SiN and SiN: Wages of Sin/Game Mechanics and Glitches
From SDA Knowledge Base
If a trick applies to only some versions of the game, note which ones that is. If you have more or more precise knowledge, feel free to just edit the text.
SiN runs on id tech 2, i.e. the Quake II engine. There are some differences but many tricks work just the same. Read below for a detailed explanation of how the physics work.
Abbreviations which may have been used: ws = wallstrafing, cj = circle jump, ramp = ramp jump, kspam = keyboard save spam, mspam = mouse wheel save spam, ad/added = adrenaline/on adrenaline, eb = enemy boost, ob = object boost. The word "terminal" is preferred for the interactable computers around the game so as to avoid confusion with the game's console.
Contents
General Movement
- Movement symmetry: In SiN the physics have no inherent differences based on which of the four cardinal or diagonal directions you're moving in relative to your facing. For this reason you can perform any basic technique in any of the eight directions, not just forwards or backwards. Sometimes you might actually want to do this too in order to, e.g., be able to aim in a given direction while moving or because it requires less mouse movement.
- Movement speed: The base movement speed in SiN along both axes and diagonals is 320 in-game units (Units Per Second or UPS). With most movement, the fastest way to accelerate from 0 to 320 is by just accelerating in a straight line. This should ALWAYS be done before starting to trill, wall strafe, or circle jump.
- PRESERVING YOUR MOMENTUM: After gaining extra speed with any of the tricks mentioned below, you can keep almost all of the speed across gaps or without having to continue trilling/wall strafing/circling by FIRST releasing all movement keys (!) and THEN jumping a microsecond after - the amount of speed lost is proportional to the number of frames in between these actions, but they must be done in that order. This is because air strafing will instantly or almost instantly reset your speed to 320. If you need to shoot at something on the side, or just rotate around, you can also do that during the jumping without losing time.
Because the game buffers one jump you can just hold the jump button down between hops. It's a good habit to get into to re-depress it soon after hopping so you will never fail hopping up stairs/ramps etc.
- Trilling: This is a basic movement technique where instead of just holding down one movement key you move in a given direction and then start tapping other keys so you're accelerating alternately at 45 degrees on both sides of the main direction of movement. Tapping at the right pace should increase the base speed by a noticeable amount (going up to about 370 UPS) although less than wall strafing or circle jumping. The advantage is you can perform this technique in close quarters without relying on walls or whenever jumping is awkward. You can do trilling on the ground or underwater.
- Wall strafing: This is a basic movement technique where you hug a wall while running and accelerate at an angle that faces the wall itself at about 40 degrees from the parallel to increase your speed to around 480 UPS. This means if you're using forwards and right to strafe against a wall on your right, you need to face an angle of about 5 degrees to the left of what would be parallel to the wall. Remember to first get to your base movement speed by accelerating parallel to the wall.
Notice this only works against vertical-ish walls while on the ground. You cannot wall strafe in the air but you can underwater.
- Circle jumping: This is a basic movement technique where you accelerate on the ground in a circle as if slinging yourself to temporarily exceed the base speed. The technique executed well gives you the same boost as wall strafing (480 UPS) but can be performed anywhere where jumping isn't awkward and gets you moving in any direction including not parallel to walls. It's a bit difficult to describe and so self-sufficiency is called for in learning what works best.
The fastest way to perform a circle jump in SiN (and related games) is to accelerate linearly in whichever direction until hitting 320 UPS, then swinging the mouse to the side to cover a small arc where the mouse movement is fastest at first and slows down a little bit towards the end. If you want more insight into the mechanics, study the Quake 3 movement guides by injx: the basic principles are the same in SiN. In practice, and especially because the time to reach the maximum circling speed (presumably either because of more rapid physics checks and/or a lower friction) is very short in SiN, you might not lose a lot of time if you just move forwards (in a direction somewhat off to the side of where you're headed) until hitting 320, then holding down +left or +right while rotating in the same direction through an arc of around 30 degrees (maybe even less). Practise this in open areas to get the feel for it using wall strafing speed as a guideline for how fast you're supposed to be able to move at best.
Circle jumping has the distinct disadvantage that because you're relying on jumping to keep your speed, you will be affected by enemy fire coming from ahead of you, unlike with wall strafing or trilling.
- Air movement: You cannot seemingly use any special techniques to accelerate past your base movement speed in the the air. You do have the same base acceleration meaning you can strafe around corners at 320 UPS. Extra useful when on adrenaline when normal air movement is made clumsier. You can also use this ability when on adrenaline to increase your travel distance by "wiggling" left and right after you've jumped so you don't overshoot it.
- Chain jumping: You can chain multiple circle jumps together to keep traveling at near 480 UPS while also being able to adjust your heading - you simply do another circle jump directly off landing.
- Adrenaline/mutagen: When on either adrenaline or the mutagen, your base movement speed along both axes is approximately doubled. The downside is you lose the ability to slow down during leaps (once attained a higher speed) and can only air strafe to control your movement. You can only ever hold one of each, and the mutagen injector is only found in one level, whereas adrenaline is found in multiple levels.
- Ramp jumping: This is a basic movement technique that arises from the way jumping is handled by the engine. Every time you jump off a surface, the jump adds to rather than replaces your current upwards velocity. Because of this, if you can jump twice or more times in rapid succession, you'll be able to get a much higher jump in total. In practice surfaces that are lower than the lowest crates are very difficult to ramp jump off (I've never been able to ramp jump off a curb but I have off the kind of wainscotting in the area above the dynamite room in abandon), and objects that you can just barely reach are the same, because you've already lost all your momentum when you land on them.
Ramp jumping twice off the SAME surface will fail, unlike in Q2. In fact doing so also completely resets your momentum from any previous ramp jumping or other boosts. Unless this is specifically called for, it's why spamming the jump bind madly is often not the most consistent method, but instead you have to sort of time each jump so it happens only once off each surface. If it's just two jumps though, you can buffer the second jump immediately after the first making it a lot easier.
You can't ramp jump while adrenalined or mutagened, not even right after it's worn out.
You can bind a jump command like this to give you an automatic second jump:
"+moveup; wait; -moveup; wait; +moveup" (leaves the +moveup command active after the first jump, hit the crouch key to jump just once)
However, this would be considered scripting and as such may only be used for testing purposes.
- Bumping: When you hit a slanted surface at speed, some of your horizontal velocity is converted into vertical momentum, thus allowing you to reach somewhere slightly higher up. In practice you still always want to jump off the base of the slope whether or not you have extra speed.
- Rotating at high speeds: if you've obtained a high amount of speed (over 480) and want to keep most of it while adjusting your movement direction, look for walls that you could aim at to get bumped in the right direction by. Otherwise try NPCs, objects or anything. Enemies could shoot you to give you the boost you need. Weapon boosting off walls or the floor is another idea.
