| 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 53: |
Line 52: |
| | | | |
| | * Start off with a double blast that should kill the 5th and 6th guards. This is pretty much the same for all difficulties, other than that on Agent it should be easier to kill guards - in theory. However, since on Agent you should yolo the shots a little bit, it turns out that this double kill could be super inconsistent which is very annoying. So for better consistency aim for the very middle and wait a little bit. If you shoot too fast you may kill one guard and they won't bump into each other, which makes it way easier. | | * Start off with a double blast that should kill the 5th and 6th guards. This is pretty much the same for all difficulties, other than that on Agent it should be easier to kill guards - in theory. However, since on Agent you should yolo the shots a little bit, it turns out that this double kill could be super inconsistent which is very annoying. So for better consistency aim for the very middle and wait a little bit. If you shoot too fast you may kill one guard and they won't bump into each other, which makes it way easier. |
| − | * 7th guard (on the left) is progressively harder on A, SA and PA - the alternate B+Z shot helps a lot here! 8th guard shouldn't be too much of a problem if your aim is not completely off. | + | * Sometimes (or most of the times, rather) your double shot will only kill one of the guards. You shouldn't quit out because of that, though. Use single blasts depending on your remaining shotgun shells. However be aware that losing a couple of seconds here will very likely decrease the chances of a really good elvis on Agent, being capped at around 53-54 (and perhaps on SA if you're going for insane paces). For PA you're still OK - such as in [https://rankings.the-elite.net/~jezz/time/112681 Jezz 3:02 which had a 58 elvis]. |
| | + | * 7th guard (on the left) is progressively harder on A, SA and PA - the alternate B+Z shot helps a lot here in case you need to do a single blast! 8th guard shouldn't be too much of a problem if your aim is not completely off. |
| | * On PA you can die on this part. But other than that it is very similar to SA (consistency wise) as you need headshots. | | * On PA you can die on this part. But other than that it is very similar to SA (consistency wise) as you need headshots. |
| | * 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 63: |
| | | | |
| | * 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). |
| Line 76: |
Line 75: |
| | His position will also vary according to your pace. | | His position will also vary according to your pace. |
| | | | |
| − | So try to stun the guard when going down the small ramp and kill him before he gets back to neutral position. This is a little tricky though as you only see like 50% of the guard's hitbox. Going down through the left side of the ramp seems to help too. | + | So try to stun the guard when going down the small ramp and kill him before he gets back to neutral position. This is a little tricky though as you only see like 50% of the guard's hitbox. Going down through the left side of the ramp seems to help too. |
| | + | |
| | + | === Ending === |
| | + | |
| | + | * '''Open Door:''' On all difficulties it's possible for guards to randomly open the big door (second one after cutscene) - one every 20 tries or something like that. Shooting will create more lag and don't increase the chances of that happening, so just focus on the strafing and be prepared in case you hear the door opening. |
| | + | * Guards can boost you (one to three on Agent, and a lot on SA/PA). It's hard to time but one good boost can save like 0.2, so eventually up to half a second or even more could be saved. |
| | + | * A good ending with no door open and no boost should be around ~21.3 (starting off from cutscene time). |
| | + | * Strafing is really important here to save some decimals. Watch out for small details. |
| | + | * Careful to '''not move the stick around when teleporting''' to the Dr. Caroll room (or any other teleport) as that will make you do a weird turn. |
| | | | |
| | == Strategies: Agent == | | == Strategies: Agent == |
| Line 88: |
Line 95: |
| | |- | | |- |
| | | Pure Strafing | | | Pure Strafing |
| − | | Good strafing here is important for the second part up to the end (around ~1:30 of strafing) but it is easy to execute with some practice. | + | | Good strafing here is important for the second part up to the end (around ~1:30 of strafing) but it is easy to execute with some practice in general, but making dumb mistakes after Farsight shots could happen, specially if you're on a good pace under heavy nerves. Watch out for optimal strafe lines everywhere. |
| | |- | | |- |
| | | Shooting/Overall Movement | | | Shooting/Overall Movement |
| Line 94: |
Line 101: |
| | |- | | |- |
| | | Nerves/Adrenaline | | | Nerves/Adrenaline |
| − | | Very high, mostly due to Elvis randomness. | + | | Very high, mostly due to Elvis randomness. It gets very tense after hitting the Farsight shots - which is not a trivial thing to do even with lots of pratice. |
| | |- | | |- |
| | | Luck | | | Luck |
| − | | WR Elvis (51-ish) are rare, but a little worse than that (52-53) is doable with some practice, so this level is not so luck based (as [[Carrington_Institute:_Defense]] on [[PA]] or [[Area_51:_Escape]], for instance). | + | | WR Elvis (51-ish) are uncommon (even with WR strat and fast starts), but a little worse than that (52-53) should be way more common with some practice, so this level is '''not''' so pure luck based (as [[Carrington_Institute:_Defense]] on [[PA]] or [[Area_51:_Escape]], for instance). |
| | |} | | |} |
| | | | |
