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Tech: Rhythm Punch
There is a way to punch faster if you time your inputs instead of spamming the button. I refer to the feeling of perfect inputs on punches as a “Rhythm Punch”. While I don't specifically know the actual reason, it feels like the pressing of a punch input has a low “cooldown” until a punch can be applied again. This means that if you spam the button, an input before the optimal rhythm can block a perfect 1-2-3 punch-punch-kick combo.
Tech: Rhythm Roll
While I don't know if I can confirm it, it seems like there is a timing to Roll after a Rhythm Punch that is a faster momentum. You simply hit roll during the final portion of the kick in the same timing as the rhythm punch, as if it is extended to a 4th press. So it is 1-2-3-4, Punch-Punch-Kick-Roll. If done correctly, it's almost as if there is momentum to the kick that's transferred to the first half of the roll. (I don't believe this is true, just a way to describe it when executed correctly)
Tech: Roll vs Running
Rolling is coded to be faster if spammed. If you time you rolls perfectly, it is faster than spamming.
Chapter 4 Jungle Route
When lost in the jungle you must visit the corpse three times, though you don't need to search it for the compass. From here the path is: W S S E S W W S S E N E E N E S S W W S
Chapter 9 Disable the Comms Tower Connect the following wires: Red > White, Black > Green, Yellow > Blue Then cut the following wires: Blue, Red, Black
Catacombs Route The order of movement in the catacombs is: E E W W N N N N E S E S S N N N N E N W W N E N N