History Main / SequenceBreaking

9th Feb '17 9:24:55 AM Morgenthaler
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* One level of ''SuperScribblenauts'' has the starite stuck above two sliding platforms. To move these and get the starite, Maxwell needs to get to two switches, requiring the player to shift around a sequence of rocks to make sure certain doors don't open. Or you can just click on the switches directly, even though Maxwell's nowhere near them, and the starite drops with no effort at all.

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* One level of ''SuperScribblenauts'' ''VideoGame/SuperScribblenauts'' has the starite stuck above two sliding platforms. To move these and get the starite, Maxwell needs to get to two switches, requiring the player to shift around a sequence of rocks to make sure certain doors don't open. Or you can just click on the switches directly, even though Maxwell's nowhere near them, and the starite drops with no effort at all.
14th Jan '17 7:05:40 PM nombretomado
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* ''Franchise/{{Lufia}}'':

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* ''Franchise/{{Lufia}}'':''VideoGame/{{Lufia}}'':
11th Jan '17 11:19:18 AM TheKaizerreich
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* Plenty of poorly made RPG Maker games usually have this in some form, especially when a creator doesn't know how to use switches, and there is often little to no warning about the monsters' strength, so when you expect to encounter a Slime (The first enemy in most RPG Maker games using preset troops, Ghost takes its spot in XP, and Bat does the same thing in MV), you may encounter Vampires, Succubi, and various other monsters that can bulldoze your team at that point in the game. Some even allow you to [[UpToEleven complete the game without fighting the final boss!]]
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* Plenty of poorly made RPG Maker games usually have this in some form, especially when a creator doesn't know how to use switches, and there switches. Examples:
** There
is often little to no warning about the monsters' strength, so when you expect to encounter a Slime (The first enemy in most RPG Maker games using preset troops, Ghost takes its spot in XP, and Bat does the same thing in MV), you may encounter Vampires, Succubi, and various other monsters that can bulldoze your team at that point in the game. Some even allow you to [[UpToEleven complete the game without fighting the final boss!]]
** Poor positioning of treasure chests or similar item sources can have this effect as well. Say the characters must move through a labyrinth or mountain range or such, are standing on a tile and next to them is a treasure chest located on a tile that is on a different "elevation"; due to the pseudo-3d nature of the engine, the chest can most likely be opened unless coded specifically to prevent that, which often saves a lot of walking around.
[[/folder]]
9th Jan '17 11:49:17 PM ShorinBJ
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** [[MostAnnoyingSound Anything to make Hyneard shut up faster.]]
9th Jan '17 11:27:26 PM ShorinBJ
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[[folder:ActionRPGs]]

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[[folder:ActionRPGs]][[folder:Action [=RPGs=]]]
9th Jan '17 10:30:44 AM REV6Pilot
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** In the original games, the player was unable to jump normally, and maps were designed with this in mind. Source ports that add jumping therefore allow you to skip large parts of multiple maps (in the case of the above Dead Simple, ''the entire map'') just by jumping.

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** In the original games, the player was unable to jump normally, and maps were designed with this in mind. Source ports that add jumping therefore allow you to skip large parts of multiple maps (in the case of the above Dead Simple, ''the entire map'') map''; same with Ballistyx, a TNT: Evilution map that's otherwise very long and challenging) just by jumping.
2nd Jan '17 6:53:13 PM Octorok103
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*** ''Ice Cold Killa'': Pop tires of Jizzy's car before entering the Pleasuredome. When he tries to flee using his car, it's much easier to chase him. Even better, park another car horizontally right in front of Jizzy's car - when he exits and tries to flee, he'll grind his gears going nowhere and you can shoot the car up at yourr lesiure. And hey, if you brought a rocket launcher along, why not just use that?

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*** ''Ice Cold Killa'': Pop tires of Jizzy's car before entering the Pleasuredome. When he tries to flee using his car, it's much easier to chase him. Even better, park another car horizontally right in front of Jizzy's car - when he exits and tries to flee, he'll grind his gears going nowhere and you can shoot the car up at yourr lesiure.your leisure. And hey, if you brought a rocket launcher along, why not just use that?



*** In ''Misappropriation'' the games wants you to have a spectular chase using among other things a helicopter. You can bypass it all by sneaking in quickly enough in the place where the case is, kill the guy who's carrying it, grab the case and flee.

