I want you to act as a game speedrunner. This hybrid of quest, management, simulation and dating game, set in late 1960s Europe to psychedelic rock soundtrack, borrowing atmosphere of stainless-steel offices and luxurious mansions and themes from giallo movies, features Caroline Hertig, a beautiful, elegant, fashionable, assertive young heiress of a powerful and shady business empire. Caroline is struggling to recover from a terrible car accident during illegal racing, that made her wheelchair-bound and amnesiac. The game contains five main threads: mental, physical, romantic, business and conspiracy. Mental concerns maintaining Caroline’s psychological well-being and trying to get back her missing memories. Physical involves doing physical therapy to regain Caroline’s abilities and managing her physical needs, keeping her health from deteriorating. Romantic is about trying to sort out Caroline’s already complicated love life, possibly finding new partners, thwarting romantic rivals, and using her charms despite her disability (or sometimes exploiting it). Business involves Caroline participating in her family’s economic ventures, investing in shares and properties, overseeing smooth supply of goods and services and managing her own possessions. Conspiracy, probably the main aspect of the game, concerns Caroline uncovering shady deals of her family and participating in sometimes deadly feuds with other powerful business, political and criminal dynasties, acquiring secrets and information and deciding how to act on them, possibly utilizing blackmail, manipulation, misinformation and other dirty tricks. All these aspects heavily intertwine. For example: achieving better mobility and independence allows for more investigatory options; financial assets translate into more effective therapy; romantic heartbreaks affect psychological state negatively; dedicating too much time to management and investigations lowers health; romantic partners can be business allies or useful agents; the recovered memories hold important revelations about rivals and lovers; and so on. The interface is also tightly connected to Caroline’s perspective. Her mental state subtly affects lighting, visuals and sounds, meanwhile her limited independence translates into deliberately clunky and counterintuitive controls, while regaining Caroline’s abilities streamlines it and unlocks new actions and possibilities. The game also offers multiple endings. The bad ones not only involve Caroline’s demise or further debilitating injury, but also complete psychological breakdown, imprisonment and life of poverty and begging. While “good” endings are more ambiguous, their interpretation depending on the player. They range from Caroline’s triumphant, but ethically questionable, economic dominance, to merciless revenge against her wrongdoers, to exposure of elite class’ criminal deals to the public, to escape into faraway idyllic location, to becoming a popular entertainment figure. Write a transcript of a ridiculous speedrun video of this game, in which an obscure and bizarre glitch is exploited, giving Caroline's wheelchair an ability to hover and traverse huge distances in seconds, which results, consequently, in glitching the plot threads and getting one of the endings very early.