Goldeneye 007 Tutorial: Bunker 2 Agent: Difference between revisions
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This is a tutorial for Goldeneye 007. For an outline of the strategies used in this tutorial, see the main level page.
Walkthrough
Using 1.2 is a huge advantage on this level going for the time of 23 seconds.
Start off watching the first cinema all the way until the text fades away, then quickly skip it and the next one as soon as possible.
Here is where 1.2 gains a good advantage. Start off looking down 45 degrees and immediately pause (1.1 players can not look down). Select watch magnet and unpause. Use your watch magnet, start running against the cell door (1.1 players start looking down a bit) and with proper timing, you want to open the door and exit, pressing a to go to unarmed, pick up the knives and slap the guard in the head and open Natalya's cell all within 1 second or so. This is very hard for beginners, but becomes easier with practice. It's all in the timing. You want to start holding the Z-button for the slap roughly when you exit the cell, then look down very very low, almost 100% lookdown for the guard slap, which should take him out in 1 blow if done properly. All this should be done in right strafe.
Exit though the double doors ahead, and pull out your KF7 to warp the door, and start looking up to almost regular height. You will continue straight, through the next set up opened double doors, then take a left down the hallway. Depending on your cinema, there may be a Klobb guard there, and he may backboost you (or very rarely boost you). Restart the level if you get backboosted.
About halfway down this hallway, you will want to start shooting just after the pillar that sticks out of the wall, about in the middle of the pillar and the stair case ahead. You will shoot all 20 of your KF7 rounds while you do this next part.
Take the stairs to your left, continuing in right strafe, and open the double doors to the tape from far away as you can. Hopefully it opened, and the guards inside did not open it first resulting in the door being closed instead. Grab the tape in left strafe now, which you changed to as you entered the room, then exit in right strafe. Here is what makes 23 so much harder then 24 now. You need the keycard guard to be basically right at the intersection coming up, which happens about 0.10% of the time. He needs to be killed very fast (first burst of KF7) then you go down the stairs and run to the glass doors. upon opening the glass doors, you want to switch weapons back to Klobbs to warp it, and it really helps if you are boosted through fast. Continue to the exit switching back to the KF7, then open the end door and switch back to 2x Klobb for the last warp.