Line 1: |
Line 1: |
− | == Overview ==
| |
− |
| |
| Frigate is a complex level requiring tight movement and a lot of luck, particularly with [[WR pace]] routes. The level is mostly made up of short corridors connected by narrow doorways, which are very easy to get stuck on. A good run on the later difficulties has to weave about killing hostage takers and defusing bombs, while coping with moderate to high amounts of lag. The map as a whole is one of the least linear in the game, but is still very compact. It's also unusual in that you start and finish the level in the same place - a small speedboat which is joined to the warship by a ramp. | | Frigate is a complex level requiring tight movement and a lot of luck, particularly with [[WR pace]] routes. The level is mostly made up of short corridors connected by narrow doorways, which are very easy to get stuck on. A good run on the later difficulties has to weave about killing hostage takers and defusing bombs, while coping with moderate to high amounts of lag. The map as a whole is one of the least linear in the game, but is still very compact. It's also unusual in that you start and finish the level in the same place - a small speedboat which is joined to the warship by a ramp. |
| | | |
Line 23: |
Line 21: |
| == Map == | | == Map == |
| | | |
− | Map goes here :)
| + | [[File:MAP_FRIGATE_deck_and_upstairs.png|495px|left]] |
| + | [[File:MAP_FRIGATE_midships.png|378px]] |
| + | [[File:MAP_FRIGATE_lower_deck.png|378px]] |
| + | [[File:MAP_FRIGATE_engine_room.png|300px]] |
| + | |
| + | <br clear=all> |
| + | |
| + | Notable features: |
| + | * The 4 hostage escape ''areas'' are highlighted in green. Hostages can also escape at the 2 rearmost pads on the ship, but only while unloaded. |
| + | * Hostage paths are shown in blue. They will take a small shortcut across the front of the ship if loaded. |
| + | * 'The pipes' which you can warp through. |
| + | * The helicopter at the rear of the ship, which you must attach the tracking bug to. |
| + | * The bridge and engine room bombs are in red. |
| + | * There are 2 body armours: one upstairs near the bridge, and one inside the indestructible box near the pipes. |
| | | |
| == Hostages == | | == Hostages == |
Line 29: |
Line 40: |
| Since objective A is so fundamental to all difficulties of frigate, it is worth having a thorough understanding of the hostages' logic. | | Since objective A is so fundamental to all difficulties of frigate, it is worth having a thorough understanding of the hostages' logic. |
| | | |
− | Each hostage is released when their hostage taker finishes [[fading out]]: As such the taker's [[death animation]] is very relevant. You must also injure the taker in time to prevent them from executing their hostage - see [[#Hostage takers|below]] for more detail. When they are released are you will always see a <code>"Hostage released!"</code> appear on screen. | + | Each hostage is released when their hostage taker finishes [[fading out]]: As such the taker's [[Death Animation|death animation]] is very relevant. You must also injure the taker in time to prevent them from executing their hostage - see [[#Hostage takers|below]] for more detail. When they are released are you will always see a <code>"Hostage released!"</code> appear on screen. |
| | | |
| At this point, the hostage '''randomly selects an escape point'''. There are 6 possible spots on the deck of the ship: 5 have a 15.6% chance of being selected, and the last has a 21.9% chance. Frigate has very poor [[pathing]], and so the (fixed) routes are far from optimal. In particular the '00a hostage' always goes right around the engine room, rather than up the stairs and through the roller door, or around the back. Moreover, all 3 lower hostages go through the 'boxes room' rather than shortcutting through the doorway. | | At this point, the hostage '''randomly selects an escape point'''. There are 6 possible spots on the deck of the ship: 5 have a 15.6% chance of being selected, and the last has a 21.9% chance. Frigate has very poor [[pathing]], and so the (fixed) routes are far from optimal. In particular the '00a hostage' always goes right around the engine room, rather than up the stairs and through the roller door, or around the back. Moreover, all 3 lower hostages go through the 'boxes room' rather than shortcutting through the doorway. |
Line 39: |
Line 50: |
| Hostages will reselect their escape point if a bullet passes near them after they've been released, and due to a [[scripting bug]] their choice is severely biased. See ?? for more detail on this. | | Hostages will reselect their escape point if a bullet passes near them after they've been released, and due to a [[scripting bug]] their choice is severely biased. See ?? for more detail on this. |
| | | |
− | Famously, this objective A can complete during the 1 second fade out before the level ends properly. The [[Time not saved|TNS glitch]] is not thought to be possible with this objective on any version. | + | Famously, this objective A can complete during the 1 second fade out before the level ends properly. The [[Time not saved|TNS glitch]] applies to objective A on NTSC-U, giving 1 extra frame that it can complete in. |
| | | |
| The largest factor affecting "Hostage odds", i.e. whether the hostage will escape in time or not, is their journey to the escape point. In particular if they reach the end of an [[Guard movement#reloading|segment unloaded]], and have to reload at the start because another NPC occupied the target. | | The largest factor affecting "Hostage odds", i.e. whether the hostage will escape in time or not, is their journey to the escape point. In particular if they reach the end of an [[Guard movement#reloading|segment unloaded]], and have to reload at the start because another NPC occupied the target. |
Line 122: |
Line 133: |
| == Trivia == | | == Trivia == |
| * While loaded, hostages can occassionally run up the stairs into the bridge via the side doors, even opening the locked doors out onto the balconies. They appear to still think they are downstairs, until they redo their routing and take the bridge hostage's route through the central corridor. | | * While loaded, hostages can occassionally run up the stairs into the bridge via the side doors, even opening the locked doors out onto the balconies. They appear to still think they are downstairs, until they redo their routing and take the bridge hostage's route through the central corridor. |
| + | * Hostages can escape while dying, and it will still count towards the total number escaped. However no more than 4/2/1 can be killed on A/SA/00A respectively otherwise Objective A will fail - even if it has already been completed. In a TAS a precisely thrown grenade could be used to propell the final hostage towards his escape point. |