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*** In ''Misappropriation'' the games wants you to have a spectular spectacular chase using among other things a helicopter. You can bypass it all by sneaking in quickly enough in the place where the case is, kill the guy who's carrying it, grab the case and flee.


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* In ''VideoGame/{{Warframe}}'', it's possible to skip large chunks of the boss fight against Councilor Vay Hek. Normally, squads are expected to engage his aerial drone form several times while chasing him through the map; once he's been driven to the final arena, players can force him into his Terra Frame and finish him off. However, there's absolutely nothing stopping players from ignoring Vay Hek and rushing to the final arena; Vay Hek will follow, allowing players to drive him into his Terra Frame more quickly. Since his aerial form only has one small weakpoint that can be damaged that isn't always active, while the Terra Frame can be damaged anywhere, many players recommend using this strategy to make the fight much less painful.
27th Dec '16 9:34:51 AM Iampureevil
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Added DiffLines:

** Later, it was found that you could skip the key for ''Bowser in the Dark World'' using a "parallel universe" glitch (this also saves time in ''Bowser in the Fire Sea'') You can see the "1 key" TAS [[https://www.youtube.com/watch?v=LVow3S13US0 here]] [[note]] Beating the game with 0 stars and 2 keys in real time has been achieved by [[http://www.speedrun.com/sm64#0_Star several people]], however, it's ''pretty'' safe to say no-one will ever beat the game with only one key in real time. [[/note]]
25th Dec '16 8:51:48 AM thatsnumberwang
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* The [=GameCube=] remake of ''VideoGame/MetalGearSolid'' allows for some skips by way of the expanded hanging mechanics from [=MGS2=] -- in particular, there are now a pair of steam and nitrogen pipes in REX's hangar that one can drop down to to skip the whole freezing and warming the PAL key sequence.
22nd Dec '16 12:30:56 PM EllaMegablast
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* While ''KingdomHearts'' doesn't require you to go the worlds in the order recommended by the game, it's actually a little less linear than it would appear. When you get the Gummi ship, you can start the events at the Coliseum or go to Wonderland and do the events there, and the game recommends that you go to Wonderland first judging by its one star battle level. But then the third world shows up, and it's Deep Jungle, so naturally the game recommends that you complete it after the Coliseum. But fans of the game will tell you that it's actually ''easier'' to do Deep Jungle ''before'' the initial events at the Coliseum, despite Deep Jungle being labeled as a higher battle level. After that, you need to go to Traverse Town again and seal its keyhole while Cid upgrades the ship as the DiscOneFinalDungeon. After that you are only really required to beat Agrabah and Neverland before Hollow Bastion, where the game sort of railroads you until the end. (Unless, that is, you stop and do sidequests or complete the worlds you didn't complete.) So yes, it is fully possible to skip Monstro, and then bypass either Halloween Town or Atlantica ''completely'' (the guide even says you can skip Monstro), or decide to just not initiate the boss battles; it's just not ''recommended'' because skipping them means you lose potentially valuable experience and it would make Neverland ''much'' harder to complete.
** If Sora visits Hollow Bastion if a certain order is done, he will see a certain room near the library that he will comment about how "this place seems familiar" with no further explanation. Changing the order, shows instead [[spoiler: [[http://www.youtube.com/watch?v=Cam3qk5awLc Kairi being told at one point by her grandma a story about how the worlds were formed]], which is similar to [[http://mangafox.me/manga/kingdom_hearts/v01/c001/4.html the manga prologue]]. Sora remembers it through her.]] Also, the meeting with Kairi in this case appears to be extended.
** Square-Enix and Disney [[DevelopersForesight even]] ''[[DevelopersForesight thought]]'' [[DevelopersForesight of what could happen]] if one sequence broke, mainly pertaining to Hollow Bastion. For the earliest example (and one of two that doesn't involve Hollow Bastion), if one completes Wonderland before Deep Jungle, you see Alice wandering into Maleficent's chamber, but if one completes Deep Jungle ''before'' Wonderland, instead of Alice, you see ''Snow White'' doing the same. The only one that doesn't make much sense is completing Monstro after Hollow Bastion, in which case [[spoiler:Maleficent is still dead, yet you run into an unexplained evil Riku and Sora already knows that this Riku is an enemy. Of course it also means this Riku is picking on Pinnochio for no reason.]]
*** There is still a small glitch though if you do the Jungle before Wonderland. When Sora defeats the Trickmaster at Wonderland, the keyblade pretty much just automatically locks the keyhole by itself, leaving Sora wondering what the heck just happened. If you lock the Deep Jungle first, the keyhole-locking sequence at Wonderland does not change, so Sora is still confused by it, despite the fact that he's already locked the Deep Jungle so he should know what's going on.

