Uploaded September 2016 | Updated September 2026, 3 weeks ago
Some cover-glitches, I'm assuming these aren't known since I couldn't find any mention of them anywhere.
twitter.com/findlestick
Most of the glitches in this video are cover-glitches, and a couple of ledge glitches. In short, taking cover during, just before or just after engaging in certain actions buffers cover to take place at a later moment, or breaks you out of certain actions. Some of these techniques may be useful in main campaign, so will replay the game to search for them, useful for MP perhaps?
Points of interest:
1. Cover-glitches
(a) 'Cut free' break-out: taking cover at the moment of activating the 'Cut free' prompt on a victim, breaks you out of the action. However it really just buffers the action, but it lets you engage in other actions before the inevitable 'Cut free' action takes place. (i.e activate prompts, attack enemies, squat and other activites, so the potential for more glitches is there).
In this video I showed the basic break-out, as well as an attempt to kill the victim before the game sets him free (victim doesn't die). And also results of trying to shoot an enemy with Dead Eye active (enemy is unaffected), but you can't shoot without Dead Eye active for some reason while in this state.
Very rarely, when you do this break-out and there are enemies attacking Marston, the game will completely take control of Marston's AI. Without any input on your behalf, Marston will walk towards and attack enemies all on his own. But this is useless because the game does this without any regard for Marston's safety, and so you are quickly killed.
(b) Cover + Lasso-glitches: you can lasso things while buffering cover. If you move away some distance - and then let go of the lasso - Marston will slide all the way to the cover-point.
You are able to activate some prompts while in this state (not many so far), the result is that the game will activate the prompt but will then break you out of it by suddenly sliding away from the action, towards the cover-point.
As with my original slide glitch, you can slide pretty far but it does have a proximity limit, and the slide can be interrupted by environmental factors (I'll refer to this type of sliding as 'Conventional slide').
(c) Cover + Coach-glitches: taking cover at certain moments during carriage prompt-activations has some pretty extreme effects on the game, and which may be useful during the game. The results that you get depend on your timing when you activate both prompts, and the results differ significantly between driving the carriage yourself, or riding as a passenger:
Driving: two significant results of driving + cover.
I. The cover buffers. And when you drive away, and get off, you do a 'Conventional slide' back to your cover-point.
II. Marston actually takes cover (with 'Drive' buffered) and if you then waggle the L-Controller Marston will do his 'getting on the carriage'-animation in mid-air somewhere. If you see this, it means that Marston is in a unique, combined glitched-state between taking cover and Driving. I then showed some actions while in this state:
Most commonly, getting off the carriage - or falling into water - will make Marston teleport (or very quickly jump) back near his cover-point. He will often teleport completely off the map, on-top of the map or under the map. Note that these types of slides, teleports and jumps are extremely robust states. Unlike Conventional slides (which are fickly) these types of movements can be done from one side of the map to the complete other side of the map.
Teleporting really far back to your cover-point makes you reach a town before most of the graphics are loaded, sometimes enabling you to be inside a house before the walls have loaded.
A third rare result is that Martson breaches walls and then the Carriage unexists.
Ride as a passenger:
I. With certain timing, if you activate the 'Ride as passenger' prompt in tandem with taking cover, Marson will be in a combined glitched-state between being in cover and Riding as a passenger. Getting off gives the usual effects of teleporting (one-way) around the map. But activating the 'Change seat' prompt repeatedly shoots Marston extremely far away from the map, before suddenly returning to the carriage. This can be done endlessly on your way to your destination. Shooting off like this and returning, unexists nearly all of the environmental graphics of the game.
2. Ledge glitches:
You can activate the 'Carry victim' prompt while getting up to ledges. For high ledges, Marston will climb the ledge and enter a combined glitched-state between carrying victim and ledge hanging. Unfortunately not much can be done in this state, and you can't end it without reloading your saved game.
Doing this on small fences just causes Marson to pick-up the victim and breaks-out of climbing the fence.
I also showed a clip of climbing a ledge while activating the 'Ride as passenger' prompt, Marston eventually gets on the Carriage in a glitchy manner.
