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LotsOfS

Far Cry 2 Segmented Notes

Sep 4th, 2019
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  1. segment 000: Just the intro drive + talk. Not sure if this should be included in the timing. Tempted to go with starting from a save right after being allowed for RTA. Is included in IGT, which isn't very accurate. In any case, that's what I did, saved immediately after the intro.
  2.  
  3. segment 001: The prologue gameplay is pretty tricky and requires some luck. If you slide at the right time you'll go right over the fence after exiting the window. Normally you'll have run out of sprint by the time you enter the hallway to exit the hotel, and then you'll have enough stamina regained again to jump over the car, but now I got further on what little initial stamina I had so I got stuck on the car some. One grenade usually isn't enough to kill myself here, but getting two doesn't happen all that often. Then you have to hope you throw them in the right spot, the second one flew off beyond the sandbagwall, but I was able to catch it. You have to die in that part of the town (or further towards the southeast corner of the town) in order to respawn at the Lumber with a Rocket Launcher. If you die closer to the hotel entrance, you'll spawn at one of the other three spots, two of which give you a flamethrower instead of a rocket launcher (useless). I save when Purefoy starts talking, so that when I reload the save, his line is skipped.
  4.  
  5. segment 002: Purefoy has another line, so I immediately save again to skip it.
  6.  
  7. segment 003: Purefoy won't let you out of the broom closet unless you use the save kit. I'm not using it to save though, quicksaves are better. You could glitch past Purefoy, but it won't gain you anything and the game will softlock if you open the medkit before the savekit. If you walk too close to the weapons, the character will take the ammo out of it, so I keep my distance while grabbing the weapons so that I won't need to reload them later on.
  8.  
  9. segment 004: Another dialogue skip
  10.  
  11. segment 005: And another one
  12.  
  13. segment 006: This walk frustrates me. There's so many different buttons I have to press; escape, 5, r, r, 2, enter, e. All while trying to sprint in bursts, as the first few steps taken while sprinting are faster than when continuously sprinting, so it's faster to let go of sprint briefly after taking some steps, then press it again immediately. This also saves stamina so you can go further. For RTA I recommend repairing the car a little bit longer, as if it's not repaired fully it will go up in smokes upon the slightest touch of breaking a fence. However, for this run I decided to stop before the phonecall comes in so I can answer it immediately.
  14.  
  15. segment 007: This drive was annoying because my car kept breaking down. The location of the two guys is also very random. Sometimes one of them will be behind the house and you can't kill him fast. Having them all be to the left of it is the best because you can run them both over, then reverse to park the car in a convenient spot while waiting for the phonecall to come in.
  16.  
  17. segment 008: Just using the bed here and mashing the appropriate buttons. Nothing special.
  18.  
  19. segment 009: The drive up the hill at the end is nasty. There's a smaller tree to the left of the big tree that's in my way, so I have to go to the right of it. But there's a big rock there that I have to avoid, and then further up there's even more rocks. Annoying. The game wants you to do two things on this hill. One; look through your monocle. Two; tag something of interest. Fortunately, I don't need to do these things on the hill so I do them on the way to the house. I quickly tap right click as I drop down and that counts, and I tag the first aid box by running into it.
  20.  
  21. segment 010: You can teleport back to the lumber by forcing the malaria attack, so I go out of the tutorial bounds and it teleports me back. Usually they shoot you and/or the car quite a lot when leaving the house, so I just had to get lucky. That signpost on the right turn is annoying, the car just barely won't fit underneath.
  22.  
  23. segment 011: Dialogue skip segment :)
  24.  
  25. segment 012: This one too
  26.  
  27. segment 013: This one as well
  28.  
  29. segment 014: Also a dialogue skip segment, but this one definitely isn't worth it in RTA, as his line is only four words long on this one.
  30.  
  31. segment 015: I have just enough time to gather some first aid before the invisible barrier at the door disappears. The hop over the fence is a bit tricky but with enough mashing of sprint and crouch it succeeds.
  32.  
  33. segment 016: This drive is fun. Getting out at the end is tricky, because there's a lot of stuff in the way and the character decides to get out at the passenger side more often than not because of it. This is the reason I wanted to spawn at lumber at the very beginning. Imagine having to drive to Mike's Bar all the way from the slaughter house!
  34.  
  35. segment 017: The computer purchase menu is incredibly awkward, since there's no keyboard shortcuts to advance to checkout. So I have to put my mouse on the checkout button while using the arrow keys to navigate to the assault rifle. I purchase it and not the shotgun because it spawns closer to the entrance of the armoury.
  36.  
  37. segment 018: Walking over to Paul here. Mike's bar is weird and it took me a while to figure out how it works, but it turns out the buddies' lines can be skipped, whereas Reuben Oluwagembi's lines can kinda be skipped, but sometimes they just reset, but it won't matter because the jackal tape becomes available after a certain time once he started talking, so there's no point in doing anything.