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* While ''KingdomHearts'' doesn't require you to go the worlds in the order recommended by the game, it's actually a little less linear than it would appear. When you get the Gummi ship, you can start the events at the Coliseum or go to Wonderland and do the events there, and the game recommends that you go to Wonderland first judging by its one star battle level. But then the third world shows up, and it's Deep Jungle, so naturally the game recommends that you complete it after the Coliseum. But fans of the game will tell you that it's actually ''easier'' to do Deep Jungle ''before'' the initial events at the Coliseum, despite Deep Jungle being labeled as a higher battle level. After that, you need to go to Traverse Town again and seal its keyhole while Cid upgrades the ship as the DiscOneFinalDungeon. After that you are only really required to beat Agrabah and Neverland before Hollow Bastion, where the game sort of railroads you until the end. (Unless, that is, you stop and do sidequests or complete the worlds you didn't complete.) So yes, it is fully possible to skip Monstro, and then bypass either Halloween Town or Atlantica ''completely'' (the guide even says you can skip Monstro), or decide to just not initiate the boss battles; it's just not ''recommended'' because skipping them means you lose potentially valuable experience and it would make Neverland ''much'' harder to complete.
** If Sora visits Hollow Bastion if a certain order is done, he will see a certain room near the library that he will comment about how "this place seems familiar" with no further explanation. Changing the order, shows instead [[spoiler: [[http://www.youtube.com/watch?v=Cam3qk5awLc Kairi being told at one point by her grandma a story about how the worlds were formed]], which is similar to [[http://mangafox.me/manga/kingdom_hearts/v01/c001/4.html the manga prologue]]. Sora remembers it through her.]] Also, the meeting with Kairi in this case appears to be extended.
** Square-Enix and Disney [[DevelopersForesight even]] ''[[DevelopersForesight thought]]'' [[DevelopersForesight of what could happen]] if one sequence broke, mainly pertaining to Hollow Bastion. For the earliest example (and one of two that doesn't involve Hollow Bastion), if one completes Wonderland before Deep Jungle, you see Alice wandering into Maleficent's chamber, but if one completes Deep Jungle ''before'' Wonderland, instead of Alice, you see ''Snow White'' doing the same. The only one that doesn't make much sense is completing Monstro after Hollow Bastion, in which case [[spoiler:Maleficent is still dead, yet you run into an unexplained evil Riku and Sora already knows that this Riku is an enemy. Of course it also means this Riku is picking on Pinnochio for no reason.]]
*** There is still a small glitch though if you do the Jungle before Wonderland. When Sora defeats the Trickmaster at Wonderland, the keyblade pretty much just automatically locks the keyhole by itself, leaving Sora wondering what the heck just happened. If you lock the Deep Jungle first, the keyhole-locking sequence at Wonderland does not change, so Sora is still confused by it, despite the fact that he's already locked the Deep Jungle so he should know what's going on.



* In ''VideoGame/{{Ys}} VI'', it may be possible to do Limewater Cave before the Ruins, if you're leveled up enough, never tried this myself. You need to really be leveled up to defeat [[BeefGate Piana-Pius]], who guards the object needed to defeat the GoddamnedBats in the second half of the dungeon. There's also the shadow creatures, which you need the Rainbow Fragment to defeat, although they can be avoided (except on [[HarderThanHard Nightmare]], where the boss generates them).
** In ''I and II'', once you get the Treasure Box Key from the first half of the Shrine, you can unlock the chests in the Mine, if you're brave enough, and if you get the level 3 equipment early(by Money Grinding), {the monsters may still be too strong), and maybe complete the dungeon before the rest of the Shrine.
* Early in ''VideoGame/SecretOfMana'', you can get to Gaia's Navel before you visit the water palace by using Cannon Travel twice. From there you can continue on or travel from Gaia's Navel to Pandora. Doing the latter can lead to a slightly different sequence of events where the girl joins your party later than she normally does. However, you must return to the OneTrueSequence before you defeat Spikey Tiger, or Undine's cave will never become unsealed and you will have to restart your game.

