Hey everyone, my name’s tomatoanus, also
known as the human equivalent of a wet band-aid, and this is a segmented Any% speedrun of Titanfall 2. This run is performed by my friend bryonato,
who holds the world record for this run, and also helped make this video to make sure I
didn’t goof any of the info about the run. As always, links to this run without commentary
and also Bryon’s record are both in the description if you’d prefer to watch either of those. The setup for the story of Titanfall 2 is pretty straightforward. We play as Jack Cooper, a rifleman in the
Militia, and are being trained by a dude named Captain Lastimosa to become a Pilot. Pilots operate Titans, which are mech-styled robots. So we’re being trained by Captain Lastimosa
to become a Pilot, and we’re in a war against the Interstellar Manufacturing Corporation. Over the span of 15 missions, we’ll see
Jack’s story play out, and the goal of the speedrun is to get through all of the missions
using any tools at our disposal. With that being said, let’s get into the
run. What up, I’m Gavin Chainsawhands, I have
a 42” vertical, and this video is sponsored by Manscaped. Manscaped sells the Perfect Package 3.0 which
contains: the Lawn Mower 3.0, Crop Preserver Ball Deodorant, Crop Reviver Ball Toner, the
Shed Travel Bag, and anti-chafing boxer briefs. I’d show you the boxer briefs but I left
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will your girlfriend, and tell her I said hi, and tell her she forgot some of her clothes
at my place last weekend, and tell her to answer my phone calls, and tell her sh- I hope you’re ready, because this run has
a lot of movement tech that builds and compounds upon itself. Up front, we play in Mandarin because this
game has a lot of dialogue in it and Mandarin has the shortest dialogue by about 36 seconds. Also, we included Bryon’s input display
on screen to help visualize the inputs required for the movement in this run because it’ll
get pretty complicated at times. Included below the inputs is a speedometer
for our movement speed so you can see how various pieces of tech help build and maintain
our momentum. The normal running speed in Titanfall 2 is
22 kilometers per hour, so keep that in mind throughout the run as you occasionally look
at the speedometer to see how fast we’re going. So as you’ll see right at the start, the
movement in this run isn’t lame like the movement in the Fallout 4 speedrun where you
just hold W and run straight towards your destination. There’s a lot going on here, like, a lot,
and there’s not a good way to present all the info at once for how this movement works
and all the parts that go into it, but by the end of this video you’ll have an understanding
of how it all works… hopefully. Until then though, the information will be a bit piecemeal. For this mission, in short, Bryon is making
their way to the shooting range, and along the way, they’re waiting for certain audio
cues from Lastimosa to progress, and also going so quickly that we skip some dialogues
with Lastimosa before he has a chance to appear near us. When Bryon arrives at the shooting range,
they’re going to wall climb up to quickly grab a hidden EPG-1, which is a rocket launcher,
before respawning and grabbing a rifle and clearing out the targets. Let’s get into movement though, one of the
most fundamental pieces of movement tech in this speedrun is something called “slideboosting.” Once you build up enough running speed and
meet a certain speed threshold, if you crouch, then you slide on the ground, giving you a
slight speedboost. Another piece of movement tech that you see
Bryon doing now are damage boosts, which are super common in gaming and don’t require too much explanation. One thing worth noting though is that you
can’t die in this mission, so we’re much more liberal with our damage boosts, whereas
later in the run they’re much more risky. We use the EPG and some grenades we snagged
to damage boost in this time trial, which saves about eight seconds compared to not
using them here, so you can imagine how the timesave builds up over the run from frequently damage boosting. After Bryon finished the time trial, they
kept moving to start another time trial as if they were going again, but immediately
slowed down and exited the gauntlet, skipping some dialogue with Lastimosa. After skipping his lines, it becomes a waiting
game, where we listen to him talk about some stuff and things and stuff, and once he stops
then we get transported to an open field where he’ll talk about more stuff and things and stuff. While the dialogue goes on, let’s get into
the next piece of movement tech, “slidehopping.” Slidehopping is what Bryon was largely doing
earlier when they were zigzagging at the start of the mission. So remember that slideboosting is when you
run above a certain speed threshold and couch, you slide and get a slight speedboost. If you’re moving and jump, and then crouch
as you land, you still get your slideboost. However, if you crouch as you land, and then
jump again, you still get the speed from the slideboost, but you’ll have jumped again rather than slide. You can then continue to crouch and jump as
you land over and over again, maintaining the speed from the slideboost, keeping us
moving at high speeds. This is slidehopping: the chaining-together
of jumping repeatedly and holding crouch as you land, which keeps us moving at high speeds. So, there are a lot of cutscenes in this game
and we actually have time for another explanation of basic movement tech. If you’re unfamiliar with Titanfall 2, it
may come as a shock to you that it runs on Valve’s Source engine, which is the same
engine that games like Portal, Half-Life, and CS:GO run on. A big piece of movement tech in this engine,
with Titanfall 2 being no exception, is what’s called “air strafing.” The Source engine has a speed limit on how
fast your character can travel when you hold ‘W’ to move forward. This is to prevent your character from constantly
accelerating and eventually becoming faster than light, where they’d then have to live in darkness. Valve didn’t put this speed limit on movements
performed when you’re holding either A or D to move sideways. So by turning the camera and using our strafe
keys, we can move in our desired direction through the air, circumventing the speed limit
imposed on our character, letting us travel faster than intended. One thing worth mentioning now though is that
the air acceleration in Titanfall 2 is much lower than other Source games meaning that
we can’t turn super fast in air without losing a ton of speed, but we have ways around
it and we’ll get to that later on. Now, there’s still some cutscenes left in
this stretch, but if you’re like me then you watch things for the plot, so if you’re
trying to keep up, we’re being deployed to a battle in territory controlled by the
Interstellar Manufacturing Corporation, IMC for short. We got pulled out of our training with Lastimosa
where he was training us to become a Pilot, so this battle better be worth it. While we wait on the plot to develop some
more though, let’s get back into tech. We’ve explained both slidehopping and air
strafing, but a quick reminder even though I just explained them, slidehopping is the
chaining together of jumping and crouching to keep up high speeds, and air strafing is
circumventing the forward speed limit by instead moving sideways in the air and steering by turning our camera. What I haven’t told you yet though is that
slidehopping and air strafing are actually combined throughout most of the run. Air strafing while slidehopping is key to
fast movement in Titanfall 2 runs, and if you watch Bryon’s input overlay, you’ll
see that they often will be using the A and D buttons to navigate while slidehopping rather than just holding W. Additionally, because the shortest distance
between two locations is a straight line, we want to stay on as straight a line as possible where applicable. Air strafing doesn’t lend itself well to
straight lines since it causes you to move horizontally in one direction, but Bryon counteracts
this by just following up some air strafe slidehops with an air strafe in the opposite
direction, meaning that for a lot of the speedrun, we’re pretty much slalom skiers. When we gain control at the end of this cutscene,
Bryon will combine these two pieces of movement tech to quickly get across the battlefield
and trigger another cutscene. Again, if you watch Bryon’s input display
during the upcoming movement, you’ll be able to see that they’re typically just
strafing by holding only A or D while performing all of the slidehops. Give me a moment to catch my breath and relieve
your ears of my nasally accent while we watch an example of slidehopping and air strafing in action. Once we’re across the battlefield and trigger
the cutscene, we’ll be immediately knocked to the ground and are going to almost be curb-stomped
by an enemy Titan before we’re rescued by Captain Lastimosa. This cutscene is also pretty long, but that’s
good for us because we can cover more movement tech that you should know about before we
get any further in the run. Now, I can guarantee that there are some people
who scrolled down and left a comment when I explained slidehopping earlier, saying something
along the lines of, “slidehopping is just bunnyhopping, call it what it is.” OOOOOOOOHHHHH boy, that’s where you’re
wrong, because slidehopping, as described earlier, is not bunnyhopping. Bunnyhopping is its own thing, and is used
in niche situations throughout the run. As I mentioned earlier, slidehopping requires
you to slide to get a speedboost, and then chaining jumps together where you remain crouched as you land each time. Bunnyhopping is much more simple than that. For bunnyhopping, you remain standing and
you just jump as soon as you land. They’re similar, yes, but bunnyhopping is
just moving forward and jumping as you land, slidehopping has a bit more going on to it. Bunnyhopping has its benefits, like you jump
much higher, which comes in handy at times, and also lets you take corners a lot tighter. With bunnyhopping though, the timing on when
you have to jump is much narrower, so overall it’s typically better to just slidehop. Some of you may be asking though why Titanfall
2 runners can’t just use the scroll wheel for jumps to hit bunnyhops perfectly every time. The answer to that is that you’re not able
to bind the scroll wheel to jump, but also slidehopping as a whole is much more versatile and forgiving. Anyways, I don’t want to overload you with
a bunch of tech at once where I’m explaining it and there aren’t any examples of it happening
in the run as I explain, so let’s talk about some less intense tech. So, as you may have been able to tell, in
Titanfall 2 you can run on walls. Normally, if you run on or grab a wall, then