  38.  
  39. segment 019: Lineskip, but there's also a tutorial box I have to skip. Spices things up a little lol
  40.  
  41. segment 020: As mentioned, the tape becomes available on a timer. So just trigger Oluwagembi to talk, then stand and wait as close to Warren as possible where I can still pick up the tape. Then as soon as I picked up the tape, I only need to take 0 or 1 steps towards Warren and he will talk.
  42.  
  43. segment 021: Another line skip + tutorial box
  44.  
  45. segment 022: In order for the bar's door to let you out again, you have to have talked to both your buddies. The buddy at the bar, Paul in my case, just needs to finish his first set of lines, but you don't need to 'use' him. The buddy leaning against the wall, Warren, does need to be 'used' upon. But pressing use on him won't do anything unless you picked up the tape, which won't be given to you unless you talked to the buddy at the bar. Anyway, I hit the use button on Warren then head for the car outside. By the way, did I mention that it is apparently random which buddies are given to you here? It doesn't matter much here since I skip their lines, but I think later on there are parts where I can't skip their dialogue and it might be beneficial to have one buddy over the other. I can't be bothered figuring out the ins-and-outs of whether and which buddies would be best, though.
  46.  
  47. segment 023: The squeeze between the rock on the left and the tree on the right is extremely tight.
  48.  
  49. segment 024: Running towards the church. Segmenting in the town sucks because of a glitch which a lot of the times upon loading a save causes someone in the town to just randomly die and everyone starts attacking each other. It is annoying.
  50.  
  51. segment 025: Lineskip
  52.  
  53. segment 026: Lineskip
  54.  
  55. Segment 027: Finished off the tutorial :D Now for the main bulk of act one! Since I respawned at the lumber, I get to do a mission for the APR as my first, as the UFLL isn't offering work right now.
  56.  
  57. segment 028: Skipping the doorman's lines DEFINITELY isn't worth it in RTA. His lines are piss short and there's these random fights that like to be started when loading. Don't do this!
  58.  
  59. segment 029: The briefings are all the same. You can't skip the lines as all triggers are bound to characters' animations. Fortunately, you can do an intended skip on the briefing by just interacting with the dossier and they'll just cut to the chase. Very useful!
  60.  
  61. segment 030: The boat is the fastest way to get to the motorcade. And the fastest way to get to the boat is to take the car I used earlier, hence why I parked it so nicely. I don't mind the tutorial for restricted areas even though I didn't enter it. I'm going to have to sit through it anyway since I'm going to go through one of the areas later on.
  62.  
  63. segment 031: I really like boating in this game. It is a surprisingly efficient method of getting around, especially compared to other games. Gotta park it precisely though for a swift getaway, which is tricky since I want it to be close enough to land to be able to jump on it, but far enough for it to not get stuck when I leave.
  64.  
  65. segment 032: One rocket. Shoot the car, not the floor, or your rocket will bounce off and miss. Had to slow down a bit close to the boat or I'd run out of stamina just as I need to jump onto it, and you can't jump properly when out of breath.
  66.  
  67. segment 033: For the getaway, just hope that your boat won't be shot to bits. Miraculously, I didn't even get fired upon once. Not sure what the enemies were doing.
  68.  
  69. segment 034: MOTHERFUCKAAAAARGHH!! This is where I run through restricted territory, but it's no big deal if they don't see me. Even then, they give you a warning. I'm in and out before they can even say 'get out of here'.
  70.  
  71. segment 035: Doorman line skip
  72.  
  73. segment 036: Briefing
  74.  
  75. segment 037: The run to the bus is just long enough for me to do with whatever stamina I have right now. Reloading my rocket launcher while riding the bus/being out of breath so the animation doesn't cost me time.
  76.  
  77. segment 038: Gotta do a handbrake turn at the start because otherwise you'll hit that tree. It's too tight.
  78.  
  79. segment 039: This secret tunnel saves a lot of pain in the ass. The car you need to destroy is really fragile. Two shots on the grill and it counts as destroyed.
  80.  
  81. segment 040: Just the drive + bus + walk back to the UFLL. I do all 3 UFLL missions in a row now because they just happen to be the closest.
  82.  
  83. segment 041: Doorman
  84.  
  85. segment 042: Briefing
  86.  
  87. segment 043: Busride
  88.  
  89. segment 044: Not many reference points for this drive, relying more on steering left/right a certain amount of degrees than on pointing my car towards a specific point. Very awkward.
  90.  
  91. segment 045: A nice stealth mission. Get in and get out, unseen. Turning the lights off helps I think.
  92.  