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* In ''VideoGame/{{Ys}} VI'', it may be possible to do Limewater Cave before the Ruins, if you're leveled up enough, never tried this myself.enough. You need to really be leveled up to defeat [[BeefGate Piana-Pius]], who guards the object needed to defeat the GoddamnedBats in the second half of the dungeon. There's also the shadow creatures, which you need the Rainbow Fragment to defeat, although they can be avoided (except on [[HarderThanHard Nightmare]], where the boss generates them).
** In ''I and II'', once you get the Treasure Box Key from the first half of the Shrine, you can unlock the chests in the Mine, if you're brave enough, and if you get the level 3 equipment early(by early (by Money Grinding), {the though the monsters may still be too strong), and maybe complete the dungeon before the rest of the Shrine.
* Early in ''VideoGame/SecretOfMana'', you can get to Gaia's Navel before you visit the water palace by using Cannon Travel twice. From there you can continue on or travel from Gaia's Navel to Pandora. Doing the latter can lead to a slightly different sequence of events where the girl joins your party later than she normally does. However, [[DefiedTrope However]], you must return to the OneTrueSequence before you defeat Spikey Tiger, or Undine's cave will never become unsealed and you will have to restart your game.



* ''Videogame/GoneHome'' can be completed in under two minutes with prior knowledge or blind luck, and probably under ten by a very thorough player; the key to the final room is hidden behind a fake wall in [[spoiler: the home's parlor, almost directly opposite of the front door]] which prompts players to open when looked at. The ease of which players could inadvertently beat the game and skip the entire story led to a [[https://www.youtube.com/watch?v=IjyrxNteLyw parody game]].

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* ''Videogame/GoneHome'' can be completed in under two minutes with prior knowledge or blind luck, and probably under ten by a very thorough player; player: the key to the final room is hidden behind a fake wall in [[spoiler: the [[spoiler:the home's parlor, almost directly opposite of the front door]] which prompts players to open it when looked at. The ease of with which players could inadvertently beat the game and skip the entire story led to a [[https://www.youtube.com/watch?v=IjyrxNteLyw parody game]].



* In the final battle of the arcade version of ''VideoGame/DoubleDragon'', Willy sits on top of a wall and sends {{Mooks}} after you, only attacking when they're all defeated. However, if you lure Abobo to the wall and let him suplex you, you'll end up on ''top'' of the wall and can launch a preempative attack on Willy - he can't attack until he falls off the wall. Defeating him while he still has mooks [[WeCannotGoOnWithoutYou makes them run away]]. [[http://www.youtube.com/watch?v=WrYLIkky9xQ&feature=related Have some proof.]]

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* In the final battle of the arcade version of ''VideoGame/DoubleDragon'', Willy sits on top of a wall and sends {{Mooks}} after you, only attacking when they're all defeated. However, if you lure Abobo to the wall and let him suplex you, you'll end up on ''top'' of the wall and can launch a preempative preemptive attack on Willy - he can't attack until he falls off the wall. Defeating him while he still has mooks [[WeCannotGoOnWithoutYou makes them run away]]. [[http://www.youtube.com/watch?v=WrYLIkky9xQ&feature=related Have some proof.]]



* In the UsefulNotes/AppleII and UsefulNotes/{{Commodore 64}} game ''SnooperTroops'', the clues never change, so it is possible to collect all of the appropriate clues, start a fresh game, and accuse the correct suspect as fast as you can type in the clue numbers. Allowing for loading times, this should take literally about a minute.
* The first leg of ''VideoGame/{{Cluefinders}} 4th Grade'' required a FetchQuest; twelve cairoglyphs in exchange for translating a clue on a scroll. The scroll contained five clues in rhymed couplets; the first four would always be the same and lead you to the statue adjacent to the antique shop where the scroll is being translated. The fifth clue would tell you how to open the secret chamber behind the statue, and it would be different each time. But once you realize the patterns the final clue tends to take (X, Y, then X once more, or X, Y then Ear, or X, then twice knee), you can skip all of Cairo's fetch quests, mess around with the statue and solve the secret chamber puzzle early. The antique dealer will still demand cairoglyphs, but it won't matter because solving the secret chamber's puzzle opens up the boat rental shop, allowing the Cluefinders to advance to the Nile Kingdom without bothering with the scroll at all.