you can’t then run on or grab the same wall without first running or grabbing onto a different
wall, or spending an extended amount of time in the air. Pretty much the game just doesn’t want you
to be able to just infinitely run on the same wall with no breaks. This wouldn’t be a speedrun though without
a workaround or exception to the rule. Some walls in the game are curved, and this
rule about grabbing onto the same wall doesn’t apply to sections of the same wall that are
separated by a curve. This means that we can pretty much zig-zag
our way up a wall if there’s a curve in it. This zig-zagging is also pretty niche so it’s
not something to really keep in the front of your mind like slidehopping or air strafing. So getting back to the cutscenes, Captain
Lastimosa was injured in the battle last night when coming in to save us. It seems like he’s okay though so we can
continue working by his side for now. Okay, nevermind, Bryon just killed him. Well, now with Lastimosa experiencing his
Lastimoments, Bryon changed the course of the story of the game, and Lastimosa will
now transfer his Titan, BT-7274, over to us, so we’re now officially a Pilot. Unfortunately, BT is kinda gassed from the
fight last night, so we need to get him some new batteries, but luckily there’s some
nearby that we can go retrieve. When this cutscene eventually ends, Bryon
will begin holding S so we can move backwards once we gain control. This is because there’s a wall behind us
and by walking back and doing a quick jump off of it, we start out with a bit more speed
than if we had began walking after the cutscene as you normally would. First though, we’re going to build a nice little rock pile. Near the beginning of our movement, Bryon
will pick up a shotgun for clearing out some enemies in the level, and will build up some
speed using a combination of slidehopping and air strafing. Again, look at the input display as Bryon
performs this movement, and notice how when air strafing during each jump, they’re only
holding either A or D, and also notice that they’re holding down the crouch button,
since we have to be crouching when we land and jump to perform slidehops. Bryon makes this movement look silky smooth,
but it’s not as easy as it seems, especially on this level because we only have one jump,
no double jump for us quite yet.. The movement has been thoroughly routed to
optimize lines while minimizing things like collisions and climbing up ledges, like right
here where Bryon skips a wallrun we were supposed to do by jumping super late to clear a gap
without having to mantle on the ledge. Also, remember just a little bit ago when
I mentioned the fact that you can re-grab a wall if there’s a curve in it? Well right here’s a brief example where
Bryon does a quick zig-zag up a wall with a slight curve so that we can get to the intended
upper pathway a little quicker. Bryon then takes out a few enemies so they
don’t get in our way, and makes their way to a difficult open area referred to as “Death
River” with a lot of enemies and a river that kills you if you fall in, but Bryon is
able to easily clear it and head into a cavernous area. In these caves, there’s a sloped surface
that we run up at one point, which the fact Bryon is able to do smoothly is super impressive,
due to the fact that there are a ton of rocks on the surface that are big enough for us
to climb up onto like they’re a ledge. Once we make it out of the caverns then we’ll
be approaching a crashed ship which is where the first Titan battery we’re retrieving is located. When Bryon eventually has the battery in their
hands, they’ll make a bee-line back to BT, throwing a grenade as we arrive to clear out
some enemies and load up the battery into BT. BT is a thirstyboi though so we’ll have
to go get another battery, building up just a stupid amount of speed in the process thanks
to the previously discussed tech, in addition to some stuff we haven’t gotten to yet,
so let’s take this moment to talk shop some more. Leaving the ship, Bryon holds crouch as they
land on a slant, accelerating us from 25 to 60 km/h the instant we touch the ground, which
is a piece of tech called a “slant boost.” So another thing worth mentioning is that
our double jump gets refreshed whenever you run along a wall or touch the ground. Sometimes though, we don’t want to touch
the ground for any of a handful of reasons, and getting into a wallrun may throw off our
angle if we’re on a sick line. It’s in these cases that we can use a piece
of tech called a “wall bump.” Wall bumps are super straightforward, where
if you’re in the air and crouch and collide with a wall, then your double jump gets refreshed. Wall bumps are a bit more niche but they can
help out in tight spots and we also don’t lose any speed by performing them. Let’s get into something more important
though. So while slidehopping may be the single most
important piece of movement tech in this game, a close second is something called a “wall kick.” If you begin a wallrun, and jump off of the
wall within five ticks of beginning the run, then you get a slight speedboost. This is a wall kick. At its basics, it’s very simple, but there
are several factors that play into how “good” of a wall kick you get. The two things that most affect the quality
of a wall kick and the speedboost you get is the angle that you approach the wall from
and the angle that you look at in relation to the wall when you jump off to perform the wall kick. The rule of thumb is that the smoother your
approach, and less drastic/more parallel you approach the wall from, the more speed you’ll
have coming off of the wall kick, and similarly, the more forward you’re looking when you
perform the wall kick, the more speed you’ll have. This makes sense if you think about it, because
obviously if you approach the wall by gently gliding into it, you’ll preserve and gain
more speed than if you slammed into the wall like Spider-Man in training. The idea of approaching a wall from an angle
that’s approaching zero may sound difficult, and honestly it is if you’re not practiced,
but thankfully we do have air strafing in our movement toolbox which helps in the process
and lets us correct our angle gracefully while maintaining breakneck speeds. The name of the game in Titanfall 2 speedruns
is momentum preservation, and wall kicks are a huge part of that. Try to keep an eye out for them, look for
when Bryon ends a wallrun pretty much as soon as they start one, it’s likely a wall kick. Back to the run, when Bryon arrived at BT
they tossed a couple nades to take out some enemies that were dropping by to say “sup.” After then loading up BT with the battery,
we hop inside to begin the combat training sequence for operating BT. Overall the upcoming training segment is very
straightforward, just mowing down enemies as they spawn, so let’s talk about more tech. Another piece of movement tech worth mentioning
is something called “edge boosting.” If you’re wallrunning and during the wallrun
you run out of wall, like the wall has an end to it with a sharp corner, then by jumping
off of the wall during the short window as you pass the corner, you get a speedboost
similar to if we had performed a wall kick. So that’s edge boosting, jumping off the
wall after you run out of wall and run past the edge of it. A very similar sounding but entirely different
piece of tech to edge boosting is something called “end boosting.” When you wallrun, if you perform the full
wallrun without jumping off, then the game will eventually try and push you off of the
wall to end the wallrunning animation. If you perform a jump off the wall as the
game is pushing you off of the wall, then you get a similar effect to a wall kick or edge boost. This is much more niche than wall kicks or
edge boosts though. However, there is a way to force an end boost
to occur that’s used all throughout the run and unsurprisingly called a “forced
end boost,” but we’ll explain that a bit more in-depth later. So to again summarize these three most recent
pieces of tech: wall kicks are when you jump off a wall right when you start a wallrun,
which gives you a speedboost, edge boosts are when you are performing a wallrun and
then run out of wall to run on, and as you pass the edge of the wall, you jump off, which
gives you a speedboost, and lastly is end boosting, where you let your wallrun play
out to completion, and as the game has you begin to drop off the wall, you jump off,
which gives you a speedboost. They all have pretty similar results, but
different executions. They’re all used frequently in one form
or another though, and I’ll try to call out some instances of them throughout the run. So after we take out our first enemy Titan
of the run in a moment, we’re then going to begin transitioning into the third mission
of the game, Blood and Rust, where we’ll start out the mission still piloting BT. So when we’re controlling BT in this game,
we have two little boost dashes we can use to launch us forward a little bit, and they
recharge over time after use. In this game if you have a lot of speed, you
lose the most speed when you’re touching the ground. For this reason, it’s most optimal to use
our dash boosts when we’re on top of ledges or bumps like rocks as you’ll see Bryon
do at the start of the third mission in a moment, because that way we’re boosting
from an elevated position and will have more time at our boosted speed since we’re in
the air for longer. Additionally, there’s a small piece of tech
called “crouch dashing” where after we use a dash from a raised surface, we hold
crouch to stay in the air slightly longer. As we make our way down this aqueduct looking
stretch, Bryon will perform a fun little thing called “Tone slide,” where there’s an
enemy Tone, which is a smaller Titan, and the top of their head is about even with our
feet when we boost. If we line things up correctly, then boost
and crouch as we pass over the Tone, we kinda just grind on their head briefly, preserving
our speed for a little extra distance. Once we make it inside the nearby building,
Bryon is going to ditch BT so that we can travel on foot. As fun as BT is to party with, if it’s possible
to travel by foot, then for the most part we’re going to choose to do so for the sake of speed. After a quick damage boost in a moment, we’ll
be skipping a large chunk of platforming by performing an end boost on a pipe to be able
to reach a wall above us that we can wallrun on to reach the control room, where we open
a Flow Regulation Gate and split up from BT for a chunk of the level. After BT finishes his line here, Bryon takes
that as a cue to begin moving, beginning an absurd stretch of movement throughout the
level that capitalizes on a lot of the things we’ve previously discussed, including the
easy to see things like slidehopping and air strafing, but also things like wall kicks,