- Crouch Jumping: In SiN, crouching in the air pulls your head down more so than your legs up. Because of this it isn't useful for reaching higher ledges but can be used to not get stuck jumping through gaps or into ducts. May also allow keeping full momentum going into such places.
Crouching can give you extra traction in some situations (observed in some places with water running down a pipe)
- Circle drop-offs: There's a specific technique that's sometimes useful when dropping off a ledge that involves doing the ground part of a circle jump but without actually jumping as you drop off.
- Water movement: Use wall strafing or barring that trilling. Wall strafes can be done even when moving straight down or up (the dimensions involved don't matter at all) and off non-vertical walls, and even off what you'd call ceilings and floors: also remember you can strafe forwards towards a wall at 40 degrees off the parallel instead of using +left or +right all the time, which might make some strafing easier.
When trilling, it might be fastest to use both jump and trilling while facing slightly lower than the desired direction of movement if you're generally moving slightly upwards, or the same with crouch if moving downwards. Note that it's never fastest to use just jump or crouch by themselves although crouching at least gives you the normal underwater speed whereas jumping (+moveup) gives a lesser one for some reason. Finally think about whether you can combine jump/crouch with wall strafing, because, again, the dimensions involved don't matter so long as the angle is right.
- Swimming upstream: You can usually just swim right up cascading water. It might help to save spam. If there's a current resisting your motion (these are really just point objects that repulse you whichever way you're coming from), save spamming helps you pass through.
- Jesus walking: Probably depending on your angle and speed of incidence, you might be able to avoid sinking into water completely just skimming across the surface instead. Just hold down jump.
- Getting out of water: Build up speed to make it possible to exit water in more places.
I've seen a few spots where I couldn't get the PC to jump out of the water until I crouched, presumably giving him the foothold he needed.
- Getting on crate-height things: By crate-height we mean the height that most typical crates have that makes it difficult but not impossible to jump onto them. The more speed you have the easier it seems to get on the object. That's why if you're running parallel to the thing, you can try to wall strafe along it (at the usual angle is best) and jump. Suddenly switching your angle to face the thing more directly might also help. If you approach it perpendicularly try trilling or circle jumping before jumping but with this approach you can't help having to time it well. Otherwise doing a kind of "bounce" jump (jump right as you've landed right next to something) also feels like it sometimes works.
- "Bounce" jumps: there's a strange effect by which you can get a seemingly slightly higher jump by jumping so you land right next to something (or into an explosion) and jumping again. This might make it easier to get on crates, but has also worked when I wanted to get on doors using a rocket/pulse boost. Just running towards the objects/explosions might also help. Might be because when you're in the air, you can jump again a little bit before having fully landed.
- Pre-cutscene movement: You can start moving/shooting during the short time after a map has loaded into memory but before any cutscenes have started playing. You should try to pick up some speed and finish with a jump right before losing control. (This assumes you keep moving for a little bit afterwards, or before control has been restored)
Boosts
- Weapon boosts:
- useful: spider mines, pulse rifle primaries, rockets, and the destabilizer
- useless: grenades
Use weapon boosts not only for height, but also for extra horizontal speed or rotation. The boost you gain is (most times) directly proportional to the damage you've self-inflicted. Consider aiming at entities, walls and even ceilings aside from just the floor. It's unclear whether the explosion's distance (and effect) is calculated to the point closest to your hitbox, or to the center of your hitbox.
- Spider mines: can be stacked but using even just one comes at a delay compared to the instant boost from other explosives. Remember to switch to them as early as you're able to start planting them down. They also don't always stick to objects which means you can send them forwards and make them hit an object to delay their movement - e.g. getting them stuck on an opening door. Spider mines can be redirected in multiple ways: if they hit an entity while still flying through the air, they'll often bounce off it at the equivalent angle. You can also bounce them off other spider mines. Rockets and other explosions will hurl them at ginormous speeds in a direction away from them which might allow you to assassinate someone or something around a corner.
The height at which you place a spider mine for a good vertical boost seems to be fine whenever it's somewhere low down. If you don't want a vertical boost, try placing them higher up on the wall instead. To plant one down directly beneath you, crouch first and it won't wander about at all. Throwing a spider mine ahead of you is one way to get a faster boost off it maybe. If you make them collide with each other so they're blocking each other's path they'll all stop moving. Or throwing it in the air before falling off something so it boosts you downwards or towards the side. You can detonate them pretty quickly after throwing.
You can also switch between weapons and still be able to detonate the mines later. Just hit your "use weapon" bind to change between mines and detonator. Any weapon can be used to detonate a mine, including other explosives, which might be the better option in some circumstances.
- Pulse rifle: the primaries give a nice boost that doesn't hurt objects if that's relevant. Shoots more rapidly than the rockets which might also come in handy.
- Rocket launcher: give a similar boost to the pulse primaries but cause environmental destruction as well. Rockets can also sometimes ricochet off things (observed with the car that's thrown in the air at the start of gorge).
If you managed to explode a rocket passing you in the air, you could use its explosion for boosting.
- Quantum destabilizer: useful because it's scalable. The biggest boosts you can gain from the destabilizer hurt you for around 35 health points. Use the sounds it makes as a cue.
- Grenades: the boost from grenades is absolutely tiny for some reason, but might be useful (if you can time it) for easily scaling a crate.
- Explosive objects: Exploding barrels, trucks, drivable vehicles etc. can also be used for extra speed and height.
- Ramp boosting: When you fall on a slanted surface of any kind, you automatically gain a boost off it, making you save time if the boost is at all in the direction you were going. This is why you should try to time and aim all jumps so you land them on suitable ramps whenever that doesn't cost time otherwise. On long downwards inclines (like the escalators in level one) you can gather ENORMOUS amounts of speed.
Hopping up a slope or a set of stairs doesn't cause you to lose any speed. When going downhill, you don't actually have to jump, you can just slam against the surface without doing anything and get carried along, but you're not going to be boosted [as much] doing it that way.
Ramp boost off ceilings: when crouched or otherwise able to touch the ceiling, you can get an "inverted" ramp boost off it.
- Sliding: when the inclines are steep enough you can just slide down for a good boost.
- Enemy boost: Getting hit by enemy fire or melee attacks will propel you. The effect starts to get very significant pretty quickly so try to get enemies to do this a lot.
- Object boosts: When you brush against things like barrels, doors, or any object, you get stuck for a little bit until you're ejected again. When this happens you temporarily gain a fairly high speed which you can preserve by starting to hop. Think about combining this with a ramp jump off the same or an adjacent object. Object boosts work best when you're also wall strafing off the object, in which case the final speed can exceed 480 UPS. The timing on the first hop is tricky: you have to jump a little bit before actually getting the boost, while being stuck.
