XrL
ykbb setup
updated
Since the Test Drive IL I did a couple years ago I knew a similar launch may be possible for this mission. This glitch is done by placing a monster truck tyre on an undamaged traffic vehicle for a period of time. The pressure of the trucks tyre isn't properly registered until I interact with the vehicle in which the accumulated damage launches the vehicle (and anything that touches it.) This is of course painfully inconsistent but after a long period of testing I deduced that the placing the monster truck tyre on the bottom left of an Emperor traffic car for around 20 secs gave me the best chance at getting launched in the direction of grove st.
Because of the violent nature of the clash the greenwood car I use in the mission will always catch on fire at the moment of impact. To remedy this my only option was to have a Transfender on screen and spray my car mid-air to repair it. This causes me to black screen however so I needed a launch that was either going to land me in the marker or bounce me into the marker.
Closing the Transfender menu also regained the ability to use a call to skip part of a line and skip the ending fade of the mission. I could have technically got a hole in one launch but overall I'm pleased with the launch and the time I got.
Glitch that creates a duplicate CJ - youtube.com/watch?v=eoE6Qhp0RI0&t=1307s&ab_channel=Rhans
A strange effect I found recently which allows you to go airborne in most vehicles. You will need to place fake CJ behind you whilst next to the dumbbell exercise and assassinate yourself. During the struggle animation begin the exercise. You will fall to the ground but you will not die. Then by answering a call you'll regain the ability to stand up though your movement is locked on the spot. Then whatever vehicle you enter next will prompt the dumbbell exercise to begin whilst your inside of it. Ending the exercise will give you this strange effect.
Certain vehicle make you levitate whilst others push you to the side whilst others go completely haywire. Iv'e noticed the lighter/smaller vehicles give you the craziest amount of air-time. Also it seems to help if the wheels of the vehicle lift off from the ground so using vehicles with hydraulics installed helps get me in the air. On the contrary heavier vehicles struggle to get airborne.
Unfortunately the effect isn't saveable and once you exit the vehicle through any means the effect will end. Also a strange thing I noticed is that it's possible to take fall damage inside of flying vehicles if you slam the ground at a certain angle. Also because the game doesn't consider you to be in an aircraft or using the chittychittybangbang cheat, it is possible to rise above the normal height limit.
This level is again exploiting the undespawnable vehicles trick curated by Rhans (youtube.com/watch?v=ArwVmZFEwFg&t=39s&ab_channel=Rhans). In the initial sequence I placed a stretch over the bicycle spawns which blocks the regular pathfinding of the homies. Because of this their AI breaks and freezes which allows me to park a sports car as a way of collecting them for transport. With various testing I decided the banshee was the best choice as I needed a fast, flat, long car. The Infernus would've been better but I had trouble with the AI slipping off that car very easily. Luckily the mission only checks for the characters to be in the trigger zones, and not the bikes that they are usually on.
The next sequence was a lot harder as all the characters respawn back on their respective bikes which undoes their broken AI. With hours of testing I found out that by setting fire to Ryder (using duplicate CJ 0:50) right before the transition, he will get off his bike in the 'Voodoo' cutscene to do an 'ahh im on fire animation' and will get back on it after the 'keep up' cutscene. During this small window of opportunity I release a call to exit the banshee and knock ryder off his bike. For whatever reason, knocking him off the bike twice breaks his AI once again and allows me to scoop him up with the banshee. Destroying the voodoo with this strat wasn't necessary as i needed time during the cutscene to run up and knock him off the bike anyways.
Lastly I place a rhino near grove street to help me turn faster into the culdesac. I originally wanted to use a packer however ryder will be squashed going up the ramp unless I drive painfully slowly. I also used the call to skip the ending dialogue.
Music used
Everen Maxwell - Bot Fight (youtube.com/watch?v=FkmaQjIn2e4&ab_channel=NoCopyrightSounds)
Warriyo - Mortals (youtube.com/watch?v=z25m5Q5ELNs&ab_channel=ModifyBeatz)
Special thanks to Rhans' video on marking vehicles youtube.com/watch?v=ArwVmZFEwFg&t=29s&ab_channel=Rhans. Due to this new exploit by duping Explosive Situation I was able to keep 6 vehicles spawned in at once across the San Fierro area without the mission despawning them.
From trial and error I learned the approximate starting positions of the five targets. By placing 3 tanks in specific spots I was able to almost instantaneously destroy the 3 van targets as they spawn inside the tanks which causes them to violently merge inside of each other doing insane amounts of collision damage.
