Quake 2 N64: Single player mode speed tricks and time savers
NOTE: N64 VERSION IS COMPLETELY DIFFERENT TO PC WITH EXCLUSIVE LEVELS AND TWEAKS TO GAME MECHANICS.
Level 5:
0:00 - There is an objective that requires turning on the low gravity switch but that can be skipped by jumping over the gap and turning left at the same time to increase your distance.
0:15 - Without turning on Low Gravity, you have to go through and pickup the Rocket Launcher via secret path and use a rocket to skip a small room and reach the higher platforms early.
Level 6
0:26 - Skip a small delay by using a rocket jump
Level 8
0:37 - Skip 80% of this course by using a rocket jump to get the red key super early.
Level 9
0:59 - There is an invisible barrier around the upper platform and it only goes away after turning on both ground floor switches. You can use a rocket jump to reach the higher platform sooner.
Level 10
1:16 - Rocket jump to hit the switch early and a small strat to show that the player can get Mega-Health and not lose time.
1:40 - You can use a rocket jump to pick up the BFG 10k a bit sooner and after hitting the switch, there is a small window of error that allows the player to go through the route he just came from before the laser fully appears.
For the boss fight, use Hyperblaster as it deals the most damage per second in the long run.
Level 11
2:25 - Use a BFG 10k jump (more effective than rocket jumping) to reach the switch room much sooner.
2:36 - Use a BFG 10k jump to skip the majority of this room.
Level 12
2:44- Use a rocket jump to skip having to go to the left and up the ramp.
2:48 - The yellow key is protected by an invisible barrier and it only goes away after powering up the crate mover. You can use a rocket jump the skip this room right afterwards.
Level 13
2:57 - It is possible to skip this platforming nightmare of a room by performing a BFG 10k jump, it also skips a few enemy spawns as well.
Level 14
3:05 - Pick up the invisibility powerup to reduce enemy RNG and use rocket jumps to reach the switch room sooner and skip the red key.
Fun fact, if you have the yellow key but skipped unlocking the door, you'll still have it in your inventory during later levels. Sadly there's isn't any yellow doors after this stage.
Level 16
3:25 - There is an invisible barrier in the room where you first see the higher platforms (not shown in this video) and that barrier goes away after using a certain lift in one of the rooms.
This is one of the tougher rocket jumps to time correctly. If you land on the higher platform you just skipped 2 switches, if you skipped the lift you have also skipped a few enemy spawns on the way to the vent pipe.
3:41 - This one requires using a BFG 10k for this damage boost, the most annoying part is that it is guarded by a Gladiator, maybe it is wise and aim more to the right where the pipes are.
Level 17
3:51 - There is an invisible barrier blocking early access to the higher room, the barrier only goes away by entering a corner corridor that leads to the valve switch room. You can use a rocket jump to skip the majority of the slow moving lift.
4:15
You can technically reach the other side without the bridge but the main door will not open until the Tank is dead. This little rocket jump saves a few seconds if done correctly the first time round.
Level 19
4:28
The fight against 2 Tank Commanders and 2 Hornets. The strat I used here is questionable but the main advantage of using 2 BFG is that there is a small chance you can 2 hit kill a Tank Commander but also deal minor damage to the other enemy, I use Hyper Blaster for the rest of the fight and by the time there's only 2 Hornets left, ~220 cells is usually enough, try not to miss too many of your Hyperblaster shots.
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