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* In the UsefulNotes/AppleII and UsefulNotes/{{Commodore 64}} game ''SnooperTroops'', the clues never change, so it is possible to collect all of the appropriate clues, start a fresh game, and accuse the correct suspect as fast quickly as you can type in the clue numbers. Allowing for loading times, this should take literally about a one minute.
* The first leg of ''VideoGame/{{Cluefinders}} 4th Grade'' required a FetchQuest; FetchQuest: twelve cairoglyphs in exchange for translating a clue on a scroll. The scroll contained five clues in rhymed couplets; the first four would always be the same and lead you to the statue adjacent to the antique shop where the scroll is being translated. The fifth clue would tell you how to open the secret chamber behind the statue, and it would be different each time. But once you realize the patterns the final clue tends to take (X, Y, then X once more, or X, Y then Ear, or X, then twice knee), take, you can skip all of Cairo's fetch quests, mess around with the statue and solve the secret chamber puzzle early. The antique dealer will still demand cairoglyphs, but it won't matter because solving the secret chamber's puzzle opens up the boat rental shop, allowing the Cluefinders to advance to the Nile Kingdom without bothering with the scroll at all.early.



* Most of the levels in ''VideoGame/SeriousSam - The First Encounter'' and ''The Second Encounter'' are out in the open. It's often possible to RocketJump over walls and triggers, leaving you little to fight. In City of the Gods in ''Second Encounter'', player can even ram into one of the walls and fly to the exit of the level through interlevelic medium. Many of these glitches are very often used in multiplayer and it's not considered very entertaining by others.

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* Most of the levels in ''VideoGame/SeriousSam - The First Encounter'' and ''The Second Encounter'' are out in the open. It's often possible to RocketJump over walls and triggers, leaving you with little to fight. In City of the Gods in ''Second Encounter'', the player can even ram into one of the walls and fly to the exit of the level through interlevelic medium. Many of these glitches are very often used in multiplayer and it's not considered very entertaining by others.



** Also, generally the only levels designed with the jetpack in mind were the levels which contain a jetpack, not the levels after them. Though mostly this isn't too bad since there's only a few places in the game where you do get it (unless you use cheat codes), the jetpack in the hidden level from episode one can be used to skip the first half of the final level because it relies on a sequence of earthquake setpieces which each lower the terrain around the next trigger to somewhere you could reach on foot (and moreover on a lot of ledges overlooking the same area, so reaching any place you want is trivial). This may have been intentional, though, since it does require you to find and beat a secret penultimate level.
** Also, many buttons can be pressed form the wrong side of a wall, and in many cases the mere act of jumping on top of an enemy can get one the boost needed to surpass the bulk of a level (such as the entirety of the first level; the number of enemies the player even needs to see before finishing can be counted on one hand)

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** Also, generally the only levels designed with the jetpack in mind were the levels which contain a jetpack, not the levels after them. Though mostly this isn't too bad bad, since there's only a few places in the game where you do get it (unless you use cheat codes), the jetpack in the hidden level from episode one can be used to skip the first half of the final level because it relies on a sequence of earthquake setpieces which each lower the terrain around the next trigger to somewhere you could reach on foot (and moreover on a lot of ledges overlooking the same area, so reaching any place you want is trivial). [[EnforcedTrope This may have been intentional, though, though]], since it does require you to find and beat a secret penultimate level.
** Also, many buttons can be pressed form from the wrong side of a wall, and in many cases the mere act of jumping on top of an enemy can get one the boost needed to surpass the bulk of a level (such as the entirety of the first level; the number of enemies the player even needs to see before finishing can be counted on one hand)level.



*** In fact, it's possible to simply kill the closer Banshee's pilot with the sniper rifle. No one else will climb in, leaving you free to take it. You not only bypass the areas between the top and bottom of the "room", but also avoid most of the enemies, which don't appear until you enter from ground level. Really, you don't even need to kill the pilot. Providing you can run fast enough, you can get to the Banshee before he does and simply fly away.



