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qubit: 2011-10-22 12:50:07 pm
aka theenglishman
I know it's a bit early to be talking about a speedrun route for such a huge game (it's only been out for, what, four days now?) but I did find one significant (and hilarious) glitch during Catwoman's second episode.  The Catwoman on the ledge is not actually the player character, and it's possible (still not sure exactly how) to "break out" and run a significant distance towards your next target.  Of course, the main disadvantage would be having absolutely no way to see where you're going, but that's about 45 seconds/a minute saved right there.

This glitch was done on the Xbox 360 version, by the way.
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qubit: 2011-10-28 10:38:41 am
aka theenglishman
A couple more things I found while testing stuff in the early game:
If the run uses Catwoman, you can get your first level-up (which goes into critical strikes) before the Two-Face courthouse fight.  You need:
- a perfect combo (20x or higher) on Catwoman's stage
- a 15x or higher on the prison escape
- fight the inmates directly below Batman once he changes into his suit with another 20x or higher
- fight everyone in front of the courthouse (I haven't figured out a way to skip that anyway, I think it's a mandatory fight, and City uses the same "secure room to continue" door-locking as Asylum did)
- If everything goes according to plan, you should be able to level up after knocking out the inmate with the gun at the top of the courthouse (with a knockout smash to be faster, of course).  You can get even more XP by critical-striking everyone in the courthouse.

When pursuing Joker in the church, after the mandatory fight just outside the church doors, you can skip the conversation with Alfred if you open the door fast enough after knocking out the last enemy.

As for the Steel Mill, there aren't too many opportunities for shortcuts, but there is one great spot to get a ton of XP and save some extra farming: Mr. Hammer.  Observe this (rather sloppy) method of ensuring a high combo:



It's certainly possible, with enough precision, to get about 55x or so on Mr. Hammer, and keeping that combo you can easily get to 80x or 90x on the rest of the group.  It also helps that the Catwoman episode immediately after Steel Mill is very combat-heavy too.

So, what do you think?  I'll be posting more videos when I have the chance to test certain minor skips or battle tricks, but I still want to focus on Resident Evil 4 for now, and I don't think I'll end up doing the run proper at this stage.
SDA Apprentice -- (3-1)
I don't have much to contribute for this outside of near the end when you are climbing up the wonder city tower...

After you grapple up the first or second time, I accidently jumped off the rail.  In an attempt to get back up, I tried to grapple up and actually got to a higher location...  Not much of a shortcut but it helps instead of having to climb all the way around...

As always, I wish you the best of luck if you decide to take on Arkham City...
The fastest way to fight seems to be either Critical Strike x3->Multi Ground Takedown or to enter Freeflow Focus and spam Critical Strikes (Freeflow Focus may or may not increase the damage of your attacks). Gadgets might push the number of enemies you can take out at once with each Ground Takedown even farther (especially Quick Gel+Freeflow Focus).

You can lockdown Titans and Lieutants by using Batswarm whenever the Combo counter turns yellow/whenever they recover, as well as keep all the enemies in the area stunned. Killing all regular enemies before dealing with Lieutenants/Titans seems to significantly decrease their health (this appears to be a time saver implemented by Rocksteady, the same thing happened in Arkham Asylum if you saved Titans for last; each hit after the second would take out a 1/4 of their health. On Hard, a single Ultra Stun followed by the beatdown strikes kills a Lieutant in less than 20 hits (Note: Had Freeform Focus by that point).

Instant Takedowns seem faster than Beatdowns against Armored enemies. Beatdowns also kill ninjas pretty easily, and are a great way to start a combo (usually net around 5+ strikes).
Magical. Flying. Bathtub
On easy depending on the size of the gang it's best to spam critical strikes; taking out the first 3 guys with a running strike -> combo batarang -> critical strike -> multi takedown and then criting the rest. Armoured guys should be taken down with an instant takedown or a ultra stun followed by a multi takedown (with some other guys that you bataranged), or you can knock them down with the REC gun but you have to be quick to get them before they get up.

I had a go just now on easy to see how quickly I could go with no planning or attempting to skip anything and got about 2.5 hours from the first catwoman fight to the final strike on clayface.  In the end I had more experience than I knew what to do with and I didn't farm at all. I got a few extra riddler things that seemed to be "right there" such as opening pipes with the grapple gun or ripping down demon heads that were completely unnecessary.  I didn't try to skip anything though, so not sure how many fights are really mandatory.

You don't have to fight the thugs in front of the courthouse at the beginning, if you can get to the balcony, then you can start on the second floor.  Saves you going upstairs too.  I got the grapple boost and it can't have taken more than a few minutes but I'm not sure if it saved that.  It was damned convenient though.
I'm the keeper of Time.
Quote from MAS8705:
I don't have much to contribute for this outside of near the end when you are climbing up the wonder city tower...

After you grapple up the first or second time, I accidently jumped off the rail.  In an attempt to get back up, I tried to grapple up and actually got to a higher location...  Not much of a shortcut but it helps instead of having to climb all the way around...