- Vertical object boosting (off vertical doors): A special case is anything that's above you that you can reach by jumping, getting a combination of a cj and ob.
- You could even try to get a boost off something on the floor (i.e. stepping/circle strafing on it): unknown if this really works.
- Combinations: don't forget to do one of the basic techniques + enemy boosts when rocket jumping etc. if you benefit from having a longer flight.
Weapons
- DPS: (please do tests and edit in, make sure to note if headshots are not the best for some enemy type)
- Fists: the damage output for the melee attacks isn't terrible, which means you might want to get the fists out to quickly dispatch enemies stood in doorways before having collected a shotgun.
- Shotgun: This weapon can be used for double kills (one shot two kills) if the enemies are correctly lined up.
- Spider mines: you can prevent doors etc. from closing by placing down mines. So long as they don't attach to anything, their hitboxes will obstruct anything. Also works for moving things like trucks.
- An advanced usage would be to place them so that they block an elevator's doors. Then you send the elevator off, except it can't move until you've detonate the mines, at which point it will start moving a bit faster. No known uses.
- Grenades: if you can place them carefully, grenades can also be used to obstruct things for a short while.
- Destabilizer: the destabilizer can be used as a powerful opening damage weapon, because while its DPS may fall short of some other weapons, you can start charging it up before having an angle on your opponent.
- Spear gun: more powerful against divers somehow?
- Shooting through glass: With the correct angles (about 60 degrees below horizontal if the pane is vertical), you can get projectiles to spawn on the other side of glass panes. This works with at least grenades, but pulse primaries and rockets are also a candidate in some cases, though very difficult to use. It's the easiest if the pane is slanted in which case the effective angle is also wider (along the yaw axis) than otherwise. You can get a special kind of ricochet with a narrow angle off to the side where the shot will bounce off the pane itself but still pass through it.
- Pulse rifle - against an up-slanted (rising away from you) pane: just shoot exactly horizontal; against a lowering pane: shoot at around 30 degrees below horizontal.
- Getting rockets through against a lowering pane is very difficult but doable. You probably have to tap crouch while pressing against the glass and shoot instantly in a somewhat horizontal angle. Against a rising pane: not confirmed to be possible.
- Spider mines are possible to be planted in such a way so the explosion affects things through the glass. Probably requires a similar technique to the rockets.
- Shooting through seams: grenades come in handy sometimes when you shoot through seams into places you can't otherwise visit yet, e.g. in sewera. Also may work with spider mines in the sense that their explosion can affect an area through a wall or ceiling, but this requires very careful placement, most likely such as causes a part of the mine's hitbox to penetrate the surface.
- Spider mines example on geo2. (Unknown why exactly this works)
- Shooting through permeable entities: You can often shoot at your enemies using hitscan weapons through entities such as rails, gates and foliage.
- Planting grenades: you can "plant" a chaingun grenade by crouching and shooting it low. This sometimes causes it to disappear into the ground.
- Blowing up rockets: remember you can always blow up any rockets in the game, perhaps to deal damage to those firing them at you, or to get a boost as it's flying by.
NPCs
- Infighting: You can sometimes get enemies to fight each other. Seen a guard attack a turret (in the bank) after being hurt by it. May require their A.I. to be alerted by something first.
- Spawning: In some sequences (e.g. in the bank when you enter the fountain room) where exactly the guards will spawn depends on where you're stood - it's probably always somewhere some distance away or behind the corner where you can't see them spawning in. Use this to manipulate getting better enemy boosts etc. Also consider deliberately setting off alarms to get more guys to spawn in for better boosts.
- You can "push" NPCs that are moving about (like the civilians you rescue in mission 1) by just standing in their way. Maybe you could get them somewhere useful? To get an idea of how they might move about try using ai_showroutes 1.
- Ghost actors: cutscene actors sometimes already stand in place invisible waiting for cutscenes to start. Eg. in "gorge" at the very end, the cutscene Blade is standing in front of the elevator. They can be hurt by explosions, or even die, which can mess the cutscene up but might have some positive effect somewhere too...
- Enemy weapons: you might sometimes be able to get enemies to drop weapons from up high if they're on the very edge. Either kill them, or try to hit the weapon making them drop it. It is unknown how exactly this works.
- Falling off: under some circumstances NPCs will fall off ledges without being pushed. Observed with a guard in chem2 falling off a walkway down into the mixer area near the exit.
- Enemy wedging: you can sometimes get enemies lured into places that are about to collapse or otherwise get blocked off. In some cases this doesn't kill them but keeps the ceiling/whatever from crashing down, which might let you pass under it. Observed in subway before the 2nd manumit fight (but in that case the fight is delayed until the ceiling has collapsed).
Also try using NPCs to hold doors open.
- Door crushing: You can actually get enemies to get crushed in opening and closing doors. This may also completely hit stun them. Maybe they might make a good platform...
- Security Cameras vs. NPCs: there's a chance you can manipulate NPC behavior and positioning by checking the area they're in through a camera first (see chem1 example).
- Cutscenes vs. NPCs: The stuff that happens during cutscenes can also reflect on the game state afterwards, so if you skip the cutscene the actors will actually start in a different position. chem1 with the secretary is a good example.
- Sound propagation: the states of doors affect how far sounds travel and at what distance NPCs will be alerted. The propagation changes instantly after the door starts opening. The weapons used also makes a difference. There may be special scripting involved in some places.
- NPCs can be shot with rockets and other "all"-type projectiles even if it doesn't look to hit them, only their bbox. This allows you to snipe them from behind corners.
- Manipulating drops: remember you can get health items and armor even from the basic types of guards so long as you didn't completely gib them. The type of armor you can get and its health is determined by how you killed them: if you want headgear, don't shoot them in the head.
Drops table
(if you're testing these, please replace the information below with the enemy types and mention what health items, armor, weapons and ammo they can drop.)
Enemy Type(s) | Drops |
---|---|
bind | create binds, e.g. "bind space noclip" |
alias | creates complex binds, e.g. this creates a rudimentary timer:
alias time "set gl_showents 1; wait; wait; set gl_showents 0" alias binds are treated like normal commands, e.g. "bind x time" |
bindlist | displays all binds |
cvarlist | displays all cvars and their values |
info/serverinfo | prints a list of cvars starting with sv_, which includes most movement-related ones |
clear | clears the console |
exit | exit game if hanging |
save X | saves in file X |
load X | loads file X |
record X | use to record demos with filename X: useful for studying tricks in detail if played back with a low timescale |
stop | stop recording |
Optimizations
- Elevators: Some lifts you can ride while preventing the inner doors from closing. This might cut off a few hundreths when exiting, unless it's best to do a circle jump out the lift instead.
