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BDY

F.E.A.R. Speedrun WIP

BDY
Feb 16th, 2015
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  1. F.E.A.R. Speedrun Notes/Mechanics
  2.  
  3. Leaderboards: speedrun.com/f.e.a.r.
  4. _____________________________________________________________________________________________________
  5. EASY DIFFICULTY
  6. - Enemies do 25% of their damage and have 50% less effective AI (tactics, response time).
  7. - RPL - Enemies with the RPL SMG does approximately 1 HP and 2 Armor.
  8. - G2A2 - Enemies with the AR does approximately 2 HP and 3 Armor.
  9. - Shotgun - Enemies with the shotgun does approximately 7 HP and 16 Armor.
  10. - Penetrator - Enemies with the Penetrator does approximately 4 HP and 1 Armor.
  11. - 1 Armor mitigates ~3 HP damage.
  12. - Rocket Launcher - Mechs do approximately ~21-28 HP and 6-14 Armor.
  13. - Nightmares do approximately 2 HP and 6 Armor (10 HP with no Armor).
  14. - Regenerate up to 40 HP after a certain period of time.
  15. - Does not mean you regenerate from 60 HP to 100 HP. It means you regenerate from 13 HP to 40 HP.
  16. *Save medkits for panic situations and when you fully regenerate to 40 HP to get best use out of medkits.
  17. _____________________________________________________________________________________________________
  18. WEAPONS/MOVEMENT SPEED
  19. - Similar to Counter-Strike, weapons have different weight (tiers? To be confirmed).
  20.  
  21. Fast:
  22. - Unarmed (Default keybind is H)
  23. - AT-14 Pistol / Dual AT-14
  24. - Grenades
  25.  
  26. Sort of fast:
  27. - RPL Submachine Gun
  28. - G2A2 Assault Rifle
  29. - VK-12 Combat Shotgun
  30. - ASP Rifle (Burst rifle)
  31. - 10mm HV Penetrator
  32. - Type-12 Laser Carbine (EXTRACTION POINT XPAC ONLY)
  33.  
  34. Not fast:
  35. - Type-7 Particle Weapon (Overcooked BBQ Gun)
  36. - MOD-3 Multi-Rocket Launcher
  37. - MP-50 Repeating Cannon
  38. - TG-2A Minigun (EXTRACTION POINT XPAC ONLY)
  39.  
  40. WEAPONS USED IN RUN:
  41. - Unarmed (Fast, 1-2 hit kills on basic enemies)
  42. - Bicycle kick and slide kick kills basic mobs in 1 hit (Useful when somebody is blocking a door)
  43. - And kills Shades in 1 hit (EXTRACTION POINT ONLY)
  44. - *Shotgun (1 shot mid-range for cannon fodder, 4 headshots for Heavy Armors) (Also used for object boosting)
  45. *Main killing weapon besides unarmed
  46. - RPL SMG (Lots of dakka for setting up objects for object boosting before you grab the shotgun)
  47. - *G2A2 - Replaces shotgun as main weapon after grabbing MP-50 Repeating Cannon and MOD-3 Rocket Launcher.
  48. *Main killing weapon for last 4 Intervals.
  49. - Penetrator (Useful for Nightmares, but you'll probably be using the G2A2 since it's better.)
  50. - Super accurate for long distance.
  51. - Rocket Launcher & Repeating Cannon (For mechs & boosting)
  52. - Proximity Mines (For mechs & boosting)
  53. _____________________________________________________________________________________________________
  54. GLITCHES
  55. - MELEE CANCELING - You can melee multiple times by crouching and spamming melee. Melee -> Crouch -> Melee
  56. - MAN CLIMBING - By jumping into an NPC at the right angle, you're able to clip into him and pull a second jump off to get to higher places.
  57. - OBJECT BOOSTING - All objects have some sort of hitbox and collision detection. Object boosting works best with medium-sized objects, such as garbage cans and cardboard boxes.
  58. - CROUCH GLITCH - Binding crouch to mousewheel and scrolling a single notch while running towards a crouch-only area (vents) let's you maintain running speed.
  59. - LADDER GLITCH - Jump when grabbing a ladder and the climbing animation starts where you're standing instead of the ladder. This lets you go out of bounds. **ONLY AVAILABLE ON VERSION 1.0**
  60. - WALL CLIMBING - Works similarly to man climbing. Spam jump to climb.
  61. - DAMAGE BOOSTING - Rocket jumping but hurts more.