*** It's possible to jump off the bridge in the latter part of "Assault on the Control Room" and onto the large buttress that runs up the front of the Forerunner shrine that houses the control room, allowing you to skip a decent chunk of the level. You can either walk down the bridge to where the mortar tanks and ghosts are, or walk up it and slide down the side to land yourself in front of the door to the control room. This one is interesting because it's pretty obvious.
*** From the self-same "Assault on the Control Room" bridge, you can also destroy the Covenant mortar-tanks below you, before you're forced to face them, from relative safety (it's very hard for them to get an angle on you: the bridge is in the way). You can eventually kill those mortar tanks by just shooting them repeatedly with small-arms, like the plasma pistols and rifles dropped by all the Covenant you just killed. Sure, it'll take a while, but it's actually a lot less annoying than trying to fight the tank on foot. At least, on Legendary.
*** With a bit of practice, it's entirely possible to jump down from the ''very first'' bridge in Assault on the Control Room to the valley below. This will bypass the enemy spawn triggers and allow the player to saunter through the remaining ~90% of the chapter unopposed.
*** Some "The Silent Cartographer" ones include getting on top of the map, getting a Warthog to the entrance to the security facility, or getting a Warthog down to the Cartographer. In fact, if you get the Warthog down in front of the security facility and leave it parked there with 2 marines sitting in it, then during the little later cutscene when a Zealot Eite with a sword runs out of the door, the marine gunner will blow him away and you will sometimes hear the passenger yelling taunts before the cutscene ends.
*** You can also get on top of the ridge that serves as the map boundary in "343 Guilty Spark".
*** There's a glitch that lets you keep yourself from getting kicked out of the Pelicans dropships that deploy you at the start of missions.

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*** It's possible to jump off the bridge in the latter part of "Assault on the Control Room" and onto the large buttress that runs up the front of the Forerunner shrine that houses the control room, allowing you to skip a decent chunk of the level. You can either walk down the bridge to where the mortar tanks and ghosts are, or walk up it and slide down the side to land yourself in front of the door to the control room. This one is interesting because it's pretty obvious.
room.
*** From the self-same "Assault on the Control Room" bridge, you can also destroy the Covenant mortar-tanks below you, before you're forced to face them, from relative safety (it's very hard for them to get an angle on you: the bridge is in the way). You can eventually kill those mortar tanks by just shooting them repeatedly with small-arms, like the plasma pistols and rifles dropped by all the Covenant you just killed. Sure, it'll take a while, but it's actually a lot less annoying than trying to fight the tank on foot. At least, on Legendary.
*** With
[[labelnote:*]]With a bit of practice, it's entirely possible to jump down from the ''very first'' bridge in Assault on the Control Room to the valley below. This will bypass the enemy spawn triggers and allow the player to saunter through the remaining ~90% of the chapter unopposed.
*** Some "The Silent Cartographer" ones include getting on top of the map, getting a Warthog to the entrance to the security facility, or getting a Warthog down to the Cartographer. In fact, if you get the Warthog down in front of the security facility and leave it parked there with 2 marines sitting in it, then during the little later cutscene when a Zealot Eite with a sword runs out of the door, the marine gunner will blow him away and you will sometimes hear the passenger yelling taunts before the cutscene ends.
*** You can also get on top of the ridge that serves as the map boundary in "343 Guilty Spark".
*** There's a glitch that lets you keep yourself from getting kicked out of the Pelicans dropships that deploy you at the start of missions.
unopposed.[[/labelnote]]



** The very first mission (Liberty Island) can be skipped by picking up the gas grenade on the pile of containers just north of the entrance to the pier, lobbing it at the front door of UNATCO and running past the soldier who opens the door to investigate. Even better, ''the game acknowledges the player's ingenuity'', via a remark from the guard manning the retinal scanner. Alternatively, you can use the "LAM stairway" trick to climb up the side of the statue, or the double-grenade jumping trick to propel yourself all the way to the top in seconds.