As always, I wish you the best of luck if you decide to take on Arkham City...

I have tried this on the first time you are climbing the Wonder Tower, it doesn't work until you've already climbed the tower. It's unfortunate, it could save about a minute or two climbing the tower.
i just did my first test speed run for arkham city.  just about exactly 3.5 hours, no catwoman, hard difficulty.  i found a couple of spots where i could skip come encounters, and i died about 5 or 6 times trying to be too fast.  i suspect i can get it down to an even 3 hours.  in addition, in my 3.5 hour run i did get the improved grapnel for easier travel, i am not sure then 3 or 4 minutes i spent getting it was worth it.  although i certainly prefer having it.
I'm the keeper of Time.
I would think the improved grapnel would be worth the effort. The launch that comes with it certainly cuts down on time when travelling. I can't say for certain how long it would take to optimally complete the initial AR Training programs to get the grapnel, but if received early enough the time getting it and time using it should at least balance out.
Magical. Flying. Bathtub
The first point you can get the boost is on the way to the steel mill. With my best AR execution, I've got to the steel mill 3.5 minutes slower with the boost than without it, but dive bombing gives you a good speed boost itself and I'm still not certain you can get the full 3.5 minutes back just on th boost.  Needs more testing I think.

Actually having said all that, the experience might be extremely useful as it will help to get to the multi-takedown quicker (imo the best upgrade after crits) I was swimming in experience in easy but it's probably a different story in hard. I'd probably say for an SS it'll be very handy
I'm the keeper of Time.
Well, the Arkham Asylum run is on Easy and exp. didn't seem like an issue. And I'm sure they'll separate the runs if there are different difficulties. Whichever you feel better about running, go for it. I'd suggest starting with Easy and finding out the threshold of abilities you really need to get from beginning to end.
why is the run on easy?  this is actually an issue for me since i doubt i would enjoy playing on easy.  if there is no challenge there is no incentive for me.  if official rules are easy then i guess i am sad and will bow out, but i really really dont see the point of easy runs.  anyways, i found a couple of other areas where i can skip some encounters, and i have it down to about 3 hours on hard.  i might be able to get it quicker, but the key is finding a way to skip all the cutscenes.
why is the run on easy?  this is actually an issue for me since i doubt i would enjoy playing on easy.  if there is no challenge there is no incentive for me.  if official rules are easy then i guess i am sad and will bow out, but i really really dont see the point of easy runs.  anyways, i found a couple of other areas where i can skip some encounters, and i have it down to about 3 hours on hard.  i might be able to get it quicker, but the key is finding a way to skip all the cutscenes.
Quote from jeremysaint:
why is the run on easy?

Speed purposes.  The easiest difficulty is usually always acceptable for being the fastest to complete, and the hardest for being more a impressive speedrun overall.  If you only want to do a Hard run, have at it!
Magical. Flying. Bathtub
You don't have to run on any particular difficulty. I ran on easy just to see how quickly I can do it.  It really changes the game too because you can be a lot more dangerous (i.e. treating predator fights like short combat encounters) Has anybody found any kind of sequence breaks other than combats or predators that you dont have to do?  Every time I try I just get Batman telling me "I have to do/go to X first"
I'm the keeper of Time.
I think that's all side quest stuff. I mean, you can blow up Titan containers before you actually meet Bane, but you wouldn't have to do that quest anyway (unless you get some exp for it, I don't remember). I can remember going through NG+ and trying to get to some places early Batman just says, "I don't have time for this."
Magical. Flying. Bathtub
Quote from Wheels:
I think that's all side quest stuff. I mean, you can blow up Titan containers before you actually meet Bane, but you wouldn't have to do that quest anyway (unless you get some exp for it, I don't remember). I can remember going through NG+ and trying to get to some places early Batman just says, "I don't have time for this."

Yeah you do get exp for it regardless of whether or not you meet bane, but you don't have to do any of it at all for the main quest. Even most of the riddler stuff doesn't seem to be worth the extra time taken for the exp gained.  I meant is there any main quest stuff that can be skipped?
a couple of tips for speed.

when ascending the wonder tower, the fight just after strange is taunting as you go up the elevator can be skipped.  from the roof area adjoining the elevator roof you can hack the security console without engaging the enemies if you have the increased hack range.  in lieu of the increased hack range, you can simply hop down there and they wont notice you for a bit and still hack it, but it can be tight.  since by that point xp is in plentiful supply i would just get the hack range.

pathing through the museum for the first time.  make sure you go to freeze before you go to the area with the suit.  i plan to also test if you can simply skip saving the three frozen guys first and instead go straight to freeze and save them on the way back.

first time to the courthouse, go in through the balcony, avoid the fight downstairs.

i would really like to know if it is a specific helicopter at the end you have to scan or if it is simply after scanning x number.

the convenience provided by the grapnel boost, plus the xp for getting it early is worth it imo.

there are VERY few fights you can skip so far.