  62. - FLOATING GLITCH - Jump and hold jump key, repeatedly press crouch and press 'Use' on ladder. This let's you float anywhere horizontally, and descend by repeatedly crouching. Cannot ascend vertically unless there is a slope. Exit float by quicksaving and quickloading.
  63. - CORNER CLIPPING - Clip into objects with non-blocked corners (Both sides that make up the corner are accessible). Stand on top of the corner and spam crouch repeatedly and if done correctly, you should fall into the object. Spam jump and crouch towards the object in order to move freely.
  64. _____________________________________________________________________________________________________
  65. RUN
  66.  
  67. Interval 01 // Inception // Point of Origin
  68. - Can skip all cutscenes until car
  69. - At planks, jump on breaker box to right and jump over fence.
  70. - Right after flashlight tutorial, equip pistol, go to right side/bright room and shoot lock.
  71. - Go unarmed
  72. - Slide kick under planks during slow motion scene
  73.  
  74. Interval 02 // Initiation // First Encounter
  75. - MAN CLIMBING - Stand on the lone soldier's right side (Next to the gate).
  76. - Stand perpendicular to the line on the ground, aim towards the soldier's shoulder, jump towards the soldier to glitch into him, and spam jump while holding LEFT to get a second jump (Standing on top of the soldier normally does not let you jump)
  77. *If you manage to get it, you still have a possibility of triggering the cutscene. Cutscene seems to play if you land too close to the gate on the other side. Jump further away from the gate to skip cutscene.
  78. - OBJECT BOOSTING - There's a garbage can around the corner from where the spooky body drops. Shoot it towards the door, open door, slide kick and activate slow-mo. Jump onto the garbage can, then jump onto the breaker box, and jump over the fence on the right.
  79. - After the box room (small box falls on ground ~spooky~), there's a fight with a squad. Run past them and grab the grenade through the window on the right.
  80. - OBJECT BOOSTING - To the right of the vending machines are 2 cardboard boxes on a bottom shelf. Shoot the cardboard box on the right to the level transition up ahead. Throw a grenade at the ground, activate slow-mo, and jump onto (and repeatedly jump while moving forward to maintain balance) the cardboard box up to the second floor.
  81. - Jump down rails (No fall damage here)
  82.  
  83. Interval 03 PART 1 // Escalation // Infiltration
  84. - Jump onto railings to skip stairs. Same with table.
  85. - Jumping onto the railing of the bridge while it's turning pushes you all the way to the end. Make sure not to fall off.
  86. - No fall damage from jumping into sewers.
  87. - After turning the corner with 4 blue canisters on the wall, equip RPL, immediately turn left and shoot lock on fence then unarmed.
  88. - Before turning the corner on second floor, equip RPL and shoot grate on floor, unarmed.
  89. - You can jump off of the pipe onto a replicant's head and climb the ladder. (If no replicant, jumping and grabbing works fine)
  90. - In the large open area, grab armor through the window, jump onto railing to skip stairs, and slide kick when the door opens to kill 2 grunts
  91. - In the flooded area you can jump onto the railings and crouch jump through the window.
  92.  
  93. 03 PART 2 // Escalation // Heavy Resistance
  94. - CROUCH GLITCH - Vent
  95. - Grab grenade through window
  96. - In the large area, you can jump onto the machinery in the middle and then onto the railing of the bridge.
  97. - Inside with the broken bridge, jump onto the railing to the right and grab armor on the other end.
  98. - Jump onto the small railing by the ladder and jump to broken bridge.
  99. - Jump onto box on left, jump onto bigger box, and jump onto railing of bridge.
  100. - Run past Heavy Armor and punch shotgun guy and spawning guy.
  101. - Jump onto barrel on the left, jump onto railing.
  102. //- **LADDER GLITCH - Grab the ladder and jump to start the animation where you're standing, and clip out of bounds by going straight down into the wall.
  103. - After clipping out of bounds, run along the seam of the wall to the ladder to the right (If you're facing towards the void)
  104. //- **FLOATING GLITCH - Use the same ladder to float across the gap.
  105. - Or just use the valve and wait and swim across.
  106. - Shoot vent grate and crouch glitch, Alma will spawn and block you for a second, and shoot the next vent grate.
  107.  
  108. 03 PART 3 // Escalation // Bad Water
  109. - Jump from railing all the way down. Make sure to land on the bottom railing, not the bridge part. (FALL DAMAGE. MAKE SURE YOU HAVE MORE THAN ~47 HP)
  110. - OBJECT BOOSTING - At the Alma sighting with the big gap, to the left there is a wood forklift pallet and a garbage can.
  111. - Throw a grenade in between the pallet and garbage can.
  112. - Activate slow-mo when garbage can is over the void/gap.