  93. segment 046: The few bumps at the start of my getaway can be tricky to cross. I don't need to be as sneaky leaving as I was entering, so I take a slightly more direct path back. There's also a bump close to the busstop which is slow to get up but I can go down quite easily, so my path back is even more direct. I don't crash into the busstop, as I will use this car for the next mission as well.
  94.  
  95. segment 047: Doorman
  96.  
  97. segment 048: Briefing
  98.  
  99. segment 049: Busride
  100.  
  101. segment 050: Fuck the guy in the road is annoying. He just chases you in his car and gets in your way, so I decided to actually split this segment up mid-drive, because this entire mission is NUTS. I don't know why his car was on the side this time but I took the opportunity, it happens sometimes. Sometimes he also gets stuck in other ways or just doesn't chase you at all, but usually he does and he's being a massive nuisance. In RTA what I would do is just get out, kill him, and take his Hummer. Damn dude.
  102.  
  103. segment 051: Securing my getaway vehicle here by killing the two people who will drive it. While it is technically possible to just luck out and not have the enemies take this car themselves, it is not going to happen. Not by me. I also need another guy, further ahead, to be in a specific spot so I can kill him. Which is why doing this and the previous segment all in one go was NOT going to happen. I don't like segmenting in the middle of gameplay, but there was no other way. Enemy AI manipulation is just too strong in this. In RTA I'd just kill them regardless of where they spawn, but this is a segmented run, I need their spawns to be good.
  104.  
  105. segment 052: I have to kill this guy so that he won't take my other getaway vehicle (yes I need two getaway vehicles). Running him over is the quickest, but sometimes he spawns behind the building on the right. A quickish way then would be to get him to shoot the yellow explosive barrel, killing himself. The mission itself again is very simple.
  106.  
  107. segment 053: The great escape. No way in hell that my first getaway vehicle will survive driving through this camp, hence why I ditch it almost immediately and switch to the other car. Most enemies are in the backside of the camp (to the right from my perspective), trying to find their way to the fields I was just at, so it is relatively quiet around where the car is. I told you this mission is nuts, using 4 different cars in one minute (5 if I were to take the hummer from earlier). Yes, this was the easiest and fastest way to get to and from this mission. The two other landroutes I know of have just as much resistance from enemies and are slower, and even the boat route did not prove to effective.
  108.  
  109. segment 054: Here's this prick again. This drive back has a lot of tiny rocks hidden in blind shots, like right after coming up a hill or right before going down one.
  110.  
  111. segment 055: I can't continue with the main missions. The doorman will instead tell me to go scoop out some place and rescue a buddy. I bypass the doorman and head straight for the nearest buddy. (They will spawn at the two areas that weren't used in the tutorial, so one at the slaughterhouse and one at cock-fights where I am going.)
  112.  
  113. segment 056: The enemies usually take this jeep out of the garage behind it, and trash it, rendering it unusable. However this time they just drove it out and parked it there for me. How nice of them. In RTA I'd probably just go straight for the shitty car further ahead.
  114.  
  115. segment 057: I have to rely a bit on the people not shooting my engine though. Luckily all the people from the nearby outpost have chased me to Cock-fights, and now that outpost is nearly empty, so I can drive straight through. I just had to reload the save until the guy standing right next to my car decided not to shoot me.
  116.  
  117. segment 058: Running to the doorman, time to finish up the last two APR missions.
  118.  
  119. segment 059: Doorman
  120.  
  121. segment 060: Briefing
  122.  
  123. segment 061: Busride
  124.  
  125. segment 062: This drive is long and difficult. Worst part: I have to go back as well :D Most of it is offroad driving but at the end you get fairly close to the camp and they will chase you or shoot you, I do some dodging to avoid having to repair my car. (Hopefully, in RTA this hardly works :D )
  126.  
  127. segment 063: Shooting from up here with the RPG is nice. No need to enter the compound. Then I drive back. Another mid drive split because getting past the outpost without getting stuck on a rock or being shot to death is annoying, and the next segment is also annoying.
  128.  
  129. segment 064: So there's these pendejos near the busstop that will shoot my buggy to death. I have to switch. They are always there, I don't think their spawn is random. They're on a patrol and where they spawn on the patrol seems to be fixed depending on how long you've been playing for. Just a theory though.
  130.  
  131. segment 065: The only reason I segmented when entering this car was because I hit the segment button out of habit when entering. I didn't mean to split the car hijack + busride into separate segments.
  132.  
  133. segment 066: Getting the car out of the busstop and pointed in the right direction is tricky.
  134.  
  135. segment 067: Doorman
  136.  
  137. segment 068: Briefing
  138.  
  139. segment 069: Going to use the same boat as I used in the motorcade mission.
  140.  
  141. segment 070: I'm also taking it to the same place as that mission, however I won't be using it for the getaway as it'll despawn, so I can make a quick exit.
  142.  
