Please join our Discord server! https://discord.gg/XCazaEVNzT

Changes

From Speedrunwiki.com
Jump to navigationJump to search
m
no edit summary
Line 41: Line 41:  
* There are different strategies that can be used to kill the guards (varying in speed/consistency). You can even let Elvis kill one or two guards in first room. But keep in mind that slow strats will not yield you super good Elvis paces.  
 
* There are different strategies that can be used to kill the guards (varying in speed/consistency). You can even let Elvis kill one or two guards in first room. But keep in mind that slow strats will not yield you super good Elvis paces.  
 
* Guards on Agent will behave a little different than on SA/PA due to their slow reaction time, meaning that 1st and 2nd guards movement will vary a bit (2nd one will be kinda far) and more importantly the ramp guard will only come down on Agent after you kill the guard behind the rock, while on SA/PA he will come down as soon as you're spotted. So the Agent WR strat can't be used 100% on SA/PA - only with some adaptations.  
 
* Guards on Agent will behave a little different than on SA/PA due to their slow reaction time, meaning that 1st and 2nd guards movement will vary a bit (2nd one will be kinda far) and more importantly the ramp guard will only come down on Agent after you kill the guard behind the rock, while on SA/PA he will come down as soon as you're spotted. So the Agent WR strat can't be used 100% on SA/PA - only with some adaptations.  
      
==== First section (5/6 guards) ====
 
==== First section (5/6 guards) ====
Line 57: Line 56:  
* An alternate strat for 7th and 8th kills is killing the one on the right while the left one gets closer. This helps a little on PA as you will get shot less often by the guard on the right.  
 
* An alternate strat for 7th and 8th kills is killing the one on the right while the left one gets closer. This helps a little on PA as you will get shot less often by the guard on the right.  
 
* '''DON'T''' leave guards alive here. It will pretty much kill any chances of Elvis being fast. Try it out if you want (anything could happen) but 99 out of 100 Elvis will get stuck here trying to kill the cloaked guard left alive. ''Note from Vitor: I had VERY few runs where Elvis was on pace on this situation. Probably like one or two throughout all the difficulties. So just don't play out these runs.''
 
* '''DON'T''' leave guards alive here. It will pretty much kill any chances of Elvis being fast. Try it out if you want (anything could happen) but 99 out of 100 Elvis will get stuck here trying to kill the cloaked guard left alive. ''Note from Vitor: I had VERY few runs where Elvis was on pace on this situation. Probably like one or two throughout all the difficulties. So just don't play out these runs.''
      
=== Tunnel CMP Guards - general strategies ===
 
=== Tunnel CMP Guards - general strategies ===
Line 64: Line 62:     
* Avoid leaving guards alive here unless you get a good Elvis and you are 100% sure that he's getting kills faster than you (mostly valid for PA and eventually SA).  
 
* Avoid leaving guards alive here unless you get a good Elvis and you are 100% sure that he's getting kills faster than you (mostly valid for PA and eventually SA).  
* Use pause buffers. Helps a lot.  
+
* Use [[Pause Buffer]]. Helps a lot.  
 
* Watch out your ammo and make smart decisions (e.g: hiding, waiting for a guard to show up). Basically don't hold Z hoping that you'll kill everyone super fast.  
 
* Watch out your ammo and make smart decisions (e.g: hiding, waiting for a guard to show up). Basically don't hold Z hoping that you'll kill everyone super fast.  
 
* Pay attention to Elvis sounds (talking/shooting) on SA/PA so you know if you should react and do something. If you use headphones you can likely hear his footsteps when getting closer to the room too (helps for Agent leave timing).  
 
* Pay attention to Elvis sounds (talking/shooting) on SA/PA so you know if you should react and do something. If you use headphones you can likely hear his footsteps when getting closer to the room too (helps for Agent leave timing).  

Navigation menu