Max Payne 3 - "Checkpoint 0" glitch in Chapter 14 pt. 2
Max's trek through the suspiciously quiet airport terminal continues.
0:00 - the terminal is still completely empty of life.
0:39 - backtracking through the level towards the beginning. Aside a few lighting oddities, everything looks normal. I move a bit carefully because I had grown wary of the levels unloading all of a sudden while in this mode.
1:38 - most doors which are locked in the main game are unlocked during Checkpoint 0. This lets you examine a few out of bounds corridors in the offices, or alternatively find a black wall blocking the doorway.
2:26 - eventually when backtracking you come upon unloaded emptiness. Falling inside, the game starts loading the luggage area where the level starts from. On this attempt I accidentally got Max stuck behind some pipes...
2:54 - ...but I managed to drop out of bounds and respawn back in bounds. So, now we're inside the luggage area.
3:19 - you can climb on the conveyor belt, and while it works better than the escalators in the terminal, it still has some issues with it. I'm not sure if you could reach the cutscene-only area at the start of the level from here, but I couldn't find an obvious way to do it at least.
4:20 - several locked doors where enemies spawn from on the 2nd floor can also be accessed during Checkpoint 0. Again, I'm a bit wary about entering them because things could unload at any second.
5:28 - a weird lighting effect inside one of the preceding corridors. Looks like spotlights of some sort, but there is no obvious light source where they're coming from.
5:59 - walking into one of those unloaded escalators for science.
There is still a third massive video coming up where I explore the airport runway.
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