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Start out in right stafe, and get close to the tree line as in all of the Surface-strats.  Turn the corner, and look up.  You should see a guard here.  He ''must'' be pulling a grenade.  This is absolutely necessary.  If he isn't pulling a grenade, restart.  It can take up to 25 minutes for him to finally pull a grenade, which is very annoying. In average, a player gets (a fast) grenade 2-3 times per hour.
 
Start out in right stafe, and get close to the tree line as in all of the Surface-strats.  Turn the corner, and look up.  You should see a guard here.  He ''must'' be pulling a grenade.  This is absolutely necessary.  If he isn't pulling a grenade, restart.  It can take up to 25 minutes for him to finally pull a grenade, which is very annoying. In average, a player gets (a fast) grenade 2-3 times per hour.
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Anyways, when you do get the grenade, in order for a 55, you have to kill him quickly, and hopefully not too far away from the tree line.
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Anyway, when you do get the grenade, in order for a 0:55, you have to kill him quickly, and hopefully not too far away from the tree line.
    
So, get the grenade, and switch to left strafe quickly.  This line is extremely important.  You want to pass right in front of that hut on your left, but you're facing away from it, so it's hard to do.  Just get used to the line.  Practice it if you need to.
 
So, get the grenade, and switch to left strafe quickly.  This line is extremely important.  You want to pass right in front of that hut on your left, but you're facing away from it, so it's hard to do.  Just get used to the line.  Practice it if you need to.
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For this record, you will need a grenade, and also you want to have a nice placement of the nade guard. The trick to always getting a great nade guard is to cut the first cinema RIGHT as the text appears, then watch the 2nd fully. Now use lookup here, as looking down alters the placement of the nade guard. As you round this corner, he should be right by the wall. Take that mofo down if he pulls a nade. Now switch to left strafe and look down a bit, but not a whole lot. You should see a path in front of you, and a hut also in front of you a little ways as you strafe across the snow. Now what you want to do if strafe just to the left of where the path splits to the hut and strafe up this hill. Aline yourself to the right of the hut to your left on top of the hill, and aim ASAP for the right side of the hut way out in front of you. What you have to do to get 1:28 or better is...shoot out this far camera with one clip. It is ''very'' hard to do, so don't expect to get it very often. It's certainly a great deal of luck involved in getting the first cam. You can still get 1:29-1:30 with a two-clip first cam and a very clean run, though.
 
