Castlevania: LoS - Glitchy Tricks
Tricks & glitches in Castlevania: LoS. Points of interest: 1. It's possible to by-pass the "teleport collision" at the Necromancer. It's done by doing certain attacks at the moment the collision tries to teleport Gabriel. May or may not come in handy, felt it was at least mentioning. 2. It's possible to go through cutscene triggers undetected. It's simply done by doing a shoulder charge through where the trigger is, & the cutscene won't play. However it either doesn't work at all cutscenes, or it's harder at some areas than others. In each example I backtracked to show that the cutscene triggers were still active. Besides the potential for skips, this might help with creating glitching mayhem. 3. You can breach walls after all, at least thanks to the 'dismount animation' (followed by instantly rolling). Also, I've tried rolling by itself to breach walls without success... So far I've gotten it to work like this: (a) Press the pig's right side against collision (I think that the shape/quality of the collision matters. Maybe works at corners only? Needs more tests) EDIT: Beforehand, scout an area that has "shaky collision" when Gabriel rolls against it. I suspect this is a factor. (b) Dismount the pig while spamming "roll" in the direction of the wall (I keep L2 pressed while spamming R2). This seems to glitch the dismount animation, and Gabriel breaches the wall. It's encouraging to know that certain animations can cause wall breaches. Can any of Gabriel's attacks breach walls too?... Note: Gabriel dismounts the pig diagonally right/back (could this be a factor?). And this is the only area/mount I've tried it. Note 2: The reason I didn't do the skip from the 1st room is because I happen to be testing after I broke the door, & the checkpoint made it so I could start on the pig on each restart (As opposed to having to fight the pig every time I wanted a new test). 4. Dicking around (a) Glitched mini-game kills as falling into collision. (b) Glitch at the Ogre. (c) Zoebek in the way as Gabriel opens a door. 5. During the new long jump you can do ground moves in air. I've only just started to test this, but it's mainly useful in being able to significantly extend long jumps. As well as starting a complete launch while in mid-air, meaning that you can start doing high-jump combos at the end of your "charged long jump". This might help in simplifying some oob routes in this game, as well as being able to get oob at new areas etc.