  113. - Jump onto can and onto railing.
  114. - Spooky lights in hallway, make sure to reach trigger for door closing and turn around and walk towards Alma.
  115. - Walk towards fire until you hear a screech (not the baby crying), tun around and punch the Nightmare and open the door.
  116. - Vent grate behind dumpster on left.
  117. - There is a light bulb hanging off the railing that you can use to jump onto the railing. Stand on the right and jump left.
  118. - To the left are barrels, jump onto barrels and jump across gap to next railing.
  119. - CROUCH GLITCH - After blue door, 2 big pipes on left with yellow light source.
  120.  
  121. 03 PART 4 // Escalation // Exeunt Omnes
  122. - **LADDER GLITCH - Climb up the ladder, and then glitch on top.
  123. - Drop down to the other side of the pipes by the ladder, jump to red vending machine, then jump across the small gap to the outside.
  124. *********FIND A REPLACEMENT IN CASE NOT VERSION 1.0********
  125. - Punch through desk window
  126. - Punch 2 more windows
  127. - Kill all soldiers
  128. - 3 on the right as soon as you step out
  129. - 1 Heavy Armor and 2 grunts in truck
  130. - 1 grunt from door directly behind truck (look at back doors, turn 180, shoot throgh rails
  131. - 2 grunts from port side (left) of the truck
  132. - Medkit and armor from the window you came from.
  133.  
  134. Interval 04 PART 1 // Infiltration // LZ Is Hot
  135. - Drop down the right side of helipad and slide kick 2 grunts at open door.
  136. - Punch and run
  137.  
  138. 04 PART 2 // Infiltration // Watchers
  139. - OBJECT BOOSTING - Enter spooky hallway with magic door into closet
  140. - Push the small detergent carton on floor to the tip of the white ceiling panel on the ground.
  141. - Activate slow-mo and use shotgun to make it hop off the ground.
  142. - Jump onto detergent carton, jump onto door frame, jump into ceiling.
  143. - When successfully done, it should warp you to the floor above the closet into an office room.
  144. - CROUCH GLITCH - Glitch into the vents
  145. - OBJECT BOOSTING/CLIP - Drop from vents and throw a grenade at your feet and have the grenade land between the wall and the ceiling panel on the ground with blood on it.
  146. - Run towards vending machine while pushing ceiling panel towards the body/vending machine
  147. - Activate slow-mo and time your jump
  148. - Jump onto flipping ceiling panel and into the ceiling
  149. - When successfully done, you should be running around in an unreachable vent out of bounds.
  150. - Follow vent until it turns left.
  151. - Jump across the gap to the edge of the dark room.
  152. - Jump onto door frame
  153. - Follow seam of the rooms until blue office room.
  154.  
  155. Interval 05 PART 1 // Extraction // Bishop
  156. - In the room with grunts, you can jump onto the cubicle on the left and jump onto the railing of the second floor.
  157. - Exit elevator, immediately go right and jump onto wood panels and onto pipes. Shoot the vent grate.
  158. - Punch windows
  159. - Grenade to kill 3 grunts bunched together.
  160. - Run
  161.  
  162. 05 PART 2 // Extraction // Blindside
  163. - Run
  164. - Slide kick 2 grunts in doorway
  165. - Run
  166. - Slide kick 2 grunts in doorway
  167. - At the black void, jump to the right wall to land as close to the ladder in the water.
  168. - *DANGER STRATS
  169. - When the pipe explodes, instead of running around to turn off the gas, you can risk it by jumping and climbing the ladder.
  170. - SPAM MEDKITS WHEN YOU REACH RED HEALTH
  171. *Requires 10 medkits
  172. - OBJECT BOOSTING - After climbing the ladder, look to the right for a garbage can
  173. - Shoot the garbage can with shotgun all the way through the door, into the loading, and to the left into the elevator shaft.
  174. - Throw 2 proximity mines to the left of the garbage can.
  175. - Throw 1 proximity mine to the right of the garbage can.
  176. - Position yourself so you don't deal damage to yourself to the mine on the right.
  177. - Activate slow-mo, shoot the mine, and jump onto the garbage can.
  178. - Make sure to position yourself on the garbage can to not get hit by the 2 proxy mines to the left of the garbage can.
  179. - Keep jumping on the garbage can straight up until you hit the loading screen.
  180.  
  181. Interval 06 PART 1 // Interception // Sayonara, Sucker
  182. - Grab proximity mine in room after Norman Bates (Hawaiian shirt guy)
  183. - Throw proximity mine at the group of 4 grunts in the lab (Grab medkit behind the station with cabinets)
  184. - Grab armor, grenades, medkit, and the MOD-3 Rocket Launcher behind the fenced area (Replace the RPL).