as before, what is really needed is a way to skip cutscenes.  i play on xbox, so maybe an install?  hmm maybe not.
Edit history:
Joshkaz: 2012-01-13 11:13:08 pm
King Wabasami
Actually I tried skipping the frozen guys. I think one of the guards or batman says "there are still people trapped" or something like that.
Also, I thought you can skip Cutscenes by mashing start or B (O)
Magical. Flying. Bathtub
Quote from jeremysaint:
a couple of tips for speed.

when ascending the wonder tower, the fight just after strange is taunting as you go up the elevator can be skipped.  from the roof area adjoining the elevator roof you can hack the security console without engaging the enemies if you have the increased hack range.  in lieu of the increased hack range, you can simply hop down there and they wont notice you for a bit and still hack it, but it can be tight.  since by that point xp is in plentiful supply i would just get the hack range.

You dont need to hack that at all just jump off the left railing and grapple to the shimmy area

As catwoman going to Ivy's you can avoid the armed guards outside.

I believe there are two cutscenes that cannot be skipped. The one where you first meet the Joker and one other (can't remember whic but sure there was another. All the rest use B to skip after some time. If you install the game it decreases loading time.

I don't think you need to take out all the guards to disable penguin's jammers, but haven't been able to test it.

The second subway 'predator' bit can be skipped, just run past, as can the mini fight at the nearby titan container.

You don't have to take out any guards when getting into the police station the first time, just open the door snd slide under. Risky but effective.

At the church predator bit, if you're careful where you look you can avoid having Batman tell you how to take out the guards

When stalking the assassin, you don't need to follow her trail to find but you do need to follow her path when chasing her.

That's all I can thnk of off the top my head
thanks for the tip about jumping off the railing.  works like a charm.
i uninstalled the catwoman stuff.  not anywhere near as much fun as batman.  you do not need to take out any of the guards to disable penguins jammers, but in practice you should.  the first one would be impossible with the gaurds there.  the second ditto.  the third might be possible if you could draw them all away from the jammer machine, but in my experience it is faster/safer just to take them all out.  it only takes a minute.

while it is possible to skip the minifight at the titan container, once more i do not think it is worth it.  it takes less than 10 seconds to take out the 3 guys (double takedown then batclaw clothesline the last one) and destroying the container afterwards, which takes about 5 seconds, is another 500 xp.  at that point the xp can be really helpful in saving time on combat later.

as a tip for chasing the assassin, try to avoid climbing over things if you can just run arround them.  it is faster to run arround them by a lot.

as another tip i found today, you can just slide into grates you would normally take off with the mashing a mechanic.  saves plenty of time and slides into the area beyond the grate too.

i am currently working on optimal paths to quickly take down each of the predator sections.  have the first 4 or so down to an art now, with very little room for improvement i suspect.

tried the helicopters again, and this time the eventual heli was definately not the one it was last time.  i think it is actually just the 6th or 7th one you check.

finally, i will soon start making a list of the effortless riddler challenges that net a decent ammount of free xp to speed up early combat.

i am curious what upgrade path players go for early on.
more fights that cant be skipped.  you can not hack the elevator up wonder tower while the goons are still up, you need to defeat them first.  you can not skip knocking out the three guys in the bumper cars room on your way to the room where you get the electro gun.
Magical. Flying. Bathtub
Quote from jeremysaint:
thanks for the tip about jumping off the railing.  works like a charm.
as another tip i found today, you can just slide into grates you would normally take off with the mashing a mechanic.  saves plenty of time and slides into the area beyond the grate too.

i am curious what upgrade path players go for early on.


I knew about the sliding grates thing but totally forgot about it, that is an excellent timesaver.

Atm my upgrade path is crits -> Swarm -> multi-takedown -> 5x specials. Not sure where I want to go from there really.

I THINK you can open Strange's room in the wonder tower without clearing the guards, but needs more testing.  Takes so much time though that unless you have guards frozen or ultra-stunned they'llkill you before you can unlock it. Unless there's a safe spot that you can unlock it from.

Speaking of which, do the cryptographer upgrades help particularly in this one?
A run with Catwoman would be its' own category, wouldn't it?

An install of AC on 360 does improve the load times, so it's probably a good option.

If you're getting the Grapnel Boost, I'd suggest giving the Grapnel Ledge Takedown a shot for various Predator Sequences, like in the Factory and against Freeze.  But you do need a tiny bit of precision to use it properly.

For Combat, Ultimate Stun is a good way to finish off sequences and get some extra XP out of it for a multiplier.
SDA Apprentice -- (3-1)
Quote from KingBroly:
A run with Catwoman would be its' own category, wouldn't it?


Well, it goes without saying that because catwoman is DLC, she would be in her own category as "New Game with DLC" or in this case "New game with Catwoman" as Catwoman will be extending how long the run is because of her three scenarios (four if you count the "after credits" but by that time, the credits have rolled and you pretty much already finished the game)...
King Wabasami
Crits I can see getting, but why swarm and multi takedown? I'd think freeflow focus would be better.