| − | * '''World Record Video''': [http://www.youtube.com/watch?v=u36pp1yVWpQ Funky Buddha - Deep Sea Agent 2:27] | + | === Shotgun guards - first room === |
| | + | |
| | + | Other than what is written above in '''Shotgun guards strats''' and also obvious things that can be spotted watching videos: |
| | + | |
| | + | * The WR strat for first room - killing the guard behind the rock first - '''is the fastest strat known that will yield 51-ish Elvis'''. Also it will give 52-53 Elvis more often if executed consistently fast. It is slightly inconsistent, though, especially due to the rock guard kill and the tight movement for the ramp guard kill, so some decent practice is necessary. That was used in the best runs, such as [https://rankings.the-elite.net/~jezz/time/110211 Jezz's 2:25], [https://rankings.the-elite.net/~Karl+Jobst/time/110221 Karl's 2:25], [https://rankings.the-elite.net/~Greg+K./time/183050 Vitor's 2:25], [https://rankings.the-elite.net/~Lake+Demon/time/183819 Lake Demon's 2:28] and many others. |
| | + | * The key thing about this strat is to balance out how close you want to be on the rock guard kill versus how much time you have left to turn to the ramp guard coming at you. Try out different timings and see what's more comfortable for you. |
| | + | * The alternate strat (swaping guard-ramp guard kills), which is a little easier, will likely give 53-54 Elvis more often and rarely 52s. Examples are [https://rankings.the-elite.net/~Greg+K./time/180279 Vitor's 2:27] and [https://rankings.the-elite.net/~Funky+Buddha/time/61518 Funky Buddha's 2:27 - the WR set back in 2012]. |
| | + | * ''Note from Vitor: I duped lots of 2:27s with the ramp guard first strat, and had a few 52 Elvises. When switching to WR strat I started getting 52s way more often and had 4 51s, including a 51.0. I did the switch after Karl told me he would get 51s semi-often with WR strat, and that the older one was "limited" to 52-53s. We're not sure why that happens but was empirically confirmed. |
| | + | |
| | + | === Shotgun guards - second room === |
| | + | |
| | + | * Not much to say here, just double blast and kill guards '''really fast''' for a better chance at insane Elvis TTs. |
| | + | * The double shot can be super inconsistent if you try to do it very fast (which is important for Agent) but again it might have an impact on Elvis pace so balance out your runs. Aiming for the middle and waiting a little bit helps with consistency. |
| | + | * The target for the Falcon 2 switch should be around '''21.8~22.2''' in general for fast runs. Depends on how much you walked backwards, though, and also if you used a single blast for last guard or not, but it's okay as a target time. |
| | + | |
| | + | === CMP guards === |
| | + | |
| | + | * On Agent this part should be super chill unless you get really unlucky with guards. |
| | + | * Again for good Elvis consistency try to do this part very fast and '''avoid looking back when in the tunnel'''. |
| | + | * Another unconfirmed myth: when turning to hold speed, if you had too much spare time (more than 3 or 4s), wait a little before turning to the wall (thus towards Elvis). |
| | + | * Target time for Elvis is when he says "Time to reactivate those teleportals". |
| | + | |
| | + | === Farsight shots === |
| | + | |
| | + | * The shots on Agent aren't easy by any means, specially the second one (if using WR positioning). So the key thing is '''practice as many runs as possible, including slowish Elvis runs''' |
| | + | * On the strat used on [https://www.youtube.com/watch?v=h9aE1yyB2Wo?t=100 Jezz's 2:25] and mimicked on [https://www.youtube.com/watch?v=TOvlPC0fHB4?t=104 Vitor's 2:25 later on] you make the turns in the tunnel following the wall and underneath the 6th beam get closer looking slightly to the left for the first cannister - this is a somewhat easy shot. Then when approaching the pillar that's up ahead, do a hard turn left for the second shot. |
| | + | * You can hold R and mash Z for the shots if you're really confident. |
| | + | * The further you are from the wall, the better! When the cannister are kinda red and blurred it means you're on almost optimal distance. A little more than that and you can't see and shoot them. |
| | + | * You can also [https://www.youtube.com/watch?v=pGg8q893-P8?t=106 pause buffer for the second shot] but that is like 0.3 slower. Use the pillar for a visual reference as shown in [https://drive.google.com/drive/folders/1gNqBhBeNJXChVYpwULcpn6vFXWvHnh-I these pics]. |
| | + | * There are many setups possible for the shots, but ideally you want to '''strafe between the shots to optimize the Farsight cooldown time'''. Watch many videos and find the setup/positioning the suits you the best. |
| | + | * The stationary strat used by [https://rankings.the-elite.net/~Lake+Demon/time/183819 Lake Demon on his 2:28], for example is a good easier alternative but it's almost a second slower. |
| | + | |
| | + | === Ending === |
| | + | |
| | + | * After the second shot, pay attention to your strafe line and go to the middle of the hallway as that's the optimal line. The double green doors can be opened from kinda far away and you can "squeeze in" really fast - also practice this part as you can lose/save tenths easily. |
| | + | * Not much more to say other than hopefully don't choke, such as missing B after teleport or getting the cutscene freeze/stuck. |
| | | | |
| − | === Special Agent === | + | == Strategies: Special Agent == |
| | | | |
| − | * '''World Record Video''': [http://www.youtube.com/watch?v=nMZlaQEa1R8 Funky Buddha - Deep Sea SA 2:56]
| |
| | | | |
| − | === Perfect Agent === | + | == Strategies: Perfect Agent == |
| | | | |
| | '''4:00 strategy''' | | '''4:00 strategy''' |