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findlestick | Red Dead Redemption: Glitch Package Part 4 (Rope break-outs) @findlestick | Uploaded October 2016 | Updated October 2024, 3 hours ago.
More glitches in Read Dead Redemption! These glitches are thanks to a loophole that lets you give a weapon input during using binoculars (others untested).

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I watched many Read Dead Redemption videos to see if this is known, but never found any mention of it so here it is.

In short, the game lets you "use" a weapon during the time that you're using the binoculars. In this vid I demonstrate that if you input a lasso throw during the time you're using the binoculars, the game will "lasso" targets but without actually using the lasso.

This means you become permanently tethered to targets, but you are free to engage in regular activities. Resulting in chaos.

Points of interest:
00:04 On the train: climbing onto the train while tethered to a horse while having flying glitch active. Marston hangs while horse swings.

00:16 Jumping off a cliff while horse-tethered: lets you jump much further than normal, especially when spamming fast run.

00:27 Dragging a civilian with the lasso while tethered to your horse.

00:41 Setting-up the glitch:
I. Begin to throw a fire bottle or dynamite.

II. Interrupt the throw by switching to binoculars.

III. Exit menu and enter the weapons menu, select the lasso and exit menus. As soon as you do, give inputs with the lasso. Marston becomes tethered to his target.

IV. To end the state, just kill the target that you are tethered to.

1:12 Tethered to a dog: you can easily run around while dog-tethered (it's difficult to run while tethered to humans, so you need to use a horse to get around).

1:36 Tethered to an enemy horse: you get dragged while free to engage in regular activities.

2:00 Jumping off a cliff while horse-tethered + flying glitch: Marston stays suspended in air while the horse swings like a pendulum. Aiming lets you toggle between falling and staying suspended in air.

2:18 Five Finger Fillet while horse-tethered: horse appears in the scene.

2:31 Entering the cinema while horse-tethered: horse appears in the cinema shaking.

2:46 Setting-up camp while horse-tethered: Marston stays squatting while being dragged, with the options active. Needs more testing...

3:24 Dragging multiple civilians: I tethered myself to three civilians and dragged them around while on a horse. If they break free from the horse, by hitting them against object, this will scatter them around but they are still actually tethered to Marston. If you then get off the horse, the game tries to place Marston next to each person he's tethered to. But since they are scattered, the game tries to make Marston be at multiple areas...at the same time. This makes Marston get thrown around chaotically, as the game struggles to find a solution to the paradox.

4:12 Falling under the map: I had earlier activated the teleportation glitch with the cover + carriage-driving, but while I had three civilians tethered to me. After teleportation, everyone fell under the map.

4:25 Opening the gate while tethered: the gate breaks-free from its correct position, subsequent prompt-activations moves the gate to new positions.

4:56 Tethering myself to multiple horses: you can ride one horse at-a-time, the other horses get dragged with you.

5:28 Teleporting from one horse to another ('Horse teleportation'): if you hitch a horse that you are tethered to, you can ride away from it while riding an untethered horse. If you the get off you untethered horse, you teleport to the tethered horse back at the hitch.

5:57 An alternate result of the above set-up: riding away on another horse, from a horse you are tethered to (while hitched), can sometimes make the tethered horse start shaking violently. This is the game trying to place the horse next to Marson while remaining hitched. The horse eventually breaks-free or dies.

6:10 Tethered to three horses: testing regular activites whie riding them. You can climb ladders and roof ledges with the horses hanging off you. I entered a carriage in this state, causing the horses to come along for the chaotic ride. They eventually died due to the violent shaking of the carriage.

6:59 Setting-up camp inside a town: by using 'horse teleportation', you can bypass the game's restriction of setting-up camp in town. This is done by tethering yourself to a horse and then hitch it. From there you just need to ride away on an untethered horse to an area that the game will let you set-up camp. When you do, the game teleports you back to the hitch, to where your tethered horse is, and bingo. You can save in town.

When you load this saved game, you can see the town load around you. In the first moments of appearing in the town like this, prompts become buffered when activated, as well as some of Marston's mechanics. This only lasts about 5-10 seconds, but there may be more glitch potential with all this.

I haven't even tested most of this in conjunction with my recent teleport/cover glitches etc, a lot more left to test...
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Red Dead Redemption: Glitch Package Part 4 (Rope break-outs) @findlestick

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