- Approaching doors: with doors that take a little bit to open and thus form bottlenecks, the absolute fastest way to get through them is to aim your movement towards the first point from which you can successfully "use" them and to aim directly at the nearest point in their use box while spamming use with the mouse wheel.
- Ladders: always aim directly up when climbing ladders unless it's more important to start shooting at someone, in which case still try to aim up as much as you can. When going down, just drop off and catch the ladder near the bottom if required for health management.
- Command buffering: the game will always buffer one command if you hold the button down, meaning you could use it to time finicky actions by e.g. switching between weapons, jumping up and down, or shooting a certain number of times.
Saving and loading
Saving and loading mostly preserves the game state intact without a lot of ways having been found for how to abuse it. You can, however, use the lag generated by saving to cause some useful effects.
- Save pushing: You can spam saving (use your quicksave or bind a key to save into a specific dummy file, e.g. "bind x save test") to counter the effects of water currents and air currents, enabling you to access a few areas you otherwise couldn't.
- Skipping triggers: just save before hitting a killbox or other relatively thin trigger while moving at a suitably high speed. The engine will extrapolate your movement without checking for triggers (will check for walls and other tangible things though). Might be easier with a less powerful CPU or if you cap your framerate, but it might also not matter.
When falling from above or boosting up, crouch in the air to make it easier to do skips.
Save spam trigger skips confirmed in:
- bank (trigger at door leading into fountain room)
- uwpass1 (death lasers, needs lots of speed)
- chem2 (both fans)
- dam (death trigger falling off the ledge)
Save spam skips almost never seem to work for event triggers without really high speeds, but it's probably only because the triggers are too thick. There may be thinner triggers in some places. When you use cheats to gain more speed, you'll notice you can start skipping more triggers meaning it's theoretically possible in lots of places. Otherwise, you can use save spamming for delaying the triggers activating, which will make some tricks easier to perform, but at the cost of losing time to the lag. You have to be very careful with when you start spamming and for how long, otherwise you'll end up losing time for no reason when just a little bit would have been enough.
It's also possible to use it for delaying enemies noticing you, or to make them not spawn in (that's just another kind of trigger).
I think spamming creates more lag when you are also holding a button down, i.e. giving an input on each frame. You can't seem to skip as many frames when you're just jumping around vs. ws or just +forward. Might be bollocks though and it's just more difficult to save spam and jump while using the mouse for both like I (LotBlind) do it.
General
- Difficulty settings: The only known differences between the two difficulty settings are on "hardcorps" you take a lot more damage from enemies and the types and numbers of enemies present will occasionally show some variance. You also take considerably more damage from [some?] environmental hazards such as the sludge in chem2.
- Patches: There should be no significant changes affecting speedrunning between v. 1.11 (GOG) and 1.12 (Steam) although you never know if there's some small thing somewhere. It's probably best to avoid earlier version of this game because there's always a greater chance they're not as stable and will be annoying to run.
- Entities/objects: The technical in-game term for anything that isn't a piece of architecture is an "entity". They share some similarities including spider mines bouncing off them. Some are intangible (some plants), others can be collided with. Others have extra "bboxes" placed around them that act as their hitbox.
- bboxes: These are referenced in the console command "sv_showbboxes". The 'b' most likely stands for 'bounding'. They serve various purposes. Some act as the "use" surfaces of buttons etc., others represent an object's hitbox, for example an NPC's. A lot of them don't directly cause collisions, but rather tell the game when the player or another entity is next to the enclosed object to start checking for collisions with the object's visible shapes. Yet others are difficult to tell why they're there. Note that there are other triggers all around the game that are not revealed by using the command. Using this command is useful for easily seeing how high you have to jump to climb a tree etc.
- Trees: Trees have strange hitboxes. Some of them extend most of the way up, some end only a little ways above where you can jump to without parkouring. Some of
them don't even have hitboxes at all. You should look into possibilities of using trees and other unusual entities for parkour.
- Trucks: to destroy a truck (works at least in dam) you have to shoot the main body, not the bed. This might be a useful way to clear enemies quickly or to get a speed boost off the explosions. Check the bboxes to see the exact place to shoot.
- Bioshield (aka reactiveshields): Reduces damage taken by 3/4. Present in geo2 and mansion1.
- Adrenaline: Present in chem2, xeno1 (2), xeno2, mansion1. (is this missing anything?)
- Mutagen present in xeno2.
- Mouse acceleration: To get rid of the mouse acceleration, just change the "mouse filter" option in the menus to a different setting.
- Terminals: to exit a terminal view, either hit escape, or the console bind twice.
- Terminal Trick: If you crouch before entering the terminal view, you will remain crouched until you're finished with it. You can also keep depressing other continuous-use binds such as shooting and moving and they will not be interrupted by using the terminal. The game also lets you rotate during that time which means you can move around quite flexibly until you get shot.
- Skipping cutscenes: You should be able to skip every cutscene just by holding space (or some other bind, no need to mash).
- Blocking things: just standing underneath or on top of moving parts can cause the programming to get messed up, which could be useful for something. On whouse2 you can use this to get into the ducts that the crates move through after the arms that lift and lower them have shifted enough (it's slow to do).
- Center view: you might sometimes find a use for this command if you know you need to be aiming at a spot exactly horizontally ahead or a little above or below, or perhaps for underwater strafing somewhere.
- 3rd person view: the default key for this is "i" and it allows you to see behind corners to check on NPCs and such.
- Picking things up: Remember that you can just "use" a collectable item to pick it up instead of having to run over it. The same off bodies.
- Using things through thin walls: You can sometimes use things through at least objects, possibly even thin walls. E.g. pulling something out of a locker without having to open it. May also work to open doors from the wrong side, at least with doors with valves.
- Vehicle OOB: when you exit a vehicle, it places you behind it. If there happens to be a piece of floor OOB right behind the wall behind you, it can place you on that side. If the side behind you is blocked, it puts you on the left, then right, and then presumably in front of the vehicle. Sometimes you may have to park the vehicle so its left side is closest the wall with behind it being blocked.
- Spawn OOB: if you stand where something else is about to spawn, when it does, it might push you through the floor into the OOB. This might require being underwater; at current the only place it's been found to be possible to be on a spawn location is in uwpass2. If you cheat and reach where the crates spawn in whouse2, it will not send you OOB.
- Door OOB: there's at least one object in the game (the first of the two doors leading to the U4 storage in chem2) that can push you through the floor. Presumably it simply moves so fast, and luckily isn't flagged to deal 4000 damage on impact. The other door has a wall underneath and as such cannot be used for this. No other objects have thus far been found to enable this.