which again are when Bryon exits a wallrun within five ticks of starting it to get a
slight speedboost. One thing that Bryon also does that’s often
overlooked by people unfamiliar with Titanfall 2 speedruns is something called the “wall jump arc.” The wall jump arc is the most optimal way
to gain speed and distance after jumping off a wallrun. When you jump out of a wallrun, air strafing
back towards the wall you jumped off of results in the greatest amount of speed gained, in
addition to distance travelled. While at first listen this may not sound super
helpful, because you typically can’t wallrun on the same wall twice in a row, keep in mind
that we aren’t always going to be running on walls, so performing the wall jump arc
at the end of a wallrun sequence is often the most efficient way to gain additional
speed when returning to solid ground, or even get extra distance on our jump to span large gaps. Something else that you might have noticed
throughout the run so far is that we’re able to turn invisible for short stretches of time. If you haven’t played Titanfall 2, this
is an ability called Cloak, and Bryon is mostly using it in areas with high enemy density
so that we can get by unscathed, and it will also get a lot of use throughout the run. So throughout most of this level we’ve been
separated from BT, but coming up we’re going to perform a skip called “Sludge Skip”
to skip a sizable combat arena. As we go through a tight corridor with yellow
pipes, we’ll see BT standing behind a fence across the way. So normally what happens then is we go into
the next big area, activate the sludge pumps, and then fight off waves of enemies before
we can progress. As we enter this area, BT is talking to us,
and normally after we finish our dialogue with him, then BT will move from behind the
fence where we saw him. For sludge skip though, after activating the
sludge pumps here to begin the combat encounter, Bryon does some tight platforming to get to
the fence from where BT is talking to us, and enter BT the moment that we finish our
dialogue with him. This is a bit trickier than it sounds because
the timing on it has to be just right, where we need to make it to BT before the dialogue
is over, but we need to actually respond to BT when he talks to us, because if BT doesn’t
go through all of his lines by the time we enter him, then the game softlocks. It’s for this reason that we have to enter
BT the moment we finish dialogue with him, because if we’re too early then the game
softlocks, but if we’re too late then we won’t be able to enter him because he won’t
be behind the fence anymore. We’ve now entered the end-of-level boss
fight against an enemy Titan operated by Kane, who’s the mercenary in charge of the IMC
forces in this area. If you haven’t played this game, it’s
good to know that there are different Titan loadouts with different weapons and abilities
that you unlock throughout the game. Right now we have two loadouts available,
the base one and the Tone loadout, which Bryon swapped to right before the fight began so
that we can use the 40mm cannon for this fight. To quickly take out Kane, Bryon is going to
hit him with three rounds of our 40mm, followed by unloading barrages of the Tracking Rockets
ability, and then rinsing and repeating, with a use of our Salvo Core ability which launches
missiles thrown in for good measure. One thing that you see Bryon do here, as well
as throughout the rest of the run, is a tech called “swap reloading.” By quickly swapping our loadout to a different
one and then swapping back, it fully reloads our 40mm without having to actually reload,
saving about three quarters of a second per reload. Swap reloading works with all the different
Titan weapons that you reload, but is most effective with the 40mm. After we take out Kane, then we quickly hop
out and take the communications unit from his helmet, which lets us eavesdrop on IMC
transmissions, after which BT will identify a shortcut that we’ll take to reach Major
Anderson quicker, which leads into the next mission. While we listen in and the mission ends, we
have a moment of waiting, so Bryon decides to kill the time by sending you all a message
at home, and I’ll take this moment to send a message as well. First, I hope you’re doing well. If you watch most of my videos, you’ll have
heard me say this before, but it bears repeating: no feeling is final. No matter how hard things may be at this moment
and how difficult life may be, how you feel right now is not conclusive or definite. Feelings of dread, hopelessness, or despair
do not define the rest of your life, and things will get better. There is a tomorrow, you will be here for
it, and the world is a better place with you in it. So, getting back to the run, as Bryon runs
out of time to send their message, we’re brought into mission four, titled Into the
Abyss, which opens with a long section where we play as BT. Near the start of the level, we actually pick
up a large object on the ground that is a new loadout for us to use that’s called
the Scorch loadout. Coincidentally the Scorch loadout is the same
loadout that Kane used in the previous level. We’re going to use it later on in this level
for a fight so you’ll see its abilities then, and we also use it a ton throughout
the run when we have to actually fight enemy Titans because Scorch has really high DPS,
so it makes for a super important loadout in the speedrun. So in this mission you’re going to notice
a lot of moving machinery and walls around us. All this stuff doesn’t operate on a global cycle. Instead, the moving pieces are activated by
triggers that we hit as we move through the level. At one point, we’re going to turn and run
down a long corridor, and while we’re running down it, Bryon is going to save up their two dashes. This is because near the start of the corridor,
we hit a trigger that activates these huge moving walls at the end of the corridor that
move in the direction we need to go. The walls are timed so that right when you
reach the end of the corridor, the last one should pass right in front of you before you
drop out of the corridor and run to the left. Instead, by holding onto their two dashes
and then using them near the end of the corridor, Bryon is able to beat the final wall to the
corridor exit, and actually get in front of it, riding it to the left where we need to go. This is called “wall boost,” and saves
around nine seconds. Alright, so after performing wall boost and
topping off our health, we switch to the newly acquired Scorch loadout to fight against three
Titans that are behind a big door that opens up. Bryon launches out some Incendiary Traps followed
by laying down a Firewall to explode them, then soaks up and deals some damage with the
Heat Shield ability, followed by using our ult, Flame Core, to clean up all three Titans. After the encounter, we collect the Brute
loadout, then hold crouch and forward as we disembark from BT, which gives us a bit of
extra speed that Bryon fully utilizes to cross the large gap to make our way to the cargo lift controls. After being sneaky with the Cloak ability
and calling the cargo lift, we make our way back towards BT and jump straight to the arriving
cargo lift, activating it as we land on it, followed by leaping “into the abyss,”
which actually hits the end of level trigger two seconds faster than just riding the lift. Despite the upcoming loading screen, this
isn’t the end of the mission Into the Abyss, rather the mission is split into three parts,
so we’re now entering part two of Into the Abyss. This part of the mission is going to come
out of the gates hot, so I’ll let you just soak in the high speeds and wall kicks for
a moment, commentary free for 12 seconds. It’s worth mentioning that this level is
an autoscroller, and it doesn’t matter how fast we move here. Here Bryon tries to 360 no-scope a dude walking
in the other direction, but clearly isn’t MLG enough for us and has to hard scope the
dude like a total scrub. After sliding through some air vents like
Luke in Cloud City, Bryon will take out a dude chilling with his homies so that we can
pick up his Spitfire, which is an LMG that we’ll use later in the run. We then hop onto a moving platform, which
after a moment will move in a way that we can take advantage of to get a massive speed
boost, which Bryon is going to chain into a gentle Spartan kick. Bryon is now going to skip a lot of the intended
play area by performing an edge boost to reach a rock ledge, where we’re going to roleplay
as a mountain goat for a bit by strictly platforming on rock ledges. This stretch is a great example of where end
boosts, edge boosts, and the wall jump arc can get you. Speaking of end boosts though, now would be
a good time to talk about a variant of them. Earlier I talked about end boosts and how
we get big speedboosts by jumping off your wallrun at the end of the wallrun animation. I also mentioned the existence of forced end
boosts, which pretty much lets us perform them on command, so let’s talk about forced
end boosts now. When you’re performing a wallrun, if you
press the directional key to move in the opposite direction of the wall you’re on, then after
a brief moment, you’ll stop your wallrun and be removed from the wall. This brief moment after you press the opposite
directional key and before you fall off the wall, you’re still sort of attached to the
wall, and is an example of what’s referred to as “coyote time.” This is a fairly common term in gaming so
I won’t fully explain it, plus I’ve covered it in both our Sekiro run and SpongeBob run,
so you all should know what this means. If during this coyote time period you jump
off the wall, then you get a big speedboost, which is the forced end boost. It’s the same thing as an end boost, but
we have greater control over when we want to use it. Additionally, the later in the coyote time
window that you jump off the wall, the bigger the boost you’ll get. So back to happenings on screen, we’re currently
waiting on a platform to move across the level, so after clearing out most of the enemies,
Bryon is going to have some fun by making one of the robtis turn coat. We’ll refer to the friendly turncoat robit
as the blue one and it’s going to fight a remaining enemy robit that we’ll refer
to as the red one, and we’re going to sit here and watch the gladiatorial combat between
these two brave warriors. Red vs blue, leave a comment for which of
the two combatants you’re pulling for. Looks like it wasn’t a long fight, with
the blue combatant immediately going in for the choke grab and just crumpling the red
combatant, and Bryon is visibly distraught since they clearly were pulling for the red robit. The platform is almost here, so we’re going
to mess around for another moment before hopping on for a long ride across the level. While we wait and end up going on this ride,