Some cover-glitches, I'm assuming these aren't known since I couldn't find any mention of them anywhere.
twitter.com/findlestick
Most of the glitches in this video are cover-glitches, and a couple of ledge glitches. In short, taking cover during, just before or just after engaging in certain actions buffers cover to take place at a later moment, or breaks you out of certain actions. Some of these techniques may be useful in main campaign, so will replay the game to search for them, useful for MP perhaps?
Points of interest:
1. Cover-glitches
(a) 'Cut free' break-out: taking cover at the moment of activating the 'Cut free' prompt on a victim, breaks you out of the action. However it really just buffers the action, but it lets you engage in other actions before the inevitable 'Cut free' action takes place. (i.e activate prompts, attack enemies, squat and other activites, so the potential for more glitches is there).
In this video I showed the basic break-out, as well as an attempt to kill the victim before the game sets him free (victim doesn't die). And also results of trying to shoot an enemy with Dead Eye active (enemy is unaffected), but you can't shoot without Dead Eye active for some reason while in this state.
Very rarely, when you do this break-out and there are enemies attacking Marston, the game will completely take control of Marston's AI. Without any input on your behalf, Marston will walk towards and attack enemies all on his own. But this is useless because the game does this without any regard for Marston's safety, and so you are quickly killed.
(b) Cover + Lasso-glitches: you can lasso things while buffering cover. If you move away some distance - and then let go of the lasso - Marston will slide all the way to the cover-point.
You are able to activate some prompts while in this state (not many so far), the result is that the game will activate the prompt but will then break you out of it by suddenly sliding away from the action, towards the cover-point.
As with my original slide glitch, you can slide pretty far but it does have a proximity limit, and the slide can be interrupted by environmental factors (I'll refer to this type of sliding as 'Conventional slide').
(c) Cover + Coach-glitches: taking cover at certain moments during carriage prompt-activations has some pretty extreme effects on the game, and which may be useful during the game. The results that you get depend on your timing when you activate both prompts, and the results differ significantly between driving the carriage yourself, or riding as a passenger:
Driving: two significant results of driving + cover.
I. The cover buffers. And when you drive away, and get off, you do a 'Conventional slide' back to your cover-point.
II. Marston actually takes cover (with 'Drive' buffered) and if you then waggle the L-Controller Marston will do his 'getting on the carriage'-animation in mid-air somewhere. If you see this, it means that Marston is in a unique, combined glitched-state between taking cover and Driving. I then showed some actions while in this state:
Most commonly, getting off the carriage - or falling into water - will make Marston teleport (or very quickly jump) back near his cover-point. He will often teleport completely off the map, on-top of the map or under the map. Note that these types of slides, teleports and jumps are extremely robust states. Unlike Conventional slides (which are fickly) these types of movements can be done from one side of the map to the complete other side of the map.
Teleporting really far back to your cover-point makes you reach a town before most of the graphics are loaded, sometimes enabling you to be inside a house before the walls have loaded.
A third rare result is that Martson breaches walls and then the Carriage unexists.
Ride as a passenger:
I. With certain timing, if you activate the 'Ride as passenger' prompt in tandem with taking cover, Marson will be in a combined glitched-state between being in cover and Riding as a passenger. Getting off gives the usual effects of teleporting (one-way) around the map. But activating the 'Change seat' prompt repeatedly shoots Marston extremely far away from the map, before suddenly returning to the carriage. This can be done endlessly on your way to your destination. Shooting off like this and returning, unexists nearly all of the environmental graphics of the game.
2. Ledge glitches:
You can activate the 'Carry victim' prompt while getting up to ledges. For high ledges, Marston will climb the ledge and enter a combined glitched-state between carrying victim and ledge hanging. Unfortunately not much can be done in this state, and you can't end it without reloading your saved game.
Doing this on small fences just causes Marson to pick-up the victim and breaks-out of climbing the fence.
I also showed a clip of climbing a ledge while activating the 'Ride as passenger' prompt, Marston eventually gets on the Carriage in a glitchy manner.