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** The very first mission (Liberty Island) can be skipped by picking up the gas grenade on the pile of containers just north of the entrance to the pier, lobbing it at the front door of UNATCO and running past the soldier who opens the door to investigate. Even better, ''the game acknowledges the player's ingenuity'', ingenuity'' via a remark from the guard manning the retinal scanner. Alternatively, you can use the "LAM stairway" trick to climb up the side of the statue, or the double-grenade jumping trick to propel yourself all the way to the top in seconds.



** At the Missile Silo, you can skip the entire mission by utilizing an exploit. Run around the perimeter and facedownwards at the hatch leading down into the silo, have a Light Anti-Tank Weapon and point it downwards at a specific angle, then fire. This kills Howard Strong, the final enemy in the area, and skips the process of arming and redirecting the missile entirely.

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** At the Missile Silo, you can skip the entire mission by utilizing an exploit. Run around the perimeter and facedownwards face downwards at the hatch leading down into the silo, have a Light Anti-Tank Weapon and point it downwards at a specific angle, then fire. This kills Howard Strong, the final enemy in the area, and skips the process of arming and redirecting the missile entirely.



* ''VideoGame/GoldenEye1997'': While not exactly easy to pull off, it's possible to beat Aztec level without killing Jaws and without even operating the open/close exhausting bay terminal. If the player attracts the yellow jump-suited guards in the corridor between the room with the terminal behind the glass doors and the exhaust bay and returns to the room and hides in the back, it's possible that the guards will open the glass doors and Bond can use the guidance data and recover the launch protocol and finish the mission in any place within the level (even in the exhaust bay), as the level has no defined exit. It's not quite clear if this is a glitch or not as the level normally has no exit too. This trick is very popular among speed run players.

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* ''VideoGame/GoldenEye1997'': While not exactly easy to pull off, it's possible to beat Aztec level without killing Jaws and without even operating the open/close exhausting bay terminal. If the player attracts the yellow jump-suited guards in the corridor between the room with the terminal behind the glass doors and the exhaust bay and bay, returns to the room and hides in the back, it's possible that the guards will open the glass doors and Bond can use the guidance data and data, recover the launch protocol protocol, and finish the mission in any place within the level (even in the exhaust bay), as the level has no defined exit. It's not quite clear if this is a glitch or not as the not, given that ''no'' level normally has no exit too.a defined exit. This trick is very popular among speed run players.



** You can also sequence break by entering Valley of Drakes and [[BeefGate defeating the drakes in the region]], [[IndyEscape or by just running past them if you're good at dodging their attacks.]][[note]]You don't even need to go near the drakes to get to Blighttown if you have the master key and go in through New Londo Ruins[[/note]] This lets you skip the entirety of The Depths (including the [[ThatOneBoss infamous Capra Demon]]) and [[ThatOneLevel most of Blighttown]]. It also lets you get the [[TurningRed Red]] [[LimitBreak Tearstone]] [[CriticalStatusBuff Ring]] earlier, which is incredibly useful against most bosses, again, [[DifficultButAwesome if you're good at dodging.]]

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** You can also sequence break by entering Valley of Drakes and [[BeefGate defeating the drakes in the region]], [[IndyEscape or by just running past them if you're good at dodging their attacks.]][[note]]You don't even need to go near the drakes to get to Blighttown if you have the master key Master Key and go in through New Londo Ruins[[/note]] Ruins.[[/note]] This lets you skip the entirety of The Depths (including the [[ThatOneBoss infamous Capra Demon]]) and [[ThatOneLevel most of Blighttown]]. It also lets you get the [[TurningRed Red]] [[LimitBreak Tearstone]] [[CriticalStatusBuff Ring]] earlier, which is incredibly useful against most bosses, again, bosses--again, [[DifficultButAwesome if you're good at dodging.]]



** In the Nolani Academy mission after passing through the Great Wall the player is supposed to follow Rurik. The easier option is to immediately go the opposite direction from Rurik and head straight to the boss. This requires fighting only two or three groups of Charr, whereas following Rurik requires fighting most of their army and a number of other mob packs.

to:

** In the Nolani Academy mission mission, after passing through the Great Wall the player is supposed to follow Rurik. The easier option is to immediately go the opposite direction from Rurik and head straight to the boss. This requires fighting only two or three groups of Charr, whereas following Rurik requires fighting most of their army and a number of other mob packs.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SequenceBreaking