As for the other 2 targets the collision method didn't work as the bicycle is immune to damage and the sanchez barely takes any damage when stuck inside of a tank. To get around this I duplicated the mission 3 separate times to acquire 3 remotely controlled barons. Though the barons are able to avoid being despawned by the mission, they will fall through the ground if you are too far away from them which is why I placed them on the Dft truck and Windsor.
As I started the mission I immediately fired the baron which fires all the stationary barons and kills the bike targets, at the same time the van targets are destroyed by the tanks. Funnily enough the game doesn't allow you to finish until you've heard all of Zeros lines which is why I had to pause buffer the ending lines. Unfortunately I had to wait in the end marker a couple of secs as the bicycle target jumps off his bike and takes a while for the barons to kill him and for the mission to acknowledge his death.
Setup used - youtu.be/rc52e2R4wJg
The first strat I used in the level was of course my favourite exploit in the game, the classic monster truck glitch. It took hours and hours of practice but i finally found the virgo car with a leftward wheel placement and around 8 seconds of pressure displaced me underground in which I was able to respawn on the pedestrian path inside the ship. This was of course incredibly inconsistent to execute as I had to rely on the right traffic car spawn without any interruptions (e.g police chases, aggressive drivers).
I then proceeded to sprint through the ship and steal the Hydra that's on the top deck of the carrier. Normally this jet takes off the runway in a scripted way however if you jump over a certain trigger that's at the base of the top level doorway you can avoid the takeoff and outright steal it. My reference is to pretend the doorway has a welcome mat and I need to jump over the mat through the doorway without touching the sides.
For the level I used a goto0 save file that granted me the use of a duplicated CJ in which I can control his movements. I also abused a glitch of making vehicles undespawnable (youtube.com/watch?v=0f7piYVORko&t=577s&ab_channel=Rhans). These two goto0 features allowed me to place duped CJ armed with satchels on top of an undespawnable skimmer plane. This came in handy during the flotilla phase as all I needed to do was have my thrown slot equipped and I could remotely gesture duped CJ to detonate his satchel and destroy the 2 ships in the north bay. I then manually fly-by'd the remaining ships (not using auto-aim as the damage is inconsistent).
Because I was destroying everything so fast I pause-buffered Toreno's lines as i usually land the plane with 1 or 2 lines remaining, this particular attempt may not have needed it as my landing was a little delayed but it's better to be safe than sorry.
By placing multiple barons around the construction site I was able to destroy the portables as soon as I entered the crane. Typically the bullets and explosions from the baron won't do any damage to the huts however I accidentally discovered the properties of the portables change when you enter the crane and I can basically instakill them with what seems like 1 bullet from each baron.
After this I detonate the barons (so I regain the ability to switch weapons) and sprint to the cement truck and fire a rocket at a specifically placed hydra to let the explosions push the foreman all the way in the hole.
I also used a weapons menu to gain control of Cj at the intro cutscene for a quick headstart and I used a dance menu to warp to the pre-placed bike that's on top of the crane marker. I was able to keep multiple vehicles spawned in around the site as they are within the radius of my last baron which doesn't despawn vehicles.
Timestamps
0:00 - Intro
0:21 - Method #1 No Cheats
12:01 - Method #2 Cheated
Method #1
- Get and hold an om0 call with bloodbowl (or any other setup)
- Use the call to set up a dance menu by releasing the call when talking to the gym instructor and subsequently pressing 'Y' during a dance
- Enter/exit the crane to unstick calls which'll allow you to set up another menu
- Get and hold an om0 call from trucking (or quarry if unlocked), it's important not to get om0 with bloodbowl or 8 track as they will crash whilst having a dance menu on-screen
- Start beefy baron and release the held call. Then park the baron wherever you want to but make sure it's against a straight wall so the baron doesn't fly away from your desired location. It's also important you hold left click whenever your flying the baron or else you will exit the dance menu
- Once in your desired place tap W to exit the dance menu and gain control of cj. Then with specific movement aiming a two handed weapon (see inputs) you will exit the van. As you're falling repeatedly tap your jump key a few times and then your sprint key a few times and then tap left click to open your parachute. Because these inputs move the baron the auto-destruct prompt isnt active and you can freely left click to use parachute (which would normally detonate the baron)
- Get on a bike and start and cancel vigilante and head over to the tower to grab another parachute
- Wait for the on -screen timer to run out and get an om0 call again with bloodbowl. This time however you have to crash off your bike and blindly enter the invisible marker. When bloodbowl is about to end you need to hold the call at the moment the screen is fading to black. Holding your action key at any other time will detonate the baron.