  143. segment 071: This car being here, again, is timer based as far as I can tell. I got lucky that I made the cycle, otherwise I'd have to boat to the outpost a bit further down the river, and take a car from there. (RTA strats)
  144.  
  145. segment 072: Another drive in the dark :D Means people are sleeping. That one guy for example, barely got any shots in on me. And the guy at the gate was doing exceptional at his job.
  146.  
  147. segment 073: Abusing the fact that on easy, health regenerates when passing a mission, I can just run past everyone. They'll all flock towards me as well so that when I run back, they won't be shooting my car. It's pretty busted up.
  148.  
  149. segment 074: This guy can shoot your car up real good, and since the guy I stole the car from in the first place already got a lot of shots in, I can't afford that.
  150.  
  151. segment 075: Segmented mid drive because these people in this outpost near Cock-Fights are destructive to my car.
  152.  
  153. segment 076: Alright, time to initiate the act 1 finale. I won't need a car so I'm ditching it. Getting through this bloody hole in the wall is annoying too. So often I just got stuck on it.
  154.  
  155. segment 077: Doorman
  156.  
  157. segment 078: This briefing cannot be skipped, be it the intended way or by using saves, as the folder isn't selectable and the dialogue is animation based.
  158.  
  159. segment 079: I wish I didn't have to run out of stamina at the very end there, but it being this tight is actually quite a nice coincidence.
  160.  
  161. segment 080: You definitely want it to be night time for this boat ride. There's two massive outposts along the way and having the people there sleeping means they won't be able to chase you down enough to destroy your boat.
  162.  
  163. segment 081: This segment is complicated, but fun. The run up the hill is annoying because some parts of it are too steep and you get stuck, then you have to hope the enemies don't block your way after crossing the bridge, or just shoot you to bits. Then once you shot Gakumba, you have to jump down, but airstrafing requires stamina, which if you used it all going towards Gakumba, you wont have enough and just smash to your death onto the rock. You can actually see I skimmed off it a bit, the goal is to land on the lily pads just underneath it. A lot of the water here isn't deep enough to break your fall, except for right underneath it :P
  164.  
  165. segment 082: A really long and relaxing boatride. Not counting the intro, this is actually the longest segment so far. It's almost 3 minutes long :O Although I predict a certain future segment to be longer. The boatride is easy enough to not be worth splitting up, but hard enough to be juuust the right bit of a nuisance. The guards are never a problem. They're too asleep to get enough shots in on the engine most of the time. What makes this annoying is the bloody white rock that comes right after crossing under a bridge near Pala. I have no idea whether it is faster to go on the left or on the right. After that there's some shallow waters so I can't stick to the sides as much. Other than that, I always took the sharp near 90 degree turn after the outpost near Shwasana too tight, slamming my boat into a rock. This segment really is all about memorizing trees, bushes, and rocks to which the boat is to be pointed. Fun segment.
  166.  
  167. segment 083: There's a trick to dismounting a boat like this. You can't really jump while on a moving boat, you'll bounce off the turret or something and be sent backwards. Instead, you gotta carefully hop onto the side of the boat and then you can sprint from there.
  168.  
  169. segment 084: Fun and easy drive. The parking, not so much. It's so hard to park that thing in an upright position there. Ideally it wouldn't also black my path to the door, but this is the best I can achieve. In an earlier attempt I had the car roll forward a bit, and I was trying to replicate that. But upon further investigation, the car actually rolled forward and parked itself face first into a barrier, so I'd have to reverse it first to get it out. There's so much trash in the way right before it though, I don't think steering it further to the left so that it rolls into a nice place ahead and doesn't block me is unrealistic, though probably not impossible.
  170.  
  171. segment 085: I have to walk to Reuben Oluwagembi a bit before skipping his line, because...
  172.  
  173. segment 086: Lineskip
  174.  
  175. segment 087: ...I have to 'use' Reuben Oluwagembi before he says his next line here.
  176.  
  177. segment 088: Lineskip
  178.  
  179. segment 089: This turnaround is awkward.
  180.  
  181. segment 090: This drive is fun in both directions. Once I get to the bar, there's a bunch of stuff outside my control. First, smashing through the fence had a 50% chance if blowing the car's engine, noticeably slowing it down for that last stretch. Then, while I don't want my car to get shot to bits, I do want myself to get shot to bits on the way through the door. The dialogue inside the bar is on a timer, no way to speed it up, just have to wait for the fridge to become usable. Saving and loading does replenish the health bar though.
  182.  
  183. segment 091: Health is tight, I can't get shot through a window while moving the fridge or I'll die too early. You can only die after the objective changed notification has come in. I decided to merge this segment with the sandstorm walking + cutscene after that, as saving and loading during the sandstorm makes the sandstorm sound stop and it's looked weird on video. Not much to the sandstorm, just head in a straight line to the hut, which is mostly in front of you.
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