How to play most of the final Punch the Shark mission in online co-op multiplayer Saints Row IV 4 PC
This video will show you how to progress past and navigate through all of the A-Class progression blockers, progression breakers, the bugs, the glitches, essentially all of the issues that prevent completion of the final mission (Punch the Shark) when playing Saints Row IV 4 in PC in multiplayer online co-op. There is no sure fire way to complete the Punch the Shark mission from start to end, HOWEVER both the host and client can participate in MOST of the Punch the Shark mission together in online co-op, including the final boss battle.
Throughout multiplayer online co-op gameplay (regardless of mission), it is highly advisable that NO player (host or client) use the Dubstep Gun, as the use of said weapon produces many lighting, visual effects, particle effects and physics, and this influx of data to compute can cause desyncs and disconnects between the host and client.
The Punch the Shark mission is divided into four sections. In the first section (the escort portion), the HOST should use telekinesis to transport the key at all times, if not, key can jettison far out of world or can fall through the geometry and collision of the buildings, rendering the key inaccessible and causing yet another progression breaker.
Skipping ahead, in the Syndicate Tower, once CID navigates the key into system, two possibilities may occur: either gameplay progresses as intended to the second selection of team members, in which case both parties can progress as intended, however it IS possible that both parties become stuck on the blue splash loading screen, which never finishes loading and only remains animated. If this is the case, the CLIENT should disconnect from the host (there are many ways for the client to do this, from pulling the ethernet cable or shutting down the game via ALT + F4 or using task manager (CTRL + ALT + DEL) and selecting END TASK. The host will then be notified that the client has disconnected, which allows the host to save their progress. From here, either the host can play through the second and third sections of the Punch the Shark mission (section 2 MAY pose a problem and section 3 DEFINITELY poses a problem). The client (in the meantime) can either complete these sections on their own single player campaign OR alternatively the host can reload the server, which will once again lock the host on the blue splash loading screen. The client can here join the hosts game, and when available, can pause the game (ESC) and then elect to RETRY MISSION. The host will then load into the game world, but will not be able to control their user character. For this option, the client must then complete section 2 by selecting their team, entering the game world, navigating to each portal and defending each portal all while destroying enemy portals and enemies. Since the host cannot move, the enemy will most likely kill them. If the enemy does so, it is important that the client lets the host perish (die), as if the client tries to recover the host, the game will regard the abandonment of the portal as a fail. Instead, if you allow the host to die, upon retrying from checkpoint, the host (still immobile) will be spawned at the last checkpoint unlocked by the client instead of at the beginning.
In the third part of the final mission, the client SHOULD disconnect from the host (pull the ethernet cable or shut down the game via ALT + F4 or use task manager (CTRL + ALT + DEL) and select END TASK. The host will then be notified that the client has disconnected, which allows the host to save their progress. From here, the host should play through this entire third section on their own (as there is an A-Class progression blocker that prevents progression past this mission in online co-op multiplayer: essentially, after finding the armory and defending the central console, once the players obtain the power armor, following the freefall section, despite successfully navigating past the laser beams and debris, no matter WHERE both players land on the closing blast shield (even if landing ON the landing zone) the host will land as intended, however the client will hit the floor and perish as if fallen from a high height.) It is for this reason that the host must progress through this entire section on their own: progressing past the blast shields in the freefall sections, finding and overloading the power conduits, and into the throne room cutscene with Zinyak.
The last section of the Punch the Shark mission (the throne room) CAN be played in online co-op multiplayer, complete with both parties viewing the throne room drop-in cinematic cut scene together. Once the host (in their single player game) begins to battle Zinyak's large robot, the host should pause the game (ESC), save their game, then shut down their server, restart their server, allow the client to join their server, and then both parties can face Zinyak and ultimately complete the game together without any other major issues.
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