let’s cover another piece of tech. It may not seem like it, but most of the tech
we’ve covered so far are the basics for fast movement throughout the run. If anything, the most recent tech we covered,
forced end boosts, was our first step into higher level tech, and from here on out most
of the movement tech we’re going to cover will be advanced, so be sure to take notes. So something that’s everywhere in this speedrun
that should be name-dropped is the term “strafe lurch.” Strafe lurching itself is a pretty intuitive
piece of movement tech. Strafe lurch when you press a movement key
within a half second after jumping, and you slightly lurch in the direction that was pressed. The sooner after the jump input that you strafe,
the stronger the force of the lurch will be, and you can even stack multiple lurches. This piece of tech of course adds to our navigational
ability, but it also allows for a key piece of advanced tech called “tap strafing.” It cannot be stressed how important tap strafing
is to this run. As I mentioned near the start of this video,
Titanfall 2 has much lower air acceleration than other Source games, meaning that if you
want to turn quickly while strafing, you’re gonna lose pretty much all of your speed which
is where tap strafing comes in. So if you’re strafing in a direction and
then jump or double jump, by tapping W in the window for lurch to happen, you lurch
in the direction that you’re already strafing. You still lose a bit of speed due to incurring
lurch, but we’re able to continue to turn and maintain speed thanks to lurching in our
turning direction, rather than just twist ourselves in the air and stop moving as would
normally happen by attempting to air strafe and take a tight corner. Tap strafing allows for things like instant
90° turns with minimal speedloss, which is impossible otherwise. If you watch Bryon’s inputs while they air
strafe and turn, you’ll notice that they tap W a lot, and this is when Bryon is tap
strafing to lurch in the direction we’re turning. I hope you got all that because there will
be a quiz later. Anyways, Bryon just utilized the moving platform
to launch themselves up to a catwalk which is a difficult trick called “dome launch”
that required tight timing on some inputs and skipped a lot of platforming. So right now we’re trying to get to Major
Anderson but need to reunite with BT first and get through a combat simulation in a simulation
dome where we perform a skip called “Dome Skip,” which fun fact, used to be performed
a different, slower way, but a dev at Respawn hinted to the speedrun community that there
was a faster way to do it, which led to the current method of it being discovered. So as the platform we’re on is rising, Bryon
is going to jump towards the boundary of the dome and hold crouch while they’re in air. This brings us to the ledge where there’s
a small gap in collision that we can crouch through. Once out-of-bounds, Bryon is going to slidehop
their way over to the opposite corner of the dome and stand in a specific spot on a ledge
and wait. By standing in the specific spot that we’re
going to stand in, then once the arena finishes assembling and the dialogue finishes, this
part of the mission just ends, fully skipping the dome combat segment. The reason why this works is that once the
dome is finished being assembled, the lights go off briefly and we’re teleported to a
different dome where the combat actually takes place. The location we position ourselves at in relation
to the dome being assembled lines up with the end of level trigger for the dome we’re
teleported to, so once we’re teleported, we’re standing in the end of level trigger,
instantly skipping the combat segment. In the meantime, you get to enjoy the hall
of mirrors effect as Bryon threw a nade and wiggled the camera to mess with the flight-trail,
and also aim around to get a big reticle. After the screen fades to black, we’re be
brought into part three of the Into the Abyss mission, where we’re now in the depths of
the facility and pretty close to reuniting with BT. While traversing through some caves with low
ceilings, Bryon is going to spam jump to keep up our speed while sliding, and we get to
listen in on Blisk, the main antagonist, scolding Ash, the enemy Pilot who tried killing us
with the combat simulation, for playing around with her food and not taking us out when she
had the chance. In a moment we’re going to ride on a honeycomb
centrifuge to build up some speed, which is a trick called “Cylinder Skip” that skips
a lot of platforming. We’ll then do some quick wallruns to get
on top of a ledge where we’ll do a quick damage boost as Ash begins the self-destruct
sequence for the facility to try and take us out. Bryon is then going to jump over the fence
from Jurassic Park, and do another damage boost off of the moving wall to get us enough
lateral speed to be able to reach the simulation dome that BT is in, aided by a quick wallrun. Once we get inside BT, we’re going to immediately
begin making a beeline towards the end of the level where we’re supposed to have our
big showdown with Ash. Rather than fight her though, we’re going
to perform something called “Ash Skip.” The name may not be super intuitive, but Ash
skip is a skip where we skip Ash. So after running past and taking out some
enemies so they don’t get in our way, we’re going to come to an area where there’s another
simulation dome on the right side of the screen. Rather than entering the dome, Bryon will
use the Hover ability in the Brute loadout to fly on top of a large pipe running along
a wall on our left. Once we’re on the pipe and past a specific
union fitting, Bryon is going to crouch and hop out of BT, bringing both us and BT out-of-bounds. This brings us out-of-bounds because when
we disembark, the game relocates us to the closest location where both Cooper and BT
can be standing, and because we had to be crouched to be on top of the pipe, BT couldn’t
stand there. So once we got out-of-bounds, Bryon immediately
turned around and hopped back into BT, and now runs along specific lines avoiding invisible
walls and a cutscene trigger, followed by dashing into the void, but we’re actually
landing on an invisible platform right next to an invisible wall that we need to get through,
and to do that all we need to do is disembark from BT again to clip us through the wall,
and then hop back inside to bring BT to our side of the invisible wall. We now just Hover to get on top of the nearby
tunnel and run to the exit to hit the end-of-mission trigger, rounding out Into the Abyss, and
completing Ash skip which again is a skip where we skipped Ash. This brings us into the next mission, Effect
and Cause, which seriously, if you’ve never played this game, is one of the single coolest
video game missions I’ve ever had the chance to play, and it was so well received that
this mission alone has its own Wikipedia page. In the speedrun, it’s a pretty straightforward
mission for the most part but it does have its moments. So in the story of the game we’re still
in search of Major Anderson and upon arriving at the rendezvous coordinates, we find ourselves
at an old research facility. We split up with BT at the start to cover
more ground, and right away we have sporadic encounters where it appears that we’re in
the facility while it was in operation. So what’s actually happening in the game
is that we’re jumping back in time and there’s a bunch of time anomaly stuff going on because
of the research that was going on at this place back in the day. Bryon will eventually make their way to the
location of Major Anderson’s body who has somehow gotten himself stuck in concrete,
which it turns out was done by him jumping through time at the wrong time, which has
caused for the two halves of his body to be in separate locations in the facility. We’ll then secure Major Anderson’s helmet
which we’ll listen to the contents of with BT, who is then going to inform us that because
Major Anderson is dead, we’re now in charge of all Militia forces on the planet due to
the chain-of-command. While Cooper processes the fact that we’re
now the leader of a group project where we’re the only ones doing the work, let’s talk
about the downside of this mission in the speedrun, which is that it involves a lot of waiting. Like, a lot. For a lot of this waiting I’m going to be
speeding up the footage just so we aren’t sitting here twiddling our thumbs while we
wait. Right here though, Bryon climbs up to a specific
ledge to wait for Major Anderson’s briefings to play out. This is because after the briefings wrap up,
BT is going to hurl a streetlight into the building we’re on, and we’re supposed
to ride the electrical line like a zipline. It’s a lot faster to start riding the zipline
halfway up though, which is why we’ve taken perch up on this building, because once BT
raises his arm like he’s about to throw the light like a handegg, Bryon will wallrun
and do a leap of faith to the flightpath of the light and give themselves a ton of whiplash
by beginning to zipline up despite having momentum in a totally different direction. Once we’re inside the building, we have
to wait a moment and a time shift cycle before a robit is going to pry open the nearby doors
and we’ll run through them, and then we’re going to perform a skip called “Faster Than Light.” So behind laser doors in the next room, there’s
a long hallway bridge that normally takes several time-shift cycles to get through. Normally you have to walk through the hallway
and slowly wait for each time-shift because in the present time the bridge is collapsed
and we have to navigate it in the past. What Bryon is instead going to do is stand
in the laser doorway in the present where the lasers aren’t spawned, and position
themselves just on the hallway side of doorway so that when the game time-shifts us to the
past and the lasers spawn, we get shot out of the collision with the lasers at high speeds. Bryon then maintains the speed with slidehopping
and air strafing, letting them clear the distance of the bridge all in one go in the past, meaning
that we don’t have to wait for time-shifts along the distance of the bridge to cross safely. Once we reach the end of the hallway, we hit
the trigger to transition into the second part of the mission, where the loading screen
shows Major Anderson’s better half. When we load in, we’ll immediately interact
with Major Anderson’s rump to take his time-shifting device off of his wrist and put it onto ours,
which gives us the ability to shift through time at our own leisure. As we equip the device, Bryon looks towards
the wall on the left to align themselves for the first wallrun once we gain control. Most of this mission from here on out is just
a pure display of Bryon’s smooth movement in addition to time-shifting at just the right
moment to be able to progress through the level while still maintaining high speeds. There’s also several spots throughout this
