Goldeneye 007 Tutorial: Streets DLTK: Difference between revisions
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Latest revision as of 13:53, 9 April 2022
This is a tutorial for Goldeneye 007. For an outline of the strategies used in this tutorial, see the main level page.
Walkthrough
This level was long thought to be impossible on DLTK. Similar to Silo in that it has a timer, you can't really play this level safe or the mission objectives will eventually fail. While it isn't the hardest level to beat (Silo and Train are harder) prepare to invest countless of hours before getting a completion. The WR of 3:52 is certainly improvable but extremely strong at the same time considering all the factors that have to go your way.
Wyst3r's Run
First of all, I kill BLUE because he will otherwise follow me around everywhere (he never stops running towards Bond), and if I accidentally got too far away, he might be eliminated anyway. I leave RED alive though since he's just a regular guard and can't be eliminated. Leaving him alive is a very simple way to get rid one of the spawning guards. Might be harder to get past him on DLTK but it's certainly possible.
Since I killed BLUE, he will now try to respawn (once the 20 + 9 seconds has passed). However, i can safely head to Valentin since it's outside his non-elimination radius.
Now, I use the on-screen timer throughout the level to figure out when the 9 second cycles end. However, after talking to Valentin, the timer is restarted at 6 minutes which screws things up, unless you can keep the timers synchronized. In my run I accomplished this by shooting Val at a very specific time, in this case 00:26:60. You can of course do this in any 9 second interval (doesn't even have to be 9 second intervals, but then you'll have to recalculate the times below) meaning 00:08:60, 00:17:60, 00:35:60 and 00:44:60 etc. all work just as fine. To make the shot as easy as possible I also time my talking to Val so that obj A will complete just before i shoot (shooting him while he runs can be tricky). To do this, i stay in the corner shown at 2:08 in the video, and move forward towards the wall at 00:56:xx (should be a low decimal). As with the previous timing, any 9 second interval will work.
When heading back, it's necessary to use the same route as you came. Otherwise you'll enter BLUE's non-elimination radius. For regular DLTK, you can get the grenade launcher, but you must get it in less than 9 seconds. The boundary goes a bit to the right of the entrance to Val's house so you gotta run from there just after a 9 second cycle has ended. If you timed the shot on Val correctly, the cycles should end at roughly these times, give or take a few tenths:
- 05:51:00
- 05:42:00
- 05:33:00
etc....
I should also note that there's a bit of "drift" between the on-screen timer and the guards timer, a few tenths per minute. So when the timer runs low, you might wanna wait a bit longer, around 0.5-1.0 seconds.
For the rest of the level, you'll want to run between "safe spots" during the 9 second cycles. Some of these runs will will be pretty tight, while others are easy, with several seconds to spare. At roughly 3:01 in my video, i pass the first boundary and i enter room #20 at 3:09. So it took roughly 8 seconds. From there I immediately start my next run towards room #24. This run is much easier though and as long as you stay on the left pavement, you should be outside BLUE's radius (his spawn point is pretty far away in room #27). From this position, you can kill the guards by the roadblock.
The next run is very easy, I use the corner at 4:04 and time it so I leave roughly a second after a cycle ended, to be on the safe side (in this case 04:27:xx). As soon as i enter room #26 i am safe. #27 and #28 are fairly safe as well as long as you stay close to the right wall, and don't go too close to the roadblocks in room #28.
The corner at 4:54 is a good place to start the next run, which is really easy as well. I could've run earlier but i was busy trying to figure out when the next cycle would end (i had a paper in front of me with all times written down). After reaching the corner in room #34, i do another run to the corner on the opposite side. The next run after this is a really long and tight one so i wanna be as far up the road as possible. I need to get to room #40 in less than 9 seconds. It takes about 8 so it's doable with good timing.
From there i make another tight run towards room #47, once there i'm fairly safe as long as i initially stay close to the right wall. You can move up diagonally like i did towards the next roadblock.
I hadn't mapped out any more of the route when i did my run, so i took a chance and just ran through the ending.
So yeah, that's it. There are a lot of of strat possibilities here and hopefully something similar can be used for regular DLTK. We might also be able to use it on Agent to make sure a guard spawns in the "good spots" every time, making it slightly easier to get that grenade launcher.
- Example: by Wyst3r