  185. - Slide kick vent grate at top of elevator shaft
  186.  
  187. 06 PART 2 // Interception // Unauthorized Personnel
  188. - **LADDER GLITCH - Drop down into the hallway where you can see Norman Bates in the window.
  189. - Follow the seam of the wall and skip the closed gate.
  190. *********FIND A REPLACEMENT IN CASE NOT VERSION 1.0********
  191. - Run past turrets
  192. *Turrets do approximately 1-2 HP and 3-4 Armor worth of damage per shot.
  193. - OBJECT BOOSTING - Pass the main turret section where Norman Bates is crawling into a vent, is another turret with a second floor.
  194. - Hug the right wall and use your shotgun to shoot the top cardboard box to the opposite wall.
  195. - Activate slow-mo, jump, shoot the cardboard box, and jump onto the railing.
  196. - WALL CLIMBING - In the room with the fast roping grunts, run to the first stone pillar on the left on the opposite side of the room from the doorway you entered from (Next to the window and the ramp with railing)
  197. - The pillars aren't fully shaped like a rectangular prism, the corners are shaved off (so it's technically an octagonal prism)
  198. - Aim at the pillar and glitch yourself into the south-eastern facing (South side is the side facing the center of the room) side next to the railing.
  199. - Walk left into the pillar
  200. - Aim at the window/wall and repeatedly jump left to climb.
  201. - Climb up to the second floor.
  202. - Run past fights
  203. - At the 2-story room with an NPC being shot out of a room through a window, run up the stairs and jump onto the railing and into the room without having to go all the way around.
  204.  
  205. 06 PART 3 // Interception // Afterimage
  206. - OBJECT/DAMAGE BOOSTING/CLIPPING - Turn 180 and go to the cactus plant. Equip your MOD-3 Rocket Launcher
  207. - Jump onto cactus plant, activate slow-mo, jump and shoot in front (closest corner of the bench) and behind (where the wall corner meets the dark space)
  208. - Self-damage by the MOD-3 Rocket Launcher does approximately ~21-28 HP and 6-14 Armor
  209. - Cactus plant will also be boosted, so keep jumping.
  210. - Jump onto the second floor.
  211. - Walk towards the void and fall.
  212. - Walk along wall seams and pass the ghost gate that closes.
  213. - Throw grenade at the 3 grunts grouped up after going down stairs
  214. - Throw grenade at Heavy Armor to stun and kill 2 grunts.
  215. - Run past mech while punching grunts and hope you don't die.
  216. - Break window and jump down to trigger loading screen
  217.  
  218. Interval 07 PART 1 // Redirection // Alice Wade
  219. - Can't do anything until elevator arrives (punch the computer)
  220. - Have to trigger Alice Wade's voice mail to progress
  221. - Go back to elevator
  222. - In the lobby with grunts, turn left towards the computer terminal and jump onto it
  223. - Jump to the left and onto the second floor.
  224. - Activate switch and run back to the gate that closed.
  225. - At double staircases, go right.
  226. - While Alice Wade is talking, go back and clear enemies and health booster.
  227. - Kill grunts until elevator in red lobby.
  228. - Hide on left side of elevator (autoscroller, does not matter if you kill all enemies)
  229. - Lean into window to press button on other side.
  230. - Skips Alma and spooky ghost elevator cutscene
  231. - Run to stairs
  232.  
  233. 07 PART 2 // Redirection // Flight
  234. - After entering the lobby, instantly drop down and go left.
  235. - Proceed through the level normally until you reach the roof with vents, and a red door with a ladder. Use FLOATING GLITCH.
  236. - Unmanned Aerial Vehicles do approximately ~3 HP per shot so kill them.
  237. - Descend until you can exit the room.
  238. - Fly to the right side (where the Armacham logo is)
  239. - Fly around the corner of the building, and keep flying perpendicular to the building wall with the logo on it (90 degree turn)
  240. - Fly straight above the red door where the helicopter is and quicksave/quickload to exit the floating glitch.
  241. - Fall and land on the other side of the red door (helicopter side)
  242. *Credits to Bl00d_Thunder (@Bl00dThunder)
  243.  
  244. Interval 08 PART 1 // Desolation // Urban Decay
  245. - 2 sections of planks to shoot.
  246. - 1 more section of planks to shoot during mech slow-mo (hop through the little window)
  247. - Turn right into the hallway and enter the room on the left and jump out the left window.