- OOB: OOB is kinda weird in this game. If you get a position above the void, you can just fall right through and wrap back around. It doesn't, however, keep doing this - instead you get bounced back up when you fall below the level again. The bounce gets you nearly as high up as you started. Every subsequent bounce loses a bit of height. If you bump on a floor on your way up, it kills your momentum and you start falling again, but again for some strange reason it treats you as having reset the whole thing. The adrenaline always makes it easier to move around OOB if you can afford to spend it there. There are many levels where level end triggers stretch into the OOB and thus can be accessed through it.
You can't generally seem to be able to use objects through the walls from OOB. You can't even get back in the vehicle you used to vehicle OOB out. I have successfully first shot an NPC dead with a rocket, then looted them both from the OOB though.
- Moving crates (and other objects): any object that's on top of another object or generally airborne it seems you can sometimes hit or shoot far away. This could enable you to get a crate or even an NPC into position for some parkour somewhere.
I've also seen a crate get blasted right through a wall when I shot grenades at a large stack of them.
Using the console
To activate the console, hit the § key (to the left of the 1 key). Commands don't require a prefix in this game and will be interpreted as chat messages only if the given command doesn't exist.
For actual runs...
- you MAY use the console to change your fov
- also to disable view bobbing if you like (etc. mostly cosmetic changes)
- also to rebind all keys and assign separate binds for the weapons
- Binds: To change weapon binds through the console just type in the following command - "bind x use fists", replacing x and fists with the correct things.
Check out the default.cfg in the "base" folder to see what the other actions are called.
- Weapons: Fists, Magnum, Shotgun, AssaultRifle, Chaingun, SpiderMine, RocketLauncher, PulseRifle, QuantumDestabilizer, SniperRifle, SpearGun
Key Names: ESCAPE, F1-F12, PAUSE, BACKSPACE, TAB, SEMICOLON, ENTER, SHIFT, CTRL, ALT, SPACE, INS, HOME, PGUP, DEL, END, PGDN, UPARROW, DOWNARROW, LEFTARROW, RIGHTARROW, KP_SLASH, KP_MINUS, KP_PLUS, KP_ENTER, KP_5, KP_UPARROW, KP_LEFTARROW, KP_RIGHTARROW, KP_DOWNARROW, KP_HOME, KP_END, KP_PGUP, KP_PGDN, KP_INS, KP_DEL, MOUSE1-MOUSE3, AUX1-AUX32, JOY1-JOY4, MWHEELUP, MWHEELDOWN
- Console Commands/Cheats: To enable cheats for experimentation, first type in the console "cheats 1", then start a new game. To get the default value for any variable, just type it in the console without any extra parameters. It's sometimes possible to use cheats even when the variable is set to "0" - may have had to do with switching files in-between.
It might be wise to use a separate file for running and one for testing things so you don't accidentally leave some setting or bind in that's not supposed to be used.
QII console commands with explanations, lots of which apply to SiN. Some variables seem to be ignored for single player games though.
Use the pgup and pgdn keys to scroll text in the console.
Some commands and cvars:
Command | Information |
---|---|
bind | create binds, e.g. "bind space noclip" |
alias | creates complex binds, e.g. this creates a rudimentary timer:
alias time "set gl_showents 1; wait; wait; set gl_showents 0" alias binds are treated like normal commands, e.g. "bind x time" |
bindlist | displays all binds |
cvarlist | displays all cvars and their values |
info/serverinfo | prints a list of cvars starting with sv_, which includes most movement-related ones |
clear | clears the console |
exit | exit game if hanging |
save X | saves in file X, e.g. "save test" |
load X | loads file X |
record X | use to record demos with filename X: useful for studying tricks in detail if played back with a low timescale |
stop | stop recording |
demomap X | play back demo X |
set | command used for setting a cvar, e.g. "set r_drawentities 0"; only really required within aliases |
toggle | command used for toggling binary cvars, e.g. "toggle r_drawentities"; useful when creating binds |
map X | puts you in a given level, which are listed here: training, intro, bank, abandon, csite, subway, chem1, chem2, whouse1, whouse2, biomecha, biomechb, silo, sewera, aq1, sewerb, dam, wworks1, wworks2, oilrig, uwpass1, uwpass2, docks1, geo1, geo2, docks2, jungle, jungle2, gorge, area57, biomass, xeno1, xeno2, mansion1, mansion2, phoenix, thrall, paradox (bonus level) |
exec | executes a .cfg file - e.g. "exec test.cfg" |
loadmap | reloads map assets |
reconnect | places you at the start without affecting the map state |
viewpos | gives current coords; also tells you the view angle, which could be useful |
vid_restart | restarts graphics engine to kick in changes you've made etc. |
wait | used mainly in aliases to make the game skip a frame ahead before executing the next command, which is required to make some stuff work |
Cheat | Information |
---|---|
god | godmode, also infinite ammo on any weapon you've acquired |
noclip | also gives you flight; use gl_clear 1 to get rid of the Hall of Mirrors effect while noclipping |
notarget/wallflower | non-aggroed enemies ignore you |
health X | sets your hp between 0 and 999 |
wuss | gives all weapons except spider mines |
spawn X | used to spawn items, enemies etc. entities in front of you; spawning weapons is good for acquiring more ammunition for them because "give" doesn't do this |
give X | used to place items directly into inventory; some stuff you can "spawn" or "give": adrenaline, mutagen, pulsepart1 (means secret weapon part #1), pulsepart2, pulsepart3, reactiveshields (aka bioshield), scubagear; enemies/NPCs; plot items |
See the FAQ for a full listing of what you can "spawn" or "give".