level where we have to wallrun across large gaps and it’s intended that you jump from
one wall to another, which we technically do, but we’re sure to jump off of them immediately
in order to perform wall kicks for the speed boost. For as much of this level as possible, Bryon
plays in the present time because there are fewer enemies to worry about running into
or taking damage from, but because of how fast they’re travelling, Bryon is for the
most part playing in whatever time they need to be in to get through the mission. After doing eight consecutive wall jumps here
to climb up to the next floor, Bryon is then going to do a bit of waiting and artistic
renderings of the Joker, then a bit of platforming, and then a lot more waiting, so let’s take
this time to talk about movement mechanics a bit more. So earlier we talked about tap strafing, which
lets us preserve a bit more speed than normal when making tight turns while air strafing
thanks to tapping W to lurch in our strafing direction. While lurching is used to our benefit with
tap strafing, it’s worth repeating that you always lose speed when you incur lurch,
even if you’re performing tap strafing, because again, tap strafing just causes us
to lose less speed than normal when taking tight air strafe turns. However, one way that losing speed due to
lurches can be remediated is with a piece of tech called the “no lurch double jump,”
or NLDJ for short. So say you're air strafing and would like
to perform your double jump while maintaining your strafe without incurring lurch. By continuing to hold down the button for
the direction you're strafing, and then pressing both the opposite directional button and space
at the same time, then releasing one the strafe buttons after the jump, you'll continue to
air strafe and perform your double jump without losing any speed. This mainly allows for us to get the extra
distance from double jumps without lurching, and can also be used to switch our air strafe
direction if needed. If you watch Bryon’s inputs when they’re
slaloming about, you can see them pressing down the opposite directional keys while jumping
to change what direction they’re strafing without lurching and losing speed. So an upcoming big open room is referred to
by runners as Hell room, and it has a zipline in it that you’re supposed to ride, but
Bryon is going to perform a strat called “Hell Room Zipless” where by building up enough
speed with some grenade damage boosts, they can clear the entire zipline gap without having
to actually ride it. Hell Room Zipless is one of the, if not the
hardest strats in the whole game. As we exit Hell room we perform a trick called
“Snuggle Slide” that causes us to gain a ton of speed, and it’s best if we let
Bryon explain this one. So, in Titanfall 2 when you land on a moving
surface, when you land on it you don’t just catch the platform instantly, it’ll give
you some compensation in the opposite direction of the platform to more accurately simulate
what it would be like landing on a moving platform. And because this platform is moving so fast,
and so quickly, and we’re sliding on it, that calculation, I think, might be happening
multiple times in the span of a second. As well, the platform is just moving really
fast so the compensation just slings you in the other direction. Thanks Bryon, everyone say “thanks Bryon”
in the comments and make sure you spell it right, also I rewound a moment so we can actually
process Snuggle Slide as it happens here. Now that we’re actually out of Hell room
though, we’re going to enter a dirty hole and try to avoid any burns that may occur
due to our speed. After we land and fully regain our clarity,
we’re just a little bit of platforming and one door-opening-robit away from the end of
Effect and Cause part two, which leads us into the finale of this mission, Effect and Cause part three. In part three, Bryon’s going to perform
an incredibly fascinating glitch called “timestop.” Up front, timestop does two things: freeze
enemies in place and make it so that we can clip through walls. Effect and Cause has both the present and
past maps existing at the same time in the game and they’re stacked vertically with
one very high in the sky and the other very low, and you’re transported between them
when phasing through time. In a moment Bryon will both phase through
time and interact with a panel to progress the mission at the same time, which breaks
where the game sends us in the other timeline map, and instead of bringing us to the same
location in the other map, puts us way up in the skybox. This allows us to clip through walls like
right here, because when we phase through time with our momentum, rather than running
into walls in the other map, we’re in the skybox where there are no walls so we can
pass through where a wall would be before switching back to the other timeline. After playing around on frozen enemies and
getting flashbanged, time is now frozen for story reasons and not because of the timestop
glitch, and we’ll be platforming on debris frozen in air, and at one point Bryon is going
to perform a skip called “Ship Skip'' where they do a wall kick off a super small piece
of debris, saving two seconds if performed successfully, and losing 17 seconds if failed. So, what’s happening in the story right now? Well, we sort of broke time because we destroyed
this superweapon called the Fold Weapon that the IMC was going to use to destroy Militia planets. The Fold Weapon utilizes time-displacement
technology to destroy things, which explains why time was all wonky near it. When we destroyed it just now, time froze
for a moment, and we take this moment to scan the power source to learn more about it. From this scan we learn that there’s actually
an even bigger Fold Weapon and it’s powered by a piece of alien technology called the
Ark, which turns out to be the glowy thing we just scanned, so now our main goal in the
game is to destroy the other Fold Weapon to save Militia planets. Once done with the scanning, we’re brought
back into the present time and welcomed home by BT before being brought into the next mission,
The Beacon. Now the start of The Beacon is easily Bryon’s
favorite part of the speedrun and they have zero contempt for it. One of the reasons why they love it so much
is that after we rock climb with BT and hop off of him, we have to try and get past BT
to run in front of him right away. This is because BT is slow and will block
us, and if we can get ahead of him then we can book it to our objective. This is easier said than done though, and
it looks a lot easier than it is, because while it seems that Bryon just does a quick
wallrun around BT, the angle on it is pretty tight and the terrain is super awkward and
it’s very easy to bonk or mantle on something and just fall behind BT and lose time. After Bryon successfully does that though,
they’re in the clear to make their way to link up with some members of the Militia that
are hunkered down so we can send a distress beacon to the Militia fleet and get assistance
with taking down the Fold Weapon. This is all actually setup to a big dialogue
skip, whereby passing BT and getting to the Militia base and clearing out the enemies
there, then returning to BT before his dialogue with the Militia begins, we end up skipping
over 45 seconds of dialogue because all of the gameplay triggers are met by the time
the game does the first check for them. Now while Bryon sets up this skip and slaloms
through a big fart cloud, I think it’s worth mentioning that if you have any interest in
learning this game as a speedrun, or would just like to watch more in-depth content breaking
down the movement and routing of this run, then Bryonato has an incredibly detailed tutorial
on their YouTube channel. The tutorial is all collected in a playlist
they’ve made, and spans 22 videos and over nine hours of watchtime. Bryon breaks down all the lines you should
take through the levels and even goes over the fine details like what parts of terrains
to avoid if you want to keep up speed and also breaks down their inputs to a higher level. So if you want to check that out, there’s
a link to their YouTube channel in the description, and the tutorial playlist is featured as a panel. Additionally, you may want to check out SwayLouie’s
tutorial series that I’ve linked in the description as well. Louie’s tutorials are a bit more brief and
direct if that’s what gets your rocks off, but are super informative all the same. Back to the run, we’re now in the little
Militia base, and on our way to here with BT we picked up and equipped our next loadout
which is the Ronin loadout, and is easily the coolest loadout in the game because it
has a big sword. We now have to sit and listen to the leader
of this group talk about how if we had an Arc Tool, they could reactivate the Beacon
to send the distress signal, but they don’t have an Arc Tool, however we can find one
deep down in the Beacon’s power grid, which is where we’re going to head after this
conversation to enter the Beacon part two. During this dialogue, something cool to mention
is that one time someone accidentally clipped out of the room we’re in and was able to
then get out-of-bounds and just run to the mission end trigger, fully skipping this mission,
but it hasn’t been recreated since, and it’s suspected that it may have occurred
because the person was playing on pirated software. So after the chit-chat comes to an end and
we exit part one of the Beacon, we’re coming to the part of the run that wins the award
of “what you’re most likely to see Bryonato practicing if you tune into one of their Titanfall 2 streams.” It’s such a movement heavy segment that
this two minute stretch of gameplay has a 69 minute tutorial in the tutorial playlist
I mentioned a moment ago. Additionally, while Bryonato dislikes The
Beacon part one, part two is their favorite part of the entire run because of how fun it is to play. After a wall kick off of a railing to continue
to build up speed, we head into our first narrow wall kick corridor where after three
quick wall kicks, Bryon takes a hairpin turn without ever touching the ground. At the end of this quick wall kick straightaway,
we pick up the Softball, which is a sticky grenade launcher, and then Bryon tases himself
on the wall to deathwarp back to the checkpoint to perform a skip called “Kill Room Skip.” By wallrunning on a vertical pipe to reach
a wall where we perform both an edge boost and a damage boost, and then performing the
wall jump arc, we get just enough distance to reach the other side of the gap, fully
skipping a kill room where we’d have to kill six enemies to progress, saving about ten seconds. Kill room skip is incredibly difficult to
perform because it not only relies on getting an edge boost as we did, but you also have
