

The last fight has 3 phases of enemies that load depending on what level of the stairs you are on. The second last gun fight can be done stealth but it should never be used because the setup time is longer than just getting a fast gun fight. It features 7 gun fights and 3 of the hardest jumps in the game.

We are introduced to the "defeat all enemies to continue" rule that will feature for most of the game.Ĭhapter 7: This chapter has some small mistakes but I had to keep it because I got almost perfect gun fight luck.Ĭhapter 8: This is the hardest chapter for speedrunning. If I kept at it for another few days I could have easily lowered the time by another second.Ĭhapter 6: A very difficult chapter due to some demanding jumps and gun fights. This is primarily used so I can get a fast lock shot and manipulate the enemies to not hit me as I pass them.Ĭhapter 5: This is one of my weaker chapters. If you jump to the right just before they start to shoot you can skip Nate's falling on the tiles animation.Ĭhapter 4: The first multi segment chapter. There are times when you actually need to wait while hanging before attempting the next jump or you will get what I call a "fake" jump where Nate will just grab at air.Ĭhapter 3: Not much to say here. If you start a new game and play till chapter 2 then quit and start a new game again, it makes the fight much easier.Ĭhapter 2: An easy segment but it took me awhile to understand some of the jumps and ledge grabbing. I've only commented on some areas since most of it is self explanatory.Ĭhapter 1: There is a neat trick here so the enemies won't fight back. In certain situations after a jump (when carrying a torch for example) Nate will have a very slow landing animation so it is faster to just walk normally. It is not however faster when Nate is in "running" mode. One big thing to note is that jumping to areas is faster than Nate's normal walking speed. In some situations restarting a checkpoint will also refill Nate's ammo which is useful when multiple gunfights are involved. In some special cases ending a segment as a cut scene/checkpoint starts will actually transport Nate to a more favourable location. Multiple segments are the reason you will see me go into the start menu after a specific event or cut scene has happened. This gives a much faster feel to the run since each saving and loading screen is about 40 seconds long. I have also combined all the segments into one video file and removed the saving and loading screens. This is either because I need to manipulate the game for fast fights or because the method I use for an area has a very low chance of success. Almost all of the chapters use multiple segments. Most of the tricks won't work on any other difficulty. This speedrun is played on very easy mode which is the standard (Uncharted 2 AGDQ run and the tester run of Uncharted 3). I initially wanted to do a single segment (SS) run but I was always getting one or two deaths that made the run unsubmittable. Fortunately a user known as "dukope" who wrote the save system for the original Uncharted game posted on the forum and explained how a segmented run could be done. It has been common knowledge on the SDA forum that a segmented run seemed rather difficult (especially when trying to use the in game timer). With Uncharted 3 being close to its 2 year anniversary and with an advertised time to beat, I decided to run the third game in the series.

#UNCHARTED 2 PUZZLE CHAPTER 23 SERIES#
I got interested in running the series due to a video featuring Justin Richmond (the game director of Uncharted 3) who talked about a speedrun by one of their testers in 3:08. I've always enjoyed the Uncharted series and it came as a surprise when the only complete speedrun of an Uncharted game that existed was Uncharted 2 at AGDQ 2011.
