wow, you've already passed the Off Shore Rig level. You're making quick work of your pacifist run. What pacifist run are you going to do next?
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05-03-24, 17:00 | #13 |
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Joined: Sep 2011
Posts: 12,132
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Diving Area:
Link: https://www.youtube.com/watch?v=tGD2-2OXjqg Playlist: https://www.youtube.com/watch?v=zWY_...WkQTCUBuJSH2_6 There were two mandatory kills in this level; two gunmen. I was successful with not killing any enemies who didn't need to be killed and therefore my number of kills increases to four. I collected all of the secrets and didn't use any glitches. The shortcut at 0:23 saves time but doesn't have any further use. I shot the gunman at 3:01 so that he'd run around a bit, enabling me to collect the Blue Pass Card without getting shot. I shot him again at 4:32 so that he'd run around once more, enabling me to insert the Blue Pass Card while getting shot less than I usually would. Being on top of the block at 5:50 is a safe spot from the batsman, providing that the block is on that specific spot. I got rid of the batsman at 5:50 by shooting him while stood on the block. I lured the diver at 6:34 so that I was able to do the underwater bit without taking damage. I returned to the block and shot the batsman once more at 7:47, resulting in him running off. I shot the dog at 8:10 so that it would run off and re-shot the batsman from the block at 8:15. I couldn't enter through the door on the left at 8:43 because of the flamethrower guy being within such close proximity. Instead I had to do a complete cycle so that the flamethrower guy would follow me a bit and not be by the door when I returned there at 9:18. I ensured that I kept the dogs close to me during 9:39-9:55 to restrict the activation of the human enemies due to the game only being able to have five active enemies at once. The jump at 13:30 is a handy shortcut. The mandatory kills came at 14:32 and 14:34; you have to kill these enemies in order to be able to trigger the end of the level. There are still some very mean levels to come though. I have no current plans of doing any other Pacifist Run. I think that I would only consider doing another Pacifist Run if one of my existing Pacifist Runs was to become obsolete as a result of new discoveries being made making it possible to complete the game with less kills. |
07-03-24, 13:28 | #14 |
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Joined: Sep 2011
Posts: 12,132
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40 Fathoms:
Link: https://www.youtube.com/watch?v=Jueud63T6IM Playlist: https://www.youtube.com/watch?v=zWY_...WkQTCUBuJSH2_6 There were no mandatory kills in this level and I was successful with not killing any enemies who didn't need to be killed and therefore my number of kills remains at four. I collected all of the secrets and didn't use any glitches. The drop at 7:03 saves a bit of time and makes completing the level easier. After failing at the shortcut at 8:00 and 8:14 I decided to do that bit the normal way by moving the block at 8:23 and using that to reach the area at 8:40. |
07-03-24, 14:09 | #15 | |
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Joined: Dec 2006
Posts: 67
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Quote:
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09-03-24, 13:20 | #16 |
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Joined: Sep 2011
Posts: 12,132
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Wreck Of The Maria Doria:
Link: https://www.youtube.com/watch?v=o3Jc_TP5YK4 Playlist: https://www.youtube.com/watch?v=zWY_...WkQTCUBuJSH2_6 There were no mandatory kills in this level and I was successful with not killing any enemies who didn't need to be killed and therefore my number of kills remains at four. I collected all of the secrets and didn't use any glitches. At 0:44 I dropped down in a way where I sustained the least amount of damage possible and only broke one of the breakable tiles, for a reason that I will touch upon shortly. I lured the enemies at 1:20 so that they would be further away from the block at 1:35, hopefully resulting in me taking less damage when moving the block. The batsman got consumed by the block, and I hid in the area at 1:54 to lure the gunman there. I did this to help with taking less damage when moving the block at 2:01, this block resulted in the gunman getting consumed as well as the batsman getting re-consumed. The batsman got stuck in the area that I go to at 4:44. You see the gunman's shadow emerge from the block at 2:09 and I lure him at 2:29 so that he drops down and lands on the remaining breakable tiles above me. This enabled me to proceed without being under threat from the gunman. It is possible for the gunman to break free; if he was to step over the broken tile then he would drop down. This is why I ensured that I only broke one tile when dropping down; it increased the chances of trapping the gunman and decreased the chances of him escaping. I put the blocks into the positions at 3:10 and 4:01 so that I would be able to consume batsmen later on by pulling the block that was in front of me at 4:01. I had to move the