to shoot the Softball in the right spot to get a good damage boost, where ideally the
Softball is as close to the edge as possible and also slightly below you so you get lifted
up slightly by the blast. Here we destroy the robit holding the Arc
Tool that we came down here for, and we can now begin making our way back to the entrance of this area. So the Arc Tool fires a laser that activates
and deactivates turbines and switches, and the movement throughout the rest of this mission
is just so freaking smooth, utilizing the turbines for extra speed where possible, and
is just very satisfying to watch. At one point Bryon is going to perform one
of the more difficult skips in the game which is called “Heat Sink Skip.” Bryon uses a visual cue to pull a frag here
and throw it at a specific spot and jump from a rail as it explodes, allowing them to reach
a bridge on the other side of a room we were supposed to go through where we would raise
a bunch of walls to block a turbine, saving around 15-20 seconds. With Heat Sink Skip taken care of, I’ll
let you enjoy the last ten seconds or so of this fast paced movement commentary-free. So once we’ve exited the bowels of the Beacon,
we begin part three of the mission, which opens with a bit more waiting before we can
actually use the Arc Tool to power up the Beacon. Also, fun fact, part three of the Beacon has
one third of all the timesave that Mandarin gives us, saving about 12 seconds overall. While we wait, let’s talk about another
more advanced piece of movement tech. Back to lurches, another place where lurches
can occur and result in speed loss is when you’re wallrunning and want to convert your
wallrun into an airstrafe in one of the horizontal directions. Intuitively, this would require you to jump
off the wall, and then begin strafing once you’re in air, which would result in a lurch
and a decrease in velocity. By instead holding forward and a strafe direction
while wallrunning, then jumping and releasing the forward input and beginning the strafe
in the held direction, you begin your strafe immediately without incurring lurch. This is called a “no-lurch wall jump,”
or NLWJ for short. The common theme around no-lurch tech is that
you're releasing keypresses to strafe, rather than inputting them, since the input is what
causes lurch in the first place. So it looks like Bryon had no issue with powering
up the Beacon, and there’s actually going to be even more waiting now, so let’s cover
one more piece of movement tech that is kinda like the cherry on top. So I know that the movement tech that we’ve
explained so far is already really complicated, so let’s make it even a little more complex
with a piece of tech called “strafe kicks.” Alternatively called a “no-lurch wall kick,”
strafe kicks are pretty essential to being a top runner of Titanfall 2, and there are
several ways to perform them. In essence though, a strafe kick is a variation
of a wall kick, which as we talked about earlier, is jumping off the wall within five ticks
of getting on it for a slight speedboost. The thing that makes strafe kicking unique,
is that when you go to perform the wallrun, you need to hold both W and one of the side
directional keys as you enter the wallrun. Then, as you begin the wallrun and go to perform
the wall kick, you let go of W and begin strafing immediately as you come off the wall. This allows us to get the speedboost we normally
would from a wall kick and transition into strafing without any lurches. Alright, I think that caps off most of the
individual pieces of movement tech that we’ll be covering throughout the run. While running towards the big structure, Bryon
switches to the Brute loadout, which is the one with the Hover ability, in preparation
for a glitch called “moon boots.” When they run up to the door in front of us,
Bryon is going to Hover and disembark from BT while we’re in the Hover animation. Disembarking while hovering is unintentional,
and we’re only able to do it here because we wedge ourselves under an outcropping on
the doorway, and doing this makes it so that our gravity as Jack Cooper is reduced by about 15%. You can see we get a bit more hang time with
each jump right now. This leads into what’s probably the coolest
and most well-known trick and skip in this speedrun, Super Fastball. Normally, we have a bonding moment here with
BT where we perform the Fastball maneuver where he throws us to the hanging wall across
the gap where we’re supposed to wallrun and then traverse a giant play area on foot
towards an object we want to yoink to repair a satellite dish for our beacon to get out. With Moon Boots activated and by holding space
while we’re being thrown, Bryon is able to get extra height on the throw, letting
us fly over the intended path, opening the door to skipping this entire area. If you watch Bryon’s movement and inputs,
you’ll notice a few NLDJs in this stretch here, which if you remember from earlier is
where Bryon is able to change the direction they’re air strafing when performing a double
jump by holding both side directional buttons at once before releasing one. As we approach the end, Bryon is going to
throw a grenade called a Gravity Star to a specific location ahead of us with precise
timing so that as we pass the Gravity Star, it detonates, allowing us to damage boost
all the way to the good Uplink Module. The reason we need the module is that when
we powered up the Beacon, the satellite dish that we’re using to send the distress message
didn’t fully align and activate due to a damaged Uplink Module, and the failed activation
will alert the IMC to our position so that’s not good. With the replacement module secured, Bryon
starts making their way back to BT by first chucking another Gravity Star out in front
of themselves to get a giant boost in speed once they cross paths with it. The Gravity Star boost is followed by Bryon
having to nail the strafing and wall kicks in this section, which allows for us to end
up skipping having to grab the zipline at the end of this stretch, which is unsurprisingly
called “zipless,” which saves 15 seconds. As Bryon completes the zipless strat and approaches
the platform BT is on without riding the zipline, they throw two quick Gravity Stars to damage
an enemy called a Reaper that just dropped in because it turns out the IMC did indeed
hear our distress message and wants to mess with us. Bryon is now going to clear out all the enemies
that are spawning which consists of mostly throwing haymakers over and over, shooting
some rockets here and there, and gunning down infantry units that spawn. We don’t have to clear out all the enemies
here before being able to progress, but it’s much faster if we do. This is because we need to install the replacement
Uplink Module, and the panel that we interact with slowly lowers over time, and by clearing
out the enemies it becomes reachable much faster. While Bryon clears out the enemies, it’s
time for a quiz! I hope you’ve been paying attention, and
I even gave you a warning earlier that this was coming, but here we go. The question is: tap strafing, what is it? Is it: A. A method of tapping W to build up speed
from a standstill. B. A method of tapping A or D while air strafing
to build extra speed from our strafe. C. A method of tapping W while strafing to
make tight turns. Or D. Tap strafing isn’t a thing, I made
it up just for this question and lied about mentioning it earlier. 5 seconds on the clock, leave your answer
in the comments. If you said D. then congratulations, you’re
the worst, the actual answer is C! Alright so after clearing out all of the enemies,
Bryon needs to make their way up to the satellite dish on top of this structure to install the
new Uplink Module, and normally you’re supposed to do another Fastball maneuver with BT to get up there. Instead, Bryon did a shimmy with a series
of wall jumps to skip the Fastball and reach the top quickly which is a skip called “Dish
Climb,” saving close to a minute. Bryon reached the top just as the panel with
the Uplink Module came into range so we can install it, but we kinda forgot that the module
will cause the satellite dish to move again, and causes us to slide off and need to be
saved by BT, but it leads to one of the cutest character moments in gaming. We can now make our way back to meet up with
the Militia that are holed up in that makeshift base we were in a little bit ago, but as we
approach it we’ll be ambushed by several enemy Reapers that will drop in, and this
is when we get to bust out that big sword I mentioned earlier that comes with the Ronin
loadout, turning this speedrun into a Gundam anime. Bryon will take out the first two Reapers
with the sword right as they drop in, and after taking them out, Bryon will control
where the next batch of Reapers will spawn and drop in by looking at a specific spot. By charging up an Arc Wave while looking in
the specific spot, the Reapers will drop in as Bryon unleashes the Arc Wave, allowing
them to chop the two of them up quickly before cleaning up the last one with our shotgun. Bryon then looks to a specific spot to control
where the next two Titans will spawn in, and Bryon prepares them a welcome gift by switching
to the Scorch loadout and laying down some Incendiary Traps. Bryon also lays down a Firewall and baits
the Titans into standing on it while Bryon throws up their Thermal Shield to soak up
and deal damage. We then switch back to the manga build and
blast the distant Titan with the shotgun to lead into the big boss battle against an enemy
Pilot named Richter. So because we’re in our anime loadout, then
after Richter spawns in and we get a free sword swing on him, then we have to stand
there and let Richter reveal himself and give a quick speech even though we could totally
just end the fight right now when Richter is outside of his suit. And to think if we weren’t in anime mode
then this trope could be avoided. Right when the fight actually starts, Bryon
throws out an Arc Wave, shoots Richter once, and then uses the sword again as our Sword
Core ability becomes available, which increases our melee damage by 75%. Richter then uses his nuke eject ability to
self-destruct his Titan and ejector seat himself, but his seat malfunctions and he’s caught
up in the blast, ending the fight. So this brings us to the end of the mission,
where we re-enter the control room and BT has a conversation with the adults while Bryon
plays with grenades. So this time when we attempt to contact the
Militia fleet, it succeeds thanks to our efforts in repairing the satellite dish. This makes the screen fade to black, and it’ll
fade back in as BT is having a conversation with Sarah Briggs, who’s one of the commanders
in the Militia. BT lets Briggs know about Lastimosa’s death
and how we were linked to BT because of the circumstances and Briggs says that she’ll