Cvar | Information |
---|---|
nomonsters 1 | disable enemies; takes effect after reload |
timescale | you can use this to speed the game up or slow it down, default 1: consider using this to practise difficult tricks or just to see if something is possible to do at all |
r_drawentities 0 | to disable drawing entities, i.e. objects - useful combined with sv_showbboxes 1 to clearly see the bboxes |
r_drawworld 0 | to disable drawing world - useful to see bboxes clearly and to see through walls in general |
gl_clear 1 | to get rid of hall of mirrors effect |
sv_showbboxes 1 | to see where the "bboxes" are |
ai_timepaths 1 | the ai_ cvars give you various info about the way the A.I. pathfinding works |
ai_showroutes 1 | the ai_ cvars give you various info about the way the A.I. pathfinding works |
ai_debuginfo 1 | the ai_ cvars give you various info about the way the A.I. pathfinding works |
ai_debugpath 1 | the ai_ cvars give you various info about the way the A.I. pathfinding works |
ai_showpath 1 | the ai_ cvars give you various info about the way the A.I. pathfinding works |
sv_drawtrace 1 | draws all traces, e.g. bullets, "use" check, and A.I. vision |
sv_showdetaildamage 1 | gives useful information about damage taken by all actors, including the location of contact |
developer 1 | displays various debug messages |
gl_showents 1 | displays the game time and the model names of the entities presently in view: use the timer alias to make it start and stop |
Useful Aliases
- timer alias (yes it needs to have two wait commands):
alias time "set gl_showents 1; wait; wait; set gl_showents 0"
- this also displays the names of various entities in your view, allowing you to know e.g. what the enemy you're looking at is called
- alias for getting the adrenaline effect - doesn't always work: alias ad "give adrenaline 1; wait; wait; invuse"
- alias for getting the mutagen effect - doesn't always work: alias muta "give mutagen 1; wait; wait; invuse"
To keep aliases between sessions, you have to keep them in a .cfg file that you exec at the start of each session. If you want to activate all the somewhat interesting developer outputs, the .cfg should look like this:
toggle sv_showdamagelocation; toggle ai_timepaths; toggle ai_showroutes; toggle ai_debuginfo; toggle ai_debugpath; toggle ai_showpath; toggle sv_showbboxes; toggle sv_drawtrace; toggle sv_showdetaildamage; toggle gl_clear; toggle developer; alias time "set gl_showents 1; wait; wait; set gl_showents 0" alias ad "give adrenaline 1; wait; wait; invuse" alias muta "give mutagen 1; wait; wait; invuse"
Turning them off again - just exec the same .cfg again, or bind separate toggle commands on specific keys for more versatility.
Glitching/Experimental Stuff
- Camera Movement Trick: When interfacing with cameras, if you hold down the use key, you can move around completely freely, shoot, jump or crouch. You can't issue other use commands until you've released the bind once, as expected. Then you can use something you're standing right next to. and so long as you continue holding down the button, you can resume movement. Nothing special happens if you exit a level while in the camera view (tested on Geo1). This might be useful for if there was a situation in which watching an A.I. through the camera for an extended period of time manipulates what they're doing somehow, but it's unknown what that could be. At first glance it seems all the actors and everything else around Blade are loaded into memory based on his vicinity to them. Conversely, the further away he gets from the camera view target, the more entities are removed from memory, which is observable by disabling rendering the world.
If you reach another camera screen while already in the camera view and use it, it simply (and expectedly) flicks between the first camera's views.
- Peeking: by hitting an object or wall above with enough speed, it will look like you're pushing through for a little while. However if you record a demo when doing this, the demo might show that it never really happened, it was just an artifact caused by latency and predictions. It is unknown if it's actually possible to do something through a wall this way (frame-rate?).
- Object glitches: Some objects that are supposed to be one use are actually possible to re-trigger before their animation has finished. E.g. the alarm switches in chem1 can be triggered multiple times causing the handles to zoom into the floor (delaying the alarm). Some doors have been seen rotating around endlessly after glitching out in some way (fridge door in the apartment secret in csite). It's very likely these are cases of individual missing/wrong flags though and not something to abuse systematically.
- Reloading while in a level loading screen: This has caused crashing. Not sure how to abuse. It tends to say "server disconnected, reconnecting" in the console while the game isn't drawn. If the save file you're reloading is right next to the level exit, and you quickly hop into the exit blindly, the next level is loaded in normally, proving that the game world is being simulated. The fact that graphics are missing might not cause anything else to work differently and so this might never lead into anything abusable. If you reload a second time, you might get "baselines not valid -- allready spawned".
"Can't "cmd", not connected" has also been seen after multiple reloads. Eventually game might just straight out crash after the "sky" command.
- Hybrid view: You can get into a combined camera/terminal view by performing the camera movement trick and using a terminal. In this state you're able to access the terminal options normally. No known to have any clear applications.
- Terminal Glitch: Sometimes you can mess with save/loading and terminals in such a way as to leave the game slightly confused about whether or not you're using a terminal. The result is the message "console does not exist" being repeated in the prompts. In this state you'll be able to move around and do everything normally. It's not currently known if this has any uses. It's also very difficult to describe what has to be done in order to get into this state, but any of the following may have been involved:
- Get the hybrid view (described above).
- Swing your mouse around so you're no longer facing the terminal.
- Save/load in combination with other steps: this might change the state you're in.
- Buffer commands before the game has loaded in. Sometimes buffering ESC can let you enter the menu right after reloading, which may affect something. Or try buffering ESC+USE while facing the terminal, which means the game might get confused when you leave the terminal and access it again at the same time.
- Hit escape or the console bind twice so as to try to exit the terminal.
- A state in which your view is zoomed away from the terminal but you're still interfacing with it is a very typical result. Another thing that can happen is you're free to move around and use things as normal while still locked in terminal view. It is unknown what happens (if anything) if you were to finish the level like this, or do something else like triggering a cutscene.
- Door Nudge: doors can sometimes give you a sudden nudge to the side if you're standing by the hinge and opening them. Haven't been able to do anything with this yet. Works with valve doors e.g. in sewera.
- Vehicles interrupting timers: When you're in the mountain gorge level, when you're in the quad it looks like the lava stops gushing out until you've dismounted it: the question is whether entering vehicles causes other globally timed/scripted events to be delayed. It might full well be a special script for this one level though.
- You can unpause the game while in the console (just press the pause key) in case you find a use for the console bind, but you're ofc not allowed to do anything else in the console.
- Getting caught while falling: This can happen with non-orthogonal architecture. You start jittering in the air. It may even allow hopping up a wall that's too steep to scale normally some ways. It can also result in massive fall damage if it keeps going for too long. Unknown if it can be used with something else.
- Geo2: When I first entered this level, I got this really strange glitch that got me caught at the entrance in an endless fall where I'd never actually land on the bottom, instead jittering up and down in the air above it, and I'd periodically get sent up to the top of the shaft (presumably whenever I'd wrapped around the whole level). I'll explore it more if it ever happens again. Might have resulted from gaining so high a speed somehow that the game was actually just ejecting me from the ground.
Unsolved Mysteries
- Can you get vehicle OOB in other places than whouse2 (at either end of the driveway) and the entrance in gorge, perhaps by luring an enemy next to the wall to block you off more? I was trying to be pretty thorough with this in case there was a loose piece of extended floor somewhere OOB but it seems the way the levels were made precluded the possibility more or less.
