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Mekarazium

MEGUP Any%

Jul 28th, 2020 (edited)
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  1. Game MUST be ran at 30FPS. Physics in this game are a mess. Lock FPS (maxfps / fpslimit) in vars_pc.cfg file inside an Engine folder.
  2. Before running the game in particular, make sure to change the MissionsList.txt file. The very first mission of the run is a cutscene.
  3. Change that CinematicLoad:true to false to skip that small section of a run and not to watch cutscene everytime you reset.
  4. The game handles memory very badly, causing crashes (usually) every 3 chapters. Make sure the game is saved, then alt+f4 it.
  5.  
  6. It should look like this:
  7. EXEC 0 0 "Tranes Hood - 0" "" M00_CIV_Intro_1 "Mission:01 MaxRep:0000 CinematicLoad:false DontLaunchShell:true LoadName:IDS_SHELL_MISSION_ONE_LOAD_ZERO loadparams=type;2| loadScreenPrefix:loadingfinal01_"
  8.  
  9. Every time you enter the fight, try to get your enemies very close to the walls, so they would get tons of damage for wallbounces.
  10.  
  11. Glitches:
  12.  
  13. 1) Zipping - Allows Trane to glide through some walls. Requires any beam you can stand on.
  14. How to execute: Jump, then hold Sneak + Left/Right (depends on where you want to zip) + Intuition.
  15.  
  16. Outcomes:
  17. a) Release too early - Trane will bounce back onto the beam. Other case could be successful zip, but with no momentum to carry on.
  18. b) Release too late - You will zip underground.
  19. c) Release correctly - Same as A, but if you'll hit LMB/RMB, you'll get some momentum that will carry you through walls.
  20.  
  21. After successful zip, you can climb onto the beam, which can be used to change the direction of your zip. To do so, start climbing back up, then hold Back movement button.
  22.  
  23. 2) bHop - Jumping very few frames before landing increases the speed of your next jump for unknown reason. Very unsafe, easy to fail. First two jumps can be made consistent by making a neutral jump (and holding forward) first.
  24.  
  25. 3) Can Clipping - For some unknown reason, tapping MMB+Sneak the same frame while being very close to a graffiti can push you OoB. Inconsistent enough to lose you sweet 2-3 minutes during the run. Can be made slightly more consistent by buffering the inputs in Inventory (def. TAB)
  26.  
  27. 4) Inventory Buffering - Opening an Inventory allows you to buffer all kinds of quirks you want. Releasing the button will put all the inputs in 1 frame, making Stealth KO's (LMB+RMB while Sneaking and Can equipped) with Can much more consistent.
  28.  
  29. 5) Ctrl memes - For some unknown reasons, undocumented usage of Ctrl prior to the jump allows you to jump higher.
  30.  
  31. Levels:
  32.  
  33. 1-1: Couple of setups exist here, i'm using rather old setup with aligning myself to a specific line, then jumping top-left, while mashing left. If done correctly, you'll skip tutorial.
  34. 1-2: Do 2 quick jumps (even with bHop), then walk a bit, do another one. Get close to the end of the invisible wall you're standing on, drop then get back in. Hold Ctrl and jump towards the small line beneath the CCK Van. Drop down, lose ~95% of your HP Bar, get some health inside a pit then do a tutorial as usual.
  35. 1-3: You can do things slightly earlier than the game asks you. Make sure to grab a stick or a bat before you leave the bossfight area. bHop your way to both graffiti points.
  36. 1-4: Ignore the pickup, jump forward to the taxi (and release all the inputs). Do a neutral jump if you think that you got pushed way too low. Hold Ctrl, jump towards the pillar (and not the fence), continue as usual. Hold Intuition and W to get past the trigger, then drop down after Trane passes the ledge.
  37. 1-5: Nothing special.
  38.  
  39. 2-1: You can do a pretty precise jump here, but be sure to take out two enemies prior to the jump.
  40. 2-2: Zips. You can do around 4-6 attempts at doing those, until the worker below notices you and will screw up your camera setup. You can try to do a OHKO setup at the last fight after the zip, but it's inconsistent.
  41. 2-3: Autoscroller.
  42. 2-4: LMB+RMB+RMB works great against Dip. Grabs make wonders. 2nd phase at 60% of HP. Dodge rather frequently if needed.