- Proceed to repeat the earlier steps of getting a dance menu, unsticking call with crane, and get om0 call from trucking. Throughout these tasks its advised not to drive/sprint. Constant pressing of W (in car) or sprint (on foot) will incur small amounts of damage to your baron and it will eventually be destroyed. It's also important that you hold the om0 call you get from trucking whilst a replay is on screen which allows you to hold your phonecall key without detonating the baron.
- Make your way back to Zeros shop and start beefy baron again following the same steps as before. Repeat the process of getting out of the van and start/cancel vigilante. You can rinse and repeat this entire process for a seemingly endless amount of time.
Method #2
- Simply start beefy baron and use an onmission changer to be om0. Place the baron in your desired place and kill yourself with 'goodbyecruelworld'
- Respawn at the hospital/katies house and get on a bike start/cancel vigilante
In testing the helicopter auto-scroller I realized that the blow up all vehicles cheat code could bring the helicopter crashing down and skip the usual sequence. The helicopter Itself is immune to all forms of traditional damage so in order to destroy it without cheats I used the dance menu to gain control of the initial cutscene and lit myself on fire whilst entering the heli. This was a little tricky however as too much damage will blow up the helicopter prematurely and fail the mission, too little damage on the other hand and the heli may survive the damage and/or could crash land much later into the auto-scroller. It appears from my testing that cj himself has to be submerged in water with the helicopter for the sequence to break so I tried my best to crash land in the first available stretch of water.
For the rest of the mission I was able to use 2 jetpacks to move around as the time I saved from the auto-scroller skip made it so they wouldn't despawn from expiry. A massive thanks to Rhans' tutorial on having multiple menus + an active RC Baron youtube.com/watch?v=x6vq2MtsOwo&t=947s&ab_channel=Rhans. This allowed me to use the dance warp + weapon menu for the pistols + Baron for the remote detonation of the snakehead.
Also messed around with new fps capping. Limited the frames to make the swimming faster and having higher frames seemed to help me reliably catch fire more often. Strangely though when I have the dance menu active the game forces me at 25fps.
I was able to use 1 satchel instead of 2 by placing a car on top of CJ's spawn point which granted me just enough height to trigger the cutscene. Thanks to Rhans' awesome new discovery (youtube.com/watch?v=0f7piYVORko&t=56s&ab_channel=Rhans) I was also able to place a helicopter on the roof piloted by my polygamous girlfriend to help me blow up more enemies with less rockets.
For the killings of T-bone and Ryder I have placed duplicate CJ in a specific spot by the waters edge which allowed me to spray down T-bone with a minigun. Then by closing the food menu I am able to give fake cj the ability to use weaponry in the subsequent cutscene and blow himself up with a satchel. The character of Ryder is actually loaded in that cutscene and is just standing perfectly still which allows me to reliably kill him via detonation before the usual chase sequence begins.
For a bit of context as to what's happening I am shooting 1 rocket at the keypad to spawn in the russian target, at the same time im holding down my fire key in which clone cj is mowing down the target with a minigun. Unfortunately this alone doesn't pass the mission as his death is not 'registered' until you make it to the entrance of the warehouse and receive the 'he's in the back office' text, however with some testing I found his death can be registered properly if one of the guards on the other side of the entrance door is killed. Thus I fire a second rocket to wallbang a guard and complete the mission.
The glitch that granted me the use of a duplicate cj youtube.com/watch?v=eoE6Qhp0RI0&t=1127s&ab_channel=Rhans
Also implemented a dance warp as it's faster than trip skip.
A big thanks and a big shoutout to Rhans with perfecting the Outrider goto 0 execution and to Lily who originally discovered the warp. This was the basis of the strats used in this level. youtube.com/watch?v=eoE6Qhp0RI0&t=46s&ab_channel=Rhans
The crazy glitch warps you from outrider to the beginning of game which restarts LS mission while keeping the outrider 'timeline' of missions active as well. Because of this I was able to complete up to Green goo, affording me multiple jetpacks, a tank and the LV garage menu.
Also as a consequence of the warp I'm able to control a duplicate copy of cj. Though a bit complicated and inconsistent I was able to position him next to the alleyway tag and spray the graffiti at the same time as I'm spraying a tag (@1:13) which cuts out a lot of the jetpacking I would've had to do.
Overall I'm quite pleased with the time, hopefully more levels could have some applications with these exploits.
For the photoshoot part by killing myself into the marker I was able to get a much earlier snapshot of Toreno as he stops for peds in front of his car, also able to get jizzy to warp out of the broadway and skip a line of dialogue by cancelling a phonecall. I lose some time by killing myself and being slightly late for the Ryder shot however overall it's a profitable strategy.
Added a few minor things to the run like releasing a call in the showroom to skip lines and escape a little faster. Also warped back to the garage in the final custscene to regain the ability to leave the sultans door open and skip the ending fade.