block at 4:16 so that the two paths would be available to me. This freed the batsman. I also wasn't able to save or reload when the block was blocking the two paths because it results in the enemies being able to travel through the block. They initially get consumed by it but are able to travel through it and drop down soon afterwards. This struck me as a potential glitch, and so I avoided doing this. I lured the batsman away a bit before entering the area at 4:34, triggering two more batsmen and a gunman. I lured the batsmen and consumed them with the block at 5:25. I shot the gunman at 5:46 to make him run around a bit, increasing my chances of obtaining the Rest Room Key unharmed. Before collecting the Rest Room Key I shot the gunman when dropping down at 6:05 so that he'd run off, creating distance between him and me, hopefully making things easier for me when backtracking. Another batsman spawned at 7:27, and he too got consumed by the block at 7:56, along with a previous batsman who broke free after getting consumed earlier. After collecting the silver secret I shot the two gunmen when I was in the area at 9:20 to make them run off so that I could climb back up without getting shot. I re-shot the gunman at 10:34, making him run around for reasons that you can probably guess by now. The curve jump at 11:02 saved me from being at the receiving end of an awful lot of gunfire. I lured the batsman at 13:03 and proceeded quickly so that he didn't feature in the area at 13:17. Returning the way I did at 16:22 saved me from crossing paths with difficult enemies. The area at 18:02 was always going to be a massive pain. The final batsman of the level got consumed by the block at 21:43. Thanks. Personally, I consider 40 Fathoms to be one of the more easy going levels in a challenge like this. The final room typically doesn't cause me much trouble unless I get particularly unlucky. |
09-03-24, 22:49 | #17 |
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Joined: Oct 2023
Posts: 1,312
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Greenapple, you've got mad skills as a gamer.
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11-03-24, 13:26 | #18 |
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Joined: Sep 2011
Posts: 12,132
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Living Quarters:
Link: https://www.youtube.com/watch?v=ss2WUhpMrps Playlist: https://www.youtube.com/watch?v=zWY_...WkQTCUBuJSH2_6 There were no mandatory kills in this level and I was successful with not killing any enemies who didn't need to be killed and therefore my number of kills remains at four. I collected all of the secrets and didn't use any glitches. The jumps during 1:26-1:29 need to be precise in order for you to not catch fire. Things do have to be done this way because doing things the normal way (shimming along the ledge) would result in you getting shot far too much. I went about things in a very slow way during 2:44-8:50. I did this because it was vital that I got shot as little as possible. I didn't climb back up at 6:57 because the gunman was nearby and likely would've shot me. Instead, I got back up there the long way, avoided getting shot and dropped down at 8:03 while shooting the gunman so that he would run off. Then I proceeded like I was hoping to at 6:57. I got rid of the batsman by shooting him at 9:46. I lured the diver at 11:23 so that it was easier for me to do the underwater part without taking damage. The jump at 12:16 is a handy shortcut. I went about getting the jade secret at 14:32 in a way where I reduced the chances of the eels attacking me. I lured the gunmen at 15:57 and 16:14 to help with getting shot less. The final hurdle was the jump at 16:31, which is a very handy shortcut. It's flattering that you feel this way about me. However, I personally feel that speedrunners deserve the most credit; I could never ever do what they do. |
13-03-24, 13:22 | #19 |
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Joined: Sep 2011
Posts: 12,132
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The Deck:
Link: https://www.youtube.com/watch?v=bagbvVfnTYM Playlist: https://www.youtube.com/watch?v=zWY_...WkQTCUBuJSH2_6 There were no mandatory kills in this level and I was successful with not killing any enemies who didn't need to be killed and therefore my number of kills remains at four. I collected all of the secrets and didn't use any glitches. The jump at 0:26 is a very handy shortcut, as are the jumps at 1:41 and 3:38. I went about things very slowly during 2:00-8:26 but this is because I was aiming to move the block and pull the switch at 8:26 without taking any damage. I never once exited through the door that was in front of me at 8:22 as I believe that this triggers a gunman. I shot the gunman at 10:42 so that he would vacate the area, enabling me to proceed without getting shot. I shot the flamethrower guy at 15:14 to try and make him run off. I shot the batsman at 15:33 and flamethrower guy at 15:45 to make them run off, strengthening the chances of me collecting the secret without getting killed. I shot the flamethrower guy once more at 16:21 so that I could safely proceed and reach the area at 16:50. |
13-03-24, 15:27 | #20 |
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