  43.  
  44. 3-1: You can ignore the first enemy, but it's more consistent to just OHKO him. Drop down the ledge after first graf, then jump, resulting you having around 1.5 HP Bars left. Finish the first part as usual. If you clip inside the wooden pillar, you'll despawn the projector that usually kills you at SFC Hotel. Make sure to quickly (!) kill the enemy after you clip inside / drop down, as that enemy summons 4 more, that automatically follow you. Clip inside the fence by jumping against the lantern (mash F+A), after you clip inside, don't go inside of a cutscene, as it would spawn CCK guards. DO NOT, AT ANY CASES, GET CLOSE TO THE RIGHT SIDE OF THIS LEVEL(!). Finish as usual.
  45. 3-2: Hug the left side, OHKO the guard, open the door + graf, skip the guard, OHKO the guard, finish two grafs. Ignore CCK dude (or Insult him for consistency). It's important to get 100% HP before entering the 2nd part of the level. Start left, finish the graf, drop down and then do a leap of faith. If done correctly, you'll lose like 99% of your HP. It has to be fixed by picking up an HP pack either at the top of the van (risky) or inside of the van (safe). Throw Dom with ease, and finish the level.
  46. 3-3: Common reset point, you have to clip inside a door with graf. If you clip correctly, hold forward+right, then Intuition to figure out where to go next. Usually holding left+forward for 2 seconds and switching back to fw+r works just fine.
  47. 3-4: RNG bossfight. Try to get the boss near the wall, and do not let him bring the dogs out.
  48.  
  49. (common crash point)
  50. 4-1: More clips. To fix the camera, try holding graf against the wall after you clip.
  51. 4-2: Very simple zipping part, practice platforming inside of a train yard.
  52. 4-3: Autoscroller. Make sure to end it up before 1:39, otherwise you'll have to do the train jumping.
  53.  
  54. 5-1: Autoscroller.
  55. 5-2: Jump, then hold Intuition + Left. You'll get the jump. Make sure to grab some HP, and get one of the sticks closer to you. Do not skip the first cutscenes in both finishers.
  56.  
  57. 6-1: Couple of ways do it, figure out which works for you. WR route relies on a very hard sequence of bHops, my route works on doing a suicide (to load a cutscene), then zipping towards the cutscene and doing a very long jump below.
  58. 6-2: Straight forward mission, nothing quirky about it.
  59. 6-3: Autoscroller. You have to finish first cab BEFORE the cutscene, or shortly after the game drops a guard, to get a good cycle. After the jump, wait until the next cab comes in, and jump on it. Finish it, KO the guard at the start of the level, and wait until another cab comes in. Paint it, then jump back to the pillar at the center of the map. Wait for the last cab.
  60.  
  61. (7-3 can often crash, so i'd recommend crashing the game before starting 7-1)
  62. 7-1: Nothing too spectacular. There's a skip near the cars, it requires a 100% HP bar, which is rather risky.
  63. 7-2: THE hardest part of the run. Can't really give any tips, besides using a flamethrower and insults.
  64. 7-3: Flamethrower is your best friend btw.
  65.  
  66. 8-1: Autoscroller.
  67. 8-2: Grab the enemies, throw them into a deathpits, make sure to drop some items inside the boss arena. Boss can pickup items on the ground. There's two items inside a stash (jump on it).
  68.  
  69. 9-1: Second hardest part of the run, due to the clip you have to do. After the clip, CAREFULLY(!) manage your way to the door. Stand in between the corner and the door, then tap Roll (then hold left+down).
  70. 9-2: Wait a bit until both CCK guards pass through, then use the left bench to give you a boost. Zip downwards, finish the level as usual.
  71. 9-3: Grab the bastard, throw him down.
  72.  
  73. 10-1: Nothing too serious about this level. If you have some troubles on a jump (that you have to do after 1st graf), make sure to do neutral jump w/ Intuition first.
  74. 10-2: Rather hard skip here that can softlock the game. Figure it out on your own.
  75.  
  76. 11-1: Fuck this level. Zip to the left.
  77. 11-2: Wait until the Grab animation finishes, and THEN throw the guys from the blimp. Use flamethrower against the boss. Make sure to have 1.5 HP Bars before falling down.
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