

When I said 'Time-based' I meant you have to wait for the train to leave the place before Elena triggers. So, you're asking : "How do you got the train the safe way ?"įirst thing to know : this chapter is time-based, meaning whatever you do (kill or not kill, that is NOT the question), you'll have to wait for Clohe's train to go off the screen (which takes about two minutes) while a horde of enemies are after your head. * First, you remember when you want to take that frakking train, but you just can't because some bad asses are in your way, right ?Īctually, it's quite impossible to kill all the bad guys in this levl without dying. Hello, I'd like to introduce two speedrunning facts who can help while 'Crushing' the game. Most of a new game run will consist of time improvements with shot accuracy as there are a few occasions where you won't progress until all/a certain number are killed. I'll give it another run through this weeked to get a better idea of initial times (very first run watching all cut-scenes took 13hrs). I stood still for 2 mins as it fired at me constantly and never hurt me once, so I reckon on a run it can be ignored and is primarily there for dramatic purposes. * The bullets from the first attack helicopter scene don t actually hit/hurt you. * Some of the unlockable 'tweaks' in the game will make speed running this (as NG+ obviously) a LOT faster (for example, firing a gun whilst using inf ammo when Drake is injured on the snow level allows you to walk forwards over twice as fast as it bypasses the limping animation, whilst using the inf' ammo means you can repeat it over and over again to make the two levels you're limping in faster D ). * I'm confident that the retail release will have the potential for some 'clipping through walls' action as there was a bit of buggyness when hanging off certain ledges. * Some of the unlockable 'tweaks' in the game will make speed running this (as NG+ obviously) a LOT faster (for example, firing a gun whilst using inf ammo when Drake is injured on the snow level allows you to walk forwards over twice as fast as it bypasses the limping animation, whilst using the inf' ammo means you can repeat it over and over again to make the two levels you're limping in faster ). This proves to be rather useful for some of the longer jumps in the game as you don't have to worry about only just making it and having to pull yourself up. * You can take an extra step out over edges to get a bit more distance on a jump.

Whilst I can't go into too much detail now (as I don't want to spoil anything story related) I'll start the ball rolling with a few observations I've made whilst playing it to 100% (including EVERY treasure collected). So having played it for 26 hours, I have a - reasonable - idea of what things can help in a speedrun (and as it's such a bloody good game, I reckon it may prove to be a popular one for running in the near future). Even though this game isn't out until next weekend (in the UK) I was given it to play to produce a guide for it.