- NPCs are allowed to open doors in SiN. You might be able to manipulate them to do this for you sometimes. One way to make it happen is if they prevent a door from opening fully/closing by standing in the doorway getting crushed by it, thus delaying the door closing. If you could alert them ahead of time (perhaps by shooting through seams), they might even do it before you've entered the area. - As an extension to that, can you get NPCs to open locked doors ever like in Wolf3D? - You have to get to know the game better in terms of item placements especially. I've pointed out a few times where I feel you missed something and the thing is, I wasn't even particularly thinking about it during my playthrough. Remember that an adrenaline stim gives you 30 full seconds of ULTRA-FAST MOVEMENT that's surely at least double the normal speed (minus the time lost to inevitable clumsiness) with a chance to get another small skip in here and there, and so getting most of them is probably worthwhile if it takes less than 30 seconds to do so and you don't end up trying to have several in your inventory. Anyway read the FAQs and walkthroughs and take care to note everything of interest. - Can you use stuff like "use" spamming or "jump" spamming to do anything weird? The basic way to test for this is to bind those commands on the mousewheel and release the wheel. However you can't bind "jump" i.e. +moveup on the mousewheel, or rather it won't do anything. BTW: I don't think either of these work - the game is damn solid when it comes to handling almost anything you throw its way. I can't even slightly get inside walls for instance and everything feels super-consistent. - I found the "ghost actors" late into my playthrough and so never tested them in many ways, except in gorge. I don't instantly know how to make use of them but still worth a look. Try shooting at them to nudge them or just kill them, sometimes you can do that off the few frames that you can move around at the start of a level that opens into a cutscene straight off. - I never tested most event triggers for whether you could save spam your way through without triggering them. You can also delay them activating and generally gain frames of free movement (as it would seem) from doing that, but ofc you're always losing some time to the save spam lag. Anyway keep an eye out.
Level-specific (but not category-specific) notes:
- training
- intro
- there's two ways to exit this mission - the "natural" and by getting your helicopter to land early. The latter is faster and puts you at the alternative entrance to bank.
- bank
- when you've skipped the fountain room trigger (that causes the security screen to lower), you've simultaneously skipped the next one and may enter the vault freely
- Bank has the first terminal so you can get the terminal glitch but I couldn't do anything interesting with it.
- abandon
- several ways to skip the dynamite sequence: quickly move underneath the closing hatch to block it with your head, then use it if necessary to be able to shoot both beams propping it; just shoot the latter beam or both when they're falling in place.
- if you're really quick you might be able to skip the collapsing ceiling
- csite
- alternate exit by smashing through the door in the corner of the bulldozer area
- subway
- you can shoot some of the "subway" signs down and they'll explode... perhaps for great damage.
- get in the way of the escaping manumit (second fight/first from alt entrance) to prevent some guys from spawning in (is that what causes it?)
- get the manumit to boost you on the subway car's roof for a faster last fight
- chem1
- this level seems to have the goal of finding some info on U4, but I don't see it in the FAQ and I don't know how to complete it. Version differences? Or something to do with what you did earlier on?
- at the start you can just hold down +right and get automatic wall strafing off it; might be even better to try for a cj with another hop before the cutscene has started
- lab 1 = the one past the secretary; lab 2 = the one with three workers near the elevator; lab 3 = one near the secret weapon part; rec room = with the soda vending machine
- each lab has one "alarm guy" who will be the one to hit the alarm; killing them means no alarm gets triggered in that lab at any point
- three ways to obtain yellow key: pick it up off the locker room guy's body, from his locker, or get him to panic and exit the level which spawns one in the corridor in front of lab 1 near the 4-way crossing - for the last one he generally always waves to the lab 2 guys first triggering an alarm. It spawns whenever his A.I. has decided to go for the exit next, i.e. before he's actually reached that part of the corridor. If the alarm is already active, he skips stopping at lab 2 meaning it can happen even sooner.
- he may sometimes not run directly to the exit but instead go to the guards' room, in which case no extra key card is spawned in the corridor; he may also get stuck in the doorway in the locker room itself
- in order for the guy to react to the alarm, you'll first have to activate his A.I.; the other way around nothing happens.
- done by either hitting a trigger in the corridor leading perpendicularly away from lab 1, near where it branches off towards the rec room, or by going to the 7th security camera view in the secretary's booth
- the locker room guy can be made to run towards the door by shooting your gun after opening the door (the lab 2 guys may hear you though)
- you can more or less guarantee killing the locker room guy without anyone hearing if you make sure both doors are closed before shooting; or just use the fists
- one of the two guys in the rec room will wave to the lab 1 people when escaping, which causes an alarm if the "alarm guy" was still alive
- this level is one where it's possible to manipulate where the securtrons spawn based on where you're standing
- The yellow suit is present in the locker even before the engineer reaches it. The yellow card is right above it.
- You can sometimes sneak past the labs without even crouching, meaning no shooting is necessary to get no alarms this way, but it's pretty finicky. This can even work with the secretary without having to wait for too long or maybe at all.
- chem2
- if you got no alarm on chem1, it's possible to get through the first gas chamber with the scientist, but the timing is very strict - just enter it right before the door closes
- When entering the ducts, you might be able to get a ceiling boost when you get to the start of the rising part (ramp jump into bumping into the ceiling), but it will require a good timing if it's possible at all.
- you CAN parkour onto the pipes above the fans (off here). Afterwards, I can confirm it's possible to mspam through the spinning fans but it might take pretty long (the game literally lagged out and Windows asked me if I wanted to terminate it on that occasion). On the other hand you don't have to wait for the blades to fully stop so... it is important to parkour up first so you get as much falling speed as possible. You might wanna fall through the first fan closer to where you came from so the second one has time to suck you up to a higher speed.
- to get through the second gas chamber without the key card, you can use a cj + enemy boost off the shotgunner with a really high jump arc and mspam
- if you could lure another guy to stand underneath the door at the opposite end, as you trigger it, he gets gibbed, and this stops the door for another second making getting through easier. Still I emphasize you shouldn't need this, but there's a chance it's faster because less mspam is involved.
- on easy you can just swim the slime ignoring most objectives if you ws with enough hp; on hard it seems to hurt you too much, unless you spend your ad
- If you get on the upper level and to Mr. Skander's computer before alerting him, you can kill him by selecting "close U4 storage". This also messes up the chase sequence.
- OOB by standing underneath the first U4-chamber door as it's closing and crouching
- usable for a faster exit if you can't swim the sludge
- if you got no alarm on chem1, it's possible to get through the first gas chamber with the scientist, but the timing is very strict - just enter it right before the door closes
- whouse1
- silencer near the start
- can't parkour over gate A or B :/ - can over gate C though
- the guy behind the glass will react the same time every time he's seen you - he'll trigger the alarm and run out, but he gets stuck on the door that can only be opened after he's dead: for this reason you have to show yourself to him early so the door is open when you get there
- you could also grenade him through the window but no reason to?