For this record, you will need a grenade, and also you want to have a nice placement of the nade guard. The trick to always getting a great nade guard is to cut the first cinema RIGHT as the text appears, then watch the 2nd fully. Now use lookup here, as looking down alters the placement of the nade guard. As you round this corner, he should be right by the wall. Take that mofo down if he pulls a nade. Now switch to left strafe and look down a bit, but not a whole lot. You should see a path in front of you, and a hut also in front of you a little ways as you strafe across the snow. Now what you want to do if strafe just to the left of where the path splits to the hut and strafe up this hill. Aline yourself to the right of the hut to your left on top of the hill, and aim ASAP for the right side of the hut way out in front of you. What you have to do to get 1:28 or better is...shoot out this far camera with one clip. It is ''very'' hard to do, so don't expect to get it very often. It's certainly a great deal of luck involved in getting the first cam. You can still get 1:29-1:30 with a two-clip first cam and a very clean run, though.
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Now when you the camera, immediately strafe to the left behind this hut, and line yourself up with the hut that has the 2nd cam. You should see the trees to your left as you strafe toward it, so try not to hit the wall at all. Now as you round the corner, turn sharply to the left and aim up so you are aiming toward the left side of the hut, and a bit just below the left edge of the roof. You want to shoot the PP7 bullets through the left wall of this hut and hit the lens of the 2nd cam. It isn't that hard to do, but you will probably get runs trashed by this cam as it can be hard to do with insane nerves. If it took 2 clips, you can still get 1:29 or so.  
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After taking out the first camera, immediately strafe to the left behind this hut and line yourself up with the hut that has the 2nd cam. You should see the trees to your left as you strafe toward it, so try not to hit the wall at all. Now as you round the corner, turn sharply to the left and aim up so you are aiming toward the left side of the hut, and a bit just below the left edge of the roof. You want to shoot the PP7 bullets through the left wall of this hut and hit the lens of the 2nd cam. It isn't that hard to do, but you will probably get runs trashed by this cam as it can be hard to do with insane nerves. If it took 2 clips, you can still get 1:29 or so.  
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Now, in left strafe, strafe to your right and approach the 3rd cam. The goal here is to shoot it from as far away as you can, as fast as possible. You want to turn the corner, drop down the hill to your left, and right as you hit the ground shoot at the lens of this camera. You can still get 1:28 if it takes like 4 bullets, but generally you want to hit it within the first 2 or 3 bullets. Sometimes a guard spawns here, and if he does it can really mess up your run. The game lags more and he can boost you out of position, if this happens you aren't getting 1:28. Now switch to the grenade, and strafe towards the tower. Change to left as you round the corner by the tower, then as you hit the shadow of the tower that you see on the snow, start priming the nade (holding Z). Count off in your head "one one thousand, two..." etc, and after you say "four one thousand", throw the nade up to the left side of the wall of the tower. Hopefully it doesn't boost you or it will seriously mess your run up. Now enter the door, and in all this lag backswitch to PP7. Now you will see a pillar in here, strafe to just the right of it and you should see the cam just barely. The trick is to shoot the cam from as close to the pillar as possible so when you leave you don't have to go all the way around the pillar again. Sometimes a very annoying KF7 guard will go to the tower door and either backboost you or get you stuck on him, it can be extremely annoying. Or he can boost you, which is great.
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Now, in left strafe, strafe to your right and approach the 3rd cam. The goal here is to shoot it from as far away as you can, as fast as possible. You want to turn the corner, drop down the hill to your left, and right as you hit the ground shoot at the lens of this camera. You can still get 1:28 if it takes like 4 bullets, but generally you want to hit it within the first 2 or 3 bullets. Sometimes a guard spawns here, and if he does it can really mess up your run. The game lags more and he can boost you out of position, if this happens you aren't getting 1:28. Now switch to the grenade, and strafe towards the tower. Change to left as you round the corner by the tower, then as you hit the shadow of the tower that you see on the snow, start priming the nade (holding Z). Count off in your head "one one thousand, two..." etc, and after you say "four one thousand", throw the nade up to the left side of the wall of the tower. Hopefully it doesn't boost you or it will seriously mess your run up. Now enter the door, and in all this lag backswitch to PP7. Now you will see a pillar in here, strafe to just the right of it and you should see the cam just barely. The trick is to shoot the cam from as close to the pillar as possible so when you leave you don't have to go all the way around the pillar again. Sometimes a very annoying KF7 guard will go to the tower door and either backboost you or get you stuck on him, it can be extremely annoying. OR, he can boost you, which is great.
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Now switch to the mine, and strafe just to the left of this path you will see to your right. look up, and you should see the helicopter in the distance and a pit where the doorway to the bunker is. Hold Z after you throw the mine at the helicopter, and strafe toward the turn to the exit door. As you hit the turn, change to right strafe, open the door, and let off Z so you automatically switch to the Klobb and, hopefully, warp the door.
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Switch to the mine, and strafe just to the left of this path you will see to your right. look up, and you should see the helicopter in the distance and a pit where the doorway to the bunker is. Hold Z after you throw the mine at the helicopter, and strafe toward the turn to the exit door. As you hit the turn, change to right strafe, open the door, and let off Z so you automatically switch to the Klobb and, hopefully, warp the door.
    
* World Record Video: [http://www.youtube.com/watch?v=nPGMN3clwas David Clemens - Surface 2 00 Agent 1:25]
 
* World Record Video: [http://www.youtube.com/watch?v=nPGMN3clwas David Clemens - Surface 2 00 Agent 1:25]
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== LTK ==
 
== LTK ==
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This is it. The easiest of all LTK levels (a bit ironic since [[Surface 1]] is often considered one of the hardest). What makes this level so easy is the fact that barely any guard appears in it. Guards keep spawning on this level all the time but they are all Klobb guards and they can't see you from far distance and therefore they won't shoot you. If a Klobb guards shoots you, you're not dead, since you can afford to get hit once by Klobb bullets.
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This is it. The easiest of all LTK levels (a bit ironic since [[Surface 1]] is often considered one of the hardest). What makes this level so easy is the fact that barely any guard appears in it.
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Guards do keep spawning on this level all the time but they are all Klobb guards and they can't see you from far distance and therefore they won't shoot you. If a Klobb guards shoots you, you're not dead, since you can afford to get hit once by Klobb bullets.
    
For any chance at getting close or beat the current WR of 1:31, you will need a guard to pull a grenade, as on SA/00A. This can be incredibly annoying since another Klobb guard might shoot you and, in some cases, kill you. The advice if guards not immediately pull a grenade: restart.
 
For any chance at getting close or beat the current WR of 1:31, you will need a guard to pull a grenade, as on SA/00A. This can be incredibly annoying since another Klobb guard might shoot you and, in some cases, kill you. The advice if guards not immediately pull a grenade: restart.
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