The car I used in this run was all-proof as a regular car would instantly catch fire with the initial impact; I wanted to use an AP infernus however I didn't have much luck with achieving high launches with that car and found that ironically the bullet flew pretty well.
Just have to hold the call during the last cutscene of the bottle section and release it in the marker at smokes house. This'll gain control of cj and you can answer sweets clothes call hands-free by entering a vehicle after the "later smoke" line has finished.
The first warp from the cop bike to the marker was from the new discovery by Rhans which allows me to warp to my previous vehicle by closing the dance menu youtube.com/watch?v=Bd00vE7GHro&ab_channel=Rhans
After that I detonated the RC Plane that i carefully moved into position just before the level which kills the 2 guards and warps you to the gate provided your inside the tampa.
Before the level I also gained 2 wanted stars to spawn in a cop bike inside the compound for a faster escape. This was painfully inconsistent however as most of the time they would leave the area.
I lost a bit of time by not standing on the bike to cancel the call faster but with hours of attempts without good bike spawns i just had to take the timeloss.
Setup used: youtu.be/vK9mrVGW72w
To get the menu you just have to find a gym instructor hold w and release an om0 phonecall when he asks you to fight. Then enter the dance at a club and immediately pause the dance and press 'Y' to accept the fight which'll warp you back to the gym interior. You can then exit the gym by holding w and d which directly leads you to the door.
In this instalment I've decided to use a 'dance menu' to regain control of cj. Typically cj is locked motionless in the van throughout the mission however closing the dance menu props him back on his feet and I'm able to wiggle my way out it (with very precise movement). I then ventured through the mission with an AP bike trying to shoot the gas tanks of the remaining vehicles for a chaseless instakill. Through the whole bike section I am still sharing controls with the RC plane so I had to feather my acceleration and only use handbrake to slow down reducing the chance of the plane flying off the edge of zero's roof.
I had great rng for the first 2 vehicles and average rng for the rest, I could have maybe gotten sub 2 if the sanchez spawn didn't veer to the left hand road and I was more confident in shooting the gas tanks. However with the sheer difficulty of everything that's happening I'm pleased with the time.
This run was building off of Rhans impressive demonstration youtube.com/watch?v=7u0lt5D83GI&t=42s&ab_channel=Rhans
Added a few minor optimizations aswell like using the reduced track friction exploit and warping to the garage in the final marker which triggers the ending cutscene faster for some reason.
Credit of course to Rhans with the Heist mission + Kickstart strategy to obtain the special parachute.
youtube.com/watch?v=FwlfmvReTZ0&ab_channel=Rhans
Credit of course to the mastermind himself Rhans for the RC strat used here youtube.com/watch?v=XpJShv5AJpI&t=1115s&ab_channel=Rhans
Basically the strat is to fail the 'Beefy baron' side mission by cancelling vigilante allowing you to keep the RC plane and subsequently keep the no traffic/peds/markers/collision on doors effect. This allowed me to drive empty streets and warp to the normally locked Transfender. A side effect from this however is I cannot switch weapons so I had to adapt to nades as the minigun was just too sluggish.
Also credit to Patrick B. for the reduced track friction strat used. youtube.com/user/noob3132
And thanks to those in the IL discord server!
I lost a bit of time on the final busted warp but I can't complain too much with the rng.
Method of exiting jetpack youtu.be/MMAWG6Rg8nw
Method used for the jetpack tricks - youtu.be/MMAWG6Rg8nw
As a result of this you can also take the jetpack to a hospital warp spot and place it where you respawn when you die as this doesn't despawn the jetpack. You can then kill yourself onmission1 to fail the mission and retry it with a fresh jetpack.
Note: - You have to be onmission0 for this to work. You can save much shorter replays however you may have to play it twice if it's really quick.
Credit to Rhans on the information about warp spots youtube.com/watch?v=g5RBAM4-bEw&t=563s
I decided to put thinner tyres on the monster truck to help with the accuracy of the warp, unfortunately none of the teleports shot me on the highway (only under or to the side) so i had to rely on a scary satchel jump. Thankfully it all worked out pretty smoothly in the end.
(Muted for music in background)
GTA Speedrunning Discord: discord.gg/J2ptnBKWpg
Credit to Rhans on the explanation of the menu trick.
youtube.com/user/henz222
Not too sure if previously known but holding the handbrake mid-air and flickering in and out of the hydraulics menu will give your vehicle a slight boost allowing you to glide down over long distances. Can be done with a car and bike as well (providing you don't buy boost while using a bike).
Probably the hardest IL iv'e done so far just by how hard it was to drive and land that thing.