- if you can skip the trigger that sets the second truck moving, you should be able to parkour onto the balcony off the truck (requires 3 jumps + eb?) or onto the wall next to gate C
- can't exit the level if the alarm is active (sometimes the sound is disabled but it's still active)
- whouse2 (has save corruption glitch [tend to get it in the storage area reached by keycard] so save a lot in different slots)
- the doors that only open when you're coming from the other side seem to work based on a trigger box that's on the other side of the door that you actually have to stand in to get the door unlocked. That's why it doesn't seem you can force or trick them open from the other side.
- OOB by riding the forklift to the end of the driveway, parking it next to the door (left side facing the door and so the rear of the forklift is touching the curb), and exiting
- can reach the exit from OOB by bouncing and hitting the side of the elevator shaft that's towards the elevator doors - fall through the narrow gap in the architecture to be able to be close enough to the shaft so you can do this
- if you climb on the second level in the room with the two vultorn crates, you can ramp up into the place where crates are being carried and fall into the area behind the link fence
- biomecha
- skip by spider mine jumping over the first ambush
- can also be done with second ambush but there's an invisible wall that doesn't disappear before the spider is dead
- you can grenade the securtrons through the seams
- skip by spider mine jumping over the first ambush
- biomechb
- long terminal trick because the virus wait is so long - plant a mine at the door so it doesn't stop you from backing up even further while waiting
- spider mine jump onto the upper area in the reconah pit to skip the fight
- silo
- can't seem to be able to reach through the door/wall to get the hand early no matter what you do
- sewera
- can shoot a grenade through the first door for blowing up the bar on the other side that holds it shut
- aq1
- skip first puzzle just by moving fast enough
- can dolphin right up onto the rocket launcher platform
- can enter the pipe with the first turbine (after the part with the mined crates) and swim right through, afterwards reaching the exit is simple
- sewerb
- dam
- use save lag to skip death trigger when falling towards the base of the dam; reaches the alt exit and skips wworks1 and 2.
- don't have to shoot the barrels near the door leading into the last corridor to trigger the objective (I think you do have to all the others)
- can +back to gather more ammo after triggering the tram (you're not required to be in it)
- wworks1
- can parkour onto the roofs off the parking lot
- sewage intake area: you can actually DESTROY the tanks (with the valves) by shooting them to help you move around more freely
- route suggestion: get sewage key - parkour into filtration pools area (drain then) - get inside and disable all the clarifiers (enter it through the red clarifiers' side) - do the sewage intake stuff - drain red and yellow - parkour over and do blue
- wworks2
- You can just focus on EP and kill it quickly, which ends the mission if you've already failed at one of the other objectives. This is allowed in the 100% because otherwise you skip going back to dam, but it might be required (bring this up in the thread) to get two contaminations prevented first so you get the maximum number of objectives ticked.
- Remember to do the valves in the right order unless you want to fail an objective. The best way to do the mission might be doing the yellow ones in the wrong order, then the other two pairs in the right one while making sure EP is dead before you've hit the last valve.
- EP is in place and possible to shoot and kill even before hitting any valves, but this doesn't (?) do anything interesting?
- EP doesn't seem to have different damage areas.
- oilrig
- ad + rockets to quickly get to the elevator without ever being inside the rig
- uwpass1
- you have to destroy four (?) things to render the base inoperable (hardcorps)
- at least these count - the pipes in the starting area; the machine behind the glass; the pipe in the same underwater area; the big machine at the vent shortcut exit; ??
- big skip if you have lots of spider mines and health: you can boost and mspam through the deadly laser grid - afterwards kspam to get to the bottom and wait for sub to open door (get the sub to push you?)
- you have to destroy four (?) things to render the base inoperable (hardcorps)
- uwpass2
- OOB by kspamming to where the subs are coming from and waiting for the next one to spawn - it pushes you right through the floor; you can sometimes survive the fall (don't know how that works) and get to the exit
- docks1
- geo1 (has save corruption glitch inside the ducts near the exit to geo2 so be careful where you save)
- some of the explosive panels seem to require direct hits on specific parts to blow up; rockets don't always seem to work very well
- geo2
- can parkour up on the overhanging walkway in the first room; e.g. hop on top of the machine straight out of the duct, then might be able to use the two nearby pipes and get a perfect cj into air strafing on the slanted part of the machine and then the walkway
- otherwise get on the other side and use the platform above the display, or just weapon boost it
- if desided, the overheating can be delayed simply by flicking the switch again
- shooting the 3 pumps drains the pool in area57 lending access to biomass
- you can blow up the panel above where the secret is by placing a mine in a very specific way, allowing you to get on the upper level that way
- You can also parkour off the stairs in the siphon station room to get on the pipe that collapses after the pumps are destroyed.
- This level is one where you can send the elevator up early, then return for goodies in the same room.
- can parkour up on the overhanging walkway in the first room; e.g. hop on top of the machine straight out of the duct, then might be able to use the two nearby pipes and get a perfect cj into air strafing on the slanted part of the machine and then the walkway
- docks2
- jungle1
- concertina doors: the folding doors can grab you and give you a lift
- accessing jungle 2: can do this even if you destroyed the machine in geo2 but you have to take a short dip through lava
- jungle2
- concertina doors: the folding doors can grab you and give you a lift
- there's a shortcut that's only present if you destroyed the machine in geo2
- gorge
- area57
- biomass
- only accessible if you drained the pool in geo2 (?)
- xeno1
- xeno2
- mansion1
- mansion2
- phoenix
- thrall
- you can alert thrall early by sending out a spider mine around the side of the building and carefully placing a rocket so the mine is sent flying towards thrall. If it landed on him or is close by him it can be detonated to activate his A.I. sooner. Otherwise a rocket in the lower part of the wall that's towards thrall in the upper chamber with the pool will do the same. The other weapons seem too "silent".
- you can sometimes dodge everything the guy throws at you just by strafing left and right at a medium distance (so he doesn't do melee attacks); otherwise just go up the ladders for a fairly safe way to cheese him. He can't seem to be able to shoot you with rockets when there's something in front of his right (rocket) arm, so just keeping the rock pillar between you and him while circling it; he can even be gotten completely stuck in multiple places, e.g. behind the corner of the pillar that's facing the building
- you can also just rocket jump right back inside the central building from the trigger that makes the gate raise; if you wait for thrall to get right outside the entrance, you can find a narrow angle that allows to hit him with rockets from the inside, or just keep hopping. You can also shoot the chaingun through the gate.
- there's more rockets outside, by the wall that's closest to thrall
Side notes
- Changing config defaults: just edit default.cfg and then create a new profile.
The autoexec.cfg doesn't seem to be executing when the game is launched so it might not be useful to store extra commands in there. Luckily the game will keep your binds intact from session to session.
- Swag: to add swag to your runs, use the built-in voice synthesizer! The command is "say_talk X message", where X is the pitch. It should be considered a must to have some quips reserved for after killing Thrall.