transfer BT a new pilot. BT rejects this idea though because of all
we’ve accomplished together, and if the game weren’t currently in Mandarin, you’d
hear BT say, word for word, “yo teach, that’s wickity wack, you should see the shit that
Coop do, he jumped through time and shit and then also turned into a baseball.” It’s because of this line that Briggs displays
visual confusion and decides to keep us linked with BT because she figures BT is defective
and not worth an actual Pilot. We then all mount up and leave for the next
mission, which is the beginning of the all-out assault on the Ark to destroy the superweapon
that the IMC has. This next mission, Trial by Fire, opens with
another cutscene, and it’s at this point that you’ve likely realized that this run
consists of a lot of cutscenes. If you think this run is cool and would like
to watch other runs of it but without cutscenes, it’s worth mentioning that there is an Any%
No Cutscenes category that is about 24 minutes faster than the standard Any% run. Bryon holds the record in that too, so feel
free to check it out on their channel. So once we stick the landing in our deployment
to the battlefield, Bryon switches to the Ronin loadout and dashes up the battlefield
while blocking with the sword which reduces 70% of the damage we take, and also uses the
Phase Dash ability to make up some more ground without taking damage, just proving how differently
the Normandy Beach invasion could have been if the Allies had recruited weebs. Once Bryon waltzes through the enemy structure
that has no collision because it’s a segment of the wall that gets destroyed in the next
sequence, they wait for the onslaught of bullets to stop, then switch to the Scorch loadout
and throws up the Thermal Shield once a bunch of enemy Titans spawn. Bryon has to clear out a certain number of
Titans that spawn in two waves to progress the mission, which they’ll do pretty handedly
with a combination of the Thermal Shield, throwing down Flamewalls, and using our Flame
Core ult whenever possible. This loop repeats itself as Bryon needs to
clear out a couple more Titans in this open combat area, before they’ll then switch
back to the Ronin loadout and head inside to take out some more enemy Titans. Our one-person army charge continues, and
many of you may be asking why we have to take out all these enemies and why we can’t just
run to the next objective. The reason is that we’re performing this
charge with Sarah Briggs, the person from the last mission that BT spoke gracefully
with, and the first half of this mission is an escort mission with her. The location that we’re running to with
Briggs is an elevator, and once we get on the elevator, we have to wait for Briggs. Briggs is straight up bloodlusted though,
and will get distracted by any enemies in her way, so we have to be sure to clear out
all of the enemy Titans so that once we finally arrive at the elevator, Briggs won’t get
distracted by anything and will come straight to the elevator with us. In the case of this run, we end up getting
a bit ahead of Briggs so when Bryon arrives at the elevator we still have to wait a little
bit, but something worth mentioning is that while Bryon may be using their core abilities
that are our ults like Flame Core and Swore Core throughout most of the mission so far,
they hold onto their last core that they charge up before the elevator in anticipation for
after the elevator ride. This is because the Ronin core ability, Sword
Core, not only increases our melee attack damage, it also greatly reduces the recharge
time on our dash. This comes in handy big time in a moment because
we don’t need to worry about Briggs after the elevator ride and we can run just straight
to the end of the level. So we’ve finally made it to the elevator
I keep mentioning, but Briggs is spending some time galavanting about, forcing us to
wait just a little bit for her to arrive at the elevator and begin our ride up. Bryon is visibly distraught by this timeloss. As the elevator approaches the top, Bryon
will use the Hover ability in the Brute loadout to fly to the top slightly before the elevator
reaches it to save a few seconds, and then swaps to the Ronin loadout and immediately
uses Sword Core so they can spam dashes with the reduced recharge time and essentially
Naruto Run through the rest of the level. The Phase Dash ability comes in handy during
this segment as well because there are a couple moments where there are enemies that like
to block our path, but Bryon can just Phase Dash to get past them with no issue. If you watch the circular gauge in the bottom
left corner you can see how much of our core we have left, and we ran out a moment ago,
so here Bryon shifted their focus from moving through the level to building back up our
core by attacking some enemies to fully get our core recharged. After using Sword Core again to start Naruto
Running, we’re brought into the final stretch of the level where we just run straight to
a cutscene trigger where we’re going to see the Ark being loaded onto a ship, meaning
that we didn’t make it in time and the Ark is being brought to the superweapon for use. You’d think that if we weren’t forced
to stop in our tracks every time there was a little cutscene like this that we could’ve
made it into the ship with them, but it is what it is I guess. After Bryon expresses their anger and disgust
with BT, we’re then brought into the penultimate mission in the game, The Ark. The start of this mission has us standing
in place with a missile launcher as we make our way towards the Fold Weapon, and we have
about a minute of waiting here before any action, so while Bryon takes out their frustrations
on Sarah Briggs by doing some target practice with emphatic nodding or shaking of their
head for each success or failure of their shot, I’d like to take this minute to just
say thank you to everyone who continues to support the channel on Patreon. I know that this video took a long time to
make, and I apologize for that, but you Patrons continue to choose to support this channel
monetarily month to month and that means more than you can imagine, so again, thank you. If you want to support the channel monetarily,
Patreon is the best way to do so, and for as little as one dollar a month you get access
to videos early, and occasional updates on videos as they’re being made. It’s entirely unnecessary to do, and by
no means required, but thank to those of you who do it anyways. So back to the run, in like thirty seconds
an enemy Pilot named Viper is going to show up and destroy a bunch of our ships, causing
us to fall, and after we eventually stop falling and land on a ship, Bryon is going to perform
a really tricky trick called “Barker Skip.” Bryon is going to align themselves on a specific
part of the ship we land on, and then at a specific audio cue will pull a grenade and
then throw it, followed by then jumping off the ship and using the grenade to damage boost
themselves over to a nearby ship that’s called the 6-4. Once Bryon lands on the 6-4, they have to
run around in circles for a moment or two because the game may register their movement
as falling due to how the 6-4 moves, and the way the game checks to see if you fell off
a ship is based on how far you fall, so if you don’t run around, then the game may
think you’re falling, and might just kill you randomly. Once the 6-4 moves to a more opportune position,
Bryon can then make the jump to the nearby big ship that we would eventually have been
brought to, which is something called “6-4 Skip,” and in conjunction with Barker Skip,
saves around 45 seconds. Inside the ship, Bryon slidehops across the
room they’re in to get to an elevator that’s opening, taking out a couple enemies along
the way for safety, and then cloaks as the elevator opens so they can sneak past those
enemies and ride the elevator up safely. As the elevator goes up, we stand in the back
corner so that we can build up a little bit of speed as the doors open to have momentum
going into the next area, where our goal is to take out the enemies manning the ships Medium Turrets. We’re supposed to take out all three sets
of turrets, but we only need to clear the third one to advance. The clearing out of enemies at the turret
is pretty straightforward with one charged grenade and a couple shotgun shots doing most
of the work, but one of the enemies survives the initial shots, upsetting Bryon, and causing
them to pull an Antonio Margheriti on the enemy’s body. We then have to wait a moment for the crew
of the 6-4 to zipline in after we did all the hard work, so while they do that, Bryon
positions themself on a nearby railing and looks down forebodingly at a ship piloted
by Sarah Briggs that’s way below us. Once the ship begins to rise, Bryon begins
to fall to land on the ship and jump into the nearby hangar-looking area. This strat of dropping onto the ship skips
having to wait for Briggs to fly the ship all the way up where we’d then wallrun on it. So in this upcoming hangar there’s a bunch
of enemies that we have to clear out, but we only really have to clear out specific
ones because the 6-4 is coming in behind us and they can take care of certain enemies
on their own, so Bryon goes through this area taking out only as many enemies as they have to. Once we’re done with all the enemies down
here, then Bryon will head on up to the top floor of the walkways where they’ll have
to wait for one straggling member of the 6-4 to slowly waddle their way up to where we’re
at before we can progress. Waiting for the member of the 6-4 takes awhile,
so while we wait I want to say again that I hope you’re doing well. I know that I said this closer to the start
of the video, but seriously, I hope you’re doing well. I often talk about how feelings of despair
don’t define you, and that’s mostly because there was a point in my life where hearing
that would have helped a ton, and I want to help out anyone who may be in a similar situation
now, but heavy stuff aside, I hope the little things are good for you too. And if you don’t have a ton to complain
about but still had a rough week, like you got a flat tire or something, it’s totally
okay to talk with people about that and say you had a rough week. It’s totally normal to talk about how you
feel with people and please remember that expressing your feelings does not make you
a burden to others. Also, I’m giving you all the homework assignment
of calling or messaging a friend or family member and just asking how they’ve been. I call my grandma every day to just chat and
it increases quality of life by 250% Back to the run, once our standoff with these
enemies comes to a conclusion, Bryon will immediately run inside the cockpit and run
up to the control panel where they use their knife to disable this ship’s Heavy Turrets
and also steer the ship we’re on to be behind the Draconis, which is the ship with the Ark on it. With the Heavy Turrets taken out, BT is now
