![]() And you can get stuck waaaaaaaay out of bounds in Eribu, by dying on the Rusalka when it's going left. Haven't come across any big skips, but you can scale certain areas pretty fast with it. Secondly, and more interestingly, the momentum from the Rusalka keeps carrying you during your respawn animation, which means your actual spawn point will not be directly on top of any save room, but either to the left, or to the right of one, if the Rusalka was indeed moving when you died on it. Firstly, the Y-value of the Rusalka is extremely high, which means you'll be spawning near the top of whatever area you last saved at. This works in a fairly unique way after you respawn. You need to lure the bug swarm from one of the slugs on the ground level after you, then just die while riding the Rusalka to either direction. The most interesting thing I've found by doing this, is picking up the Trench Coat with the glitch activated, which seemingly perma-glitches Trace's sprite until game is reloaded.īeen messing around with death warping a bit (dying on a mobile platform), and I noticed the quick transport Rusalka in Indi works pretty nicely for it. This glitch doesn't appear to be useful, tho, since it's entirely visual, but I figured it's worth a mention anyway. This basically miss-aligns the whole screen noticeably, and you'll be unable to use the Lab Coat again, until you get damaged, which negates the glitch. Sadly I can't make a video of this.Īlso, since I didn't notice it having been discussed before, there's a glitch you can activate by canceling the Lab Coat walk-thru-walls animation with a properly timed Drone launch (launch drone when Trace is about as far inside the wall as possible). Address Bomb makes the loop a lot easier to time, but isn't a necessity.īasically you're staying on the exact same X-position the entire fight, just moving up and down in-sync with the eyeballs. When you're on the floor, you can do a few straight up teleports to deal some damage, and when the eyeballs start moving down, you just grapple the roof again. When the eyeballs start moving, do upwards teleport (yes, upwards), and just drop straight down afterwards, you'll have enough i-frames to drop through the eyeballs. Basically, you can stand on this line right here:Īnd when you grapple straight up from there (jump -> upwards teleport -> grapple), you end up in here:įrom this point, you can chain upwards teleport into grapple to keep dealing damage to the core. So I don't know what category, if any, this would be useful for, but there's kind of a "dead-zone" on the final boss that I noticed when wrapping up my 13% playthrough (strat requires grapple). A simple bit of patience before jumping alleviates this to some degree, but it would be nice to see some consistency in the final fight, even if I do find it strangely fun, exciting, and challenging all at once. The biggest problem I've seen for the final boss, in my experience, is getting trigger happy with jumping to teleport when the drones have most of the room covered due to poor positioning. Most of the drones tend to get in my path on their own, and killing the leftover ones between phases seems to work out fairly well. I haven't really done much testing on the final boss, but I tend to have good results if I can keep my upwards teleporting consistent. Killing only one specific drone yields inconsistent results. ![]() It's somehow connected to both killing all drones and also advancing in the fight. If you manage to distribute these 3 drops evenly, the fight is pretty much won. If you enter the second phase having killed 5 drones, 2 out of the next 3 drones will drop health. After the start it gets really chaotic but I found one pretty good sweet spot. ![]() You can play around that to create a backup health pool really quickly. When you start the fight, the drone on the right will always drop health. I played around with the final boss health drops and there's at least some fixed logic. ![]()
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