  248. - Hop across window frames and an air conditioner into the first window after the air conditioner.
  249. - Spooks
  250.  
  251. 08 PART 2 // Desolation // Point of Entry P.1
  252. - Run
  253. - Trigger (second) flaming truck in alleyway, and instantly turn back
  254. - Jump onto the window sill of the red brick wall and onto the frame of the blue door.
  255. - Jump over the van and continue.
  256. - **LADDER GLITCH - In the large factory building, climb the tall ladder and glitch into the wall next to the ladder.
  257. - Follow the seam of the wall and across the pipes in the basement level.
  258. - Jump across to the ramp in front, but still stay on the seam.
  259. - Jump into next area.
  260. - ALTERNATIVE - Just follow the regular path.
  261. - In the tech lab area, kill the lone grunt and replace your shotgun with his MP-50 Repeating Cannon.
  262. - Play frogger during the rappelling grunts and jump the gap from the entry of the room along the wall on the same side of the other side of the gap (to your right).
  263. - OBJECT BOOSTING - After opening Anne Frank's wall, use the MP-50 Repeating Cannon to move the bucket next to the shelf (Shoot the floor or wall to move it).
  264. - Push it in between the fence and the wooden pillar, and push it a little further ahead past the pillar (About perpendicular with the yellow sign on the fence).
  265. - Slow-mo and use 2 cannons to object boost to the second floor.
  266. - Crouch through fence and drop down elevator shaft.
  267.  
  268. Interval 09 PART 1 // Incursion // Lapdog
  269. - OBJECT BOOSTING - Use MOD-3 Rocket Launcher to blast cardboard box and most importantly, the white box, onto the pipe where the vent and locked gate is.
  270. - Slide kick the get the white box off the pipe and onto the metal grating and use the G2A2 to shoot white box into vent until the corner.
  271. - Slow-mo, jump onto the white box facing the opposite corner (entry to vent should be on left now) and use the MOD-3 Rocket Launcher (2 rockets to right (dead end) and 1 rocket to left (vent entry)
  272. - Out of bounds, walk along the seam and past the locked gate.
  273. - The area past the locked gate is not actually loaded properly/modeled, so you'll fall through the floor to the next area.
  274.  
  275. 09 PART 2 // Incursion // Bypass
  276. - WALL CLIMBING - On the right side of the vault, where the vault meets the white colored wall, is a corner you can spam jump to climb up into the void.
  277. - After reaching the top, jump onto the white ridge to the right.
  278. - CORNER CLIPPING - Stand on the left corner of the white ridge and spam crouch.
  279. - Once inside the wall, spam crouch and jump repeatedly towards the wall until you can move freely.
  280. - Run to the other end and fall down to the elevato switch.
  281.  
  282. Interval 10 // Revelation // The Vault
  283. - OBJECT BOOSTING - Enter the doorway and around the corner is a dark part of the room. Use your MOD-3 Rocket Launcher and shoot the wall to send a small binder flying towards you.
  284. - Use your MP-50 Repeating Cannon to pull the binder towards you out back to the metal grating outside.
  285. - Push the binder with your feet to the corner of the red railing.
  286. - Jump onto the red railing, activate slow-mo, shoot the metal grating to blast the binder off the platform, jump towards the other side and jump off the binder to make the jump to the other elevator.
  287. - Watch a skeleton eat a man inside out.
  288. - Kill the Nightmares (2 waves of 3)
  289. - ~Kill the Nightmares in the real world~
  290. - WALL CLIMBING - At the stairs, in the very right corner are 2 walls meeting. Climb and when high enough, bicycle kick across and land on the bridge.
  291.  
  292. Interval 11 // Retaliation // Ground Zero
  293. - OBJECT BOOSTING - Right after the first Nightmare encounter, in the room with shelves and boxes there is a small cardboard box to the left of the armor and medkit on the second shelf when you enter the room.
  294. - Shoot the cardboard box down into the corner and use your MOD-3 Rocket Launcher to boost to the second floor.
  295. - Use MP-50 Repeating Cannon to kill chasing Nightmares to stop slow-mo.
  296. - In the Nightmare room, the next area is the second wooden panel on the right (right side of the middle of the room), so make sure to stand on it before killing all Nightmares.
  297. - If you have enough medkits, you can just run through the Nightmares that spawns in the hallway.
  298. - Run past everything until E.R. room.
  299. - Alma takes approximately 12 headshots.
  300. -Get blown up
  301.  
  302. Interval 12 // Epilogue // Aftermath
  303. - Stop time as soon as you click to enter Interval 12.
  304. - END OF THE RUN
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