able to be dropped onto our ship and we’ll be reunited with our buddy by him depressurizing
the cabin before we embark. As BT depressurizes the cabin, Bryon stands
away from the window because if we stand by the window, then because we did Barker Skip,
the game will crash. Once we get in BT, we’re ready to board
the Draconis and retrieve the Ark, but instead we get interrupted by Viper, the Pilot that
took out all the ships earlier, and a boss fight ensues. To start the boss fight, which is against
Viper and two Scorch Titans, Bryon is going to focus their fire on the Scorches, firing
at them as they hop onto the ship to get some early damage in, and then firing pop shots
at them to get them to activate their Thermal Shield abilities to get it out of the way. Once Bryon gets the Titans’ health low enough,
they deliver the finishing blows via a left jab, with the second Titan falling into the depths like Mufasa. For taking out the actual boss though, Bryon
switches to the Ion loadout and uses the Laser Core ability, which allows them to quickly
melt through all of Viper’s health. That’s totally the last we see of Viper,
won’t be seeing them again, and after a brief moment of dialogue, we prepare to perform
another Fastball maneuver with BT. Oh no, it’s Viper, who could have ever seen
this coming, not me that’s who! We have to sit for a moment and watch Viper
and BT tussle, but once we gain control, Bryon will slidehop up the ship to where Viper will
rip off BT’s arm and stumble backwards, after which Viper jumps back at BT and we
double jump because otherwise we get knocked down, so double jumping skips that animation. Viper’s chassis then opens up and we’re
able to unload on them to actually get rid of them for good this time, and that’s something
worth celebrating as Bryon does here. We still have to get the Ark though, and BT
just doesn’t have any sense of urgency as we wait at the hatch to enter the ship, and
BT just drunkenly stumbles over, which is just pathetic, like you’ve got no excuse dude. Once we’re down in the ship, we’ll be
in a hallway and make our way down to the end where the Ark is located, and then after
waiting for BT to finally make his way to the room, we’ll watch a cutscene of us securing
the Ark in the chest of BT for safe keeping, but that doesn’t last very long as the Draconis
is crashing, and BT shields us from the impact. We’ll then be captured by the main bad guy
of the Apex Predators, Kuben Blisk and taken to a facility near the Fold Weapon for interrogation,
finishing off this mission and leading into the final mission of the game, The Fold Weapon. There’s a lot of cutscene here though so
we’re going to fast forward through this, and the next mission also opens with a pretty
lengthy cutscene and some dialogue so we’ll be fast forwarding through that as well, because
otherwise we’d be sitting here in silence for a bit because it’s always hard finding
things to talk about near the end of a run where there are big set-pieces without much
actual player input and most things have already been explained. So the final mission opens with us being interrogated
and we’re nearly executed, but BT attempts to save us but that just results in the enemy
securing the Ark and destroying BT’s chassis. There is one small timesave to explain here
though that saves about five seconds. Once we gain control, we’re supposed to
walk up to BT and talk to him, and normally he doesn’t start talking for a moment, but
by immediately holding S to walk backwards when we gain control and walking far enough
back so that we go into a nearby fire and then walking forward, we activate BT’s dialogue early. BT then uses his final bit of energy to rip
his face off to give us his AI core, along with a survival kit that contains a new Data
Knife and also a Smart Pistol which I’m a bit upset we couldn’t have used throughout
the rest of the game. While we may have a Smart Pistol, which is
just straight busted, this intro segment after we gain control is a bit tricky because if
you mess up and die, then the game softlocks. Once we get moving, Bryon mashes space while
going up stairs to get up them a bit quicker, and then will perform several wall kicks in
a row to get moving down the corridor as we progress through the level, using the Smart
Pistol to take out enemies when necessary to prevent them from getting in our way. Once we’re outside, Bryon’s going to do
some slidehopping and air strafing to bring us to a zipline that we’ll ride before heading back inside. Back inside, we’ll be in a white hallway
with a couple tight corners, and instead of spamming wall kicks through this stretch,
Bryon tries to move straight forward as much as possible, using wall kicks to change the
direction we’re heading at the corners, giving us more optimal lines. This next area consists of Bryon performing
three wall kicks to span the distance that’s supposed to be covered by like six wallruns. This will bring us back to outside where we’re
going to pretty much skip a bunch of enemies and combat by going over them thanks to our
speed and a wall kick off of some big pipes on the right side of the area. Once we make it to the other side, Sarah Briggs
sends down an empty chassis for us to put BT’s memory core into for us to be reunited
with our pal as we make our way to the Fold Weapon to stop Blisk and his sidekick named Slone. After we enter BT quickly from behind, several
enemy Titans will show up nearby. We don’t need to kill them, but we do have
a bit of distance to cover before we reach our objective so we’re going to popshot
some of these Titans while moving through them to build up our core meter, so we can
then switch to Ronin and use Sword Core to get the fast charging dash so we can get to
our objective quickly. When we eventually get to where we’re done
running, we’re going to perform a skip called “Door Skip.” So normally what happens near the end of this
running stretch is there’s an area with a bunch of Titans that you have to clear out,
and then a door will open for you to progress. The thing is though is that there’s a gap
in the collision just above the door that will open, so by positioning ourselves in
generally the middle of the door and then disembarking from BT, we can fling ourselves
just above the door and through the gap, skipping all that combat. We now will slalom down a hallway with Bryon
weaving left and right to avoid enemies that are running into the hallway from rooms on the side. There are a ton of them and if you don’t
avoid them properly, there’s a good chance of experiencing the downside of mortality. After running up a ramp, Bryon performs an
edge boost off a wall on the right side, followed by a wall kick on the left to clear a railing
without mantling. We’re in the home stretch of this movement
spree, and once we arrive at the door at the end, we’re brought into a cutscene of Blisk
and Slone, after which we’ll be put back into BT since we were supposed to be in BT
when we started the cutscene. After the cutscene formally introducing us
to Slone, Bryon will immediately switch to Ronin and throw out an Arc Wave, followed
by emptying our shotgun rounds into her. This will be followed by thoroughly routed
combat using the Brute loadout to build our core meter, and using the Scorch loadout to
do loads of damage to Slone and other enemy Titans, followed by some more Ronin use, and
then finishing her off with the Scorch loadout again. So these strats we’re going to use to kill
off Slone are so fast that we’ll finish her off ahead of the scripted dialogue that’s
playing over the PA system, and by interacting with the Ark Injector before the PA says the
dialogue where it says 97%, we skip waiting for the Fold Weapon to charge up, saving around
11 seconds in a skip that’s called “PreCharge.” PreCharge leads into a major skip though, the biggest one
since Super Fastball was discovered in 2017, “AndyShot”. Bryon will charge up their Sword Core as they’re
killing Slone, and by using Sword Core the moment that they interact with the Ark Injector,
what happens is that we still have our core active and therefore a weapon active as we
head into the cutscene. This means that the game gives us a weapon
for the cutscenes that we’re not supposed to have out, and when BT powers back up, our
weapon switches to our big weapon. So, we’ll have out our big Titan weapon
out during the cutscene and be able to use it. Later in this cutscene then, Blisk will appear,
hop out of his Titan, and land on BT to talk to us about joining the Apex Predators. Bryon will take that opportunity to fire our
big weapon to headshot Blisk, instantly killing him and skipping 33 seconds of dialogue. This means that AndyShot officially makes
Apex Legends no longer canon. At the end of this cutscene, we load ourselves
inside of the BFG 10000 to launch ourselves into the Ark to destroy the Fold Weapon, but
not before doing one final Fastball maneuver for old-times sake to save us. This leads into the final gameplay stretch
of the run, where we navigate all the stuff that’s flying around as everything is getting
destroyed and melting down. Right away, we do a quick wall kick to gain
speed, and then after a wallrun we just jump forward without running on anything else because
by just flying forward and air strafing, we eventually hit the trigger to fall to the next platform. There we land in a slide, leading into some
sliehops and a wall kick on the flying rubble. After some more air strafing, we make a huge
leap with an NLDJ thrown into the middle as we air strafe for what seems like an eternity
before making our final leap and flying out into the end of mission trigger where we lose
control of Jack Cooper and begin the cutscene where we’re rescued, officially ending the run. So, if you’ve made it to the end of this
video, thank you so much on behalf of both myself and bryonato. I do apologize for how long it took to make,
but I’ve been talking with Bryon about making this video for over a year now, and I just
wanted to get it right, and I’m really glad we were finally able to present this awesome speedrun to you. Titanfall 2 is a great example of how deep
the movement in speedruns can get, and even though some of the strats are hard to notice,
all the tech just stacks on one another to flesh out one of the deepest movement toolboxes
in speedrunning, which is why I’m such a fan of it as a speedrun. Additionally, Bryon’s an incredible person
and I can’t recommend their stuff to you all enough, so please do check out their socials,
links are in the description. That’s all for this video though, let me
know your thoughts in the comments or join my Discord and let me know there, link is
also in the description. This was an Any% speedrun of Titanfall 2,
I’ve been tomatoanus, and I hope you have an above average day.