Miscellaneous Facts: Difference between revisions

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Following are small technical facts about GoldenEye 007, related to speedrunning the game.

Facts

Doors

Each door has it's own set of properties that can be individually set (so no groups)[1]. These properties includes things like acceleration, max speed and how long it will stay open. So apart from these properties, the fast and slow brown doors are pretty much identical.

There's a property flag for doors that say "Area behind door not visible" (most doors have this) and "Area behind door visible" (used for Facility bathroom stalls and probably those others doors you mentioned like windowed ones).

Doors are slower on PAL than on NTSC. For example, doors on Control are about 0.2 seconds slower to go from completely closed to completely open[2].

Levels

Dam

  • Jumping off Dam fades out when your height drops to below -17000 or 5.8s passes. [3]

Facility

  • The scientist who runs through the level does so after 4 minutes. [3]
  • Ouromov has 1000 armor and 300 health.
  • Trev completes 3s after "Trevelyan: For England - James.".
  • If your health is 76 or less, Bond says "I almost killed myself getting here, Alec".
  • If your health is 77-178, Bond says "It was a bit tricky Alec.".
  • If your health is 179 or more, Bond says" It was too easy, Alec.".
  • Doak gives you the Door Decoder 5s after Bond says "Time to leave, Dr. Doak.". He then becomes a generic scientist running away after 8s.

Bunker 1

  • Only one of the two computer mainframes needs to be undamaged for the Boris objective. [3]
  • There are 3 spawn guards who are chasers when the alarm goes off. They spawn indefinitely.
  • Spawn guards will always be KF7 guards with 20 armor if you've been playing the level for less than 2 minutes. If 2 minutes have passed, spawn guards have a 55 in 256 (~21.4%) chance to spawn with KF7 and 20 armor, a 100 in 256 (~39.1%) chance to spawn as a Klobb guard with 80 armor, and a 101 in 256 (~39.4%) chance to spawn as a DD44 guard with 60 armor. All Klobb and DD44 spawns also have a 101 in 256 (~39.4%) chance to dual-wield. Spawn guards respawn every 20s. [3]

Silo

  • Ouromov has 300 armor and 200 health. He will run when you're within 50 units of him, he has less than 200 health, or after 30s. He has a 50/50 chance of standing or kneeling when he shoots at you. When he starts to run, he becomes invincible. [3]
  • There are 6 guards that are completely idle until you reach a certain height. My guess why this is coded is to ensure certain guards aren't performing an idle animation when you see them or alerted when you make noise?
  • The explosion countdown starts after the second opening cinema. It starts after 5s.
  • If you throw a Plastique before the countdown starts, you'll have a lower countdown timer.
  • The roof of one of the silos opens when you're Unarmed, and re-closes when you're wielding PP7 Silenced.

Frigate

  • While loaded, hostages can occasionally run up the stairs into the bridge via the side doors, even opening the locked doors out onto the balconies. They appear to still think they are downstairs, until they redo their routing and take the bridge hostage's route through the central corridor.
  • Hostages can escape while dying, and it will still count towards the total number escaped. However no more than 4/2/1 can be killed on A/SA/00A respectively otherwise Objective A will fail - even if it has already been completed. In a TAS a precisely thrown grenade could be used to propel the final hostage towards his escape point.

Surface 2

  • The key guard is a normal guard.
  • There are 4 spawning guards who are chasers. They spawn immediately and indefinitely.

Bunker 2

  • The bunker 2 jailer guard only becomes active after you open the cell door which is why if you warp that door he wont react to you and will die in one slap. [5]

Statue

  • When talking to Valentin, you must stay within 80 units to continue the speeches, and within 200 to avoid failing the objective. His speeches last 30s. His final speech lasts 5s. [3]
  • When you're within 50 units of a certain spot near the helicopter, it will trigger the 15s countdown. Natalya getting up is separate, though both will usually happen at the same time, since the triggers are close together.

Archives

  • When Mishkin get angry, his AI is identical to an angry scientist, except he can't pull grenades. [3]
  • If a gun is shot around Natalya, she has a 50/50 chance of hiding in the attic or an office room. While scared, the objective will not complete when you escape. She can only go to each location once, and then will not get scared anymore.
  • Natalya is released as soon as she see you.
  • Natalya when killed will only fail after she fades out.

Depot

  • The train door must be opened for the objective to complete (can't warp through it). [3]

Jungle

  • Natalya has 80 health and 80 armor. Xenia has 100 health and 400 armor. [3]
  • Natalya when targeting a guard and doing a kneeling animation can become frozen like the other frozen guard glitches, but I'm not sure the specifics as to why. This only occurs on NTSC-U, and not PAL or NTSC-J.
  • Xenia becomes active when you're within firing range or she is on screen. For some reason, pausing around the start of the bridge seems to trigger the "on screen" check. Perhaps it's because she's "visible" beyond the fog, and pausing causes the game to notice her?
  • Xenia only targets Bond and not Natalya.
  • There are a total of 6 spawning guards at the end of the level. They are all the same as regular guards throughout the level and can never pull grenades.
  • If you enter an area where guards are able to spawn and stay there without leaving for 3 minutes, 3 of the spawns will stop respawning and objective D will be complete unless Natalya is dead. After another 7 minutes (10 minutes total) without leaving the area, all spawns will stop. Leaving the area resets everything, including the objective glitch.

Control

  • Natalya stays in the lift until all 3 drone guns are damaged and all 6 guards have died and faded out. If your health is over 178, she says "James, you were wonderful!". If your health is 77-178, she says "James, you're hurt.". If your health is 76 or lower, she says "Oh dear, James, that didn't go so well.". [3]
  • Trev is not invincible, but has 5000 armor. If you shoot at him or are within 100 units of him, he'll close the door and say "Too slow, James!". If he doesn't see you and isn't animating, he closes the door when you're within 50 units.
  • Non-hatted guards will always spawn in the attic, while hat guards can spawn in several locations. Each of the 2 non-hatted guards have an associated glass they can go to and destroy, but can't go to the other one or double up, etc. They have a 61 / 256 (~23.8%) chance to go to their glass when spawned.

Caverns

  • Some guards will run towards you if you have them at gunpoint, even if they are currently idle and can't see you. [3]
  • The radio takes 1s to trigger the objective, but will do so even if destroyed between activating it and the objective completing.
  • All blue hat guards in the level will chase you forever.
  • When Trev says "So slow, James.", spawn guards spawn and respawn every 40s. If you've been playing the level for less than 2 minutes, spawn guards will always have Automatic Shotguns with 60 health. After 2 minutes, there's a 55 / 256 (~21.5%) chance to spawn with an Automatic Shotgun with 60 health, a 100 / 256 (~39.1%) chance to spawn with an RC-P90, and a 101 / 256 (~39.4%) chance to spawn with a ZMG. All RC-P90 and ZMG spawns also have a 101 in 256 (~39.4%) chance to dual-wield.

Cradle

  • Trev has 170 health and 20 armor. [3]

Aztec

  • Jaws has 500 health and 500 armor. [3]
  • The countdown starts 5s after you upload the DAT. The countdown lasts 29s (ends at 0:01.00 instead of 0:00.00).
  • 3 spawn guards start spawning and respawning 10s after Jaws fades out. They have 125 / 256 (~48.8%) chance to spawn with 2x Moonrakers with 40 health and 20 armor, and a 131 / 256 (~51.2%) chance to spawn with 1x Moonraker with 40 health and 10 armor.
  • The exhaust bay table is considered to be a door by the game and so a guard can be lured to open it.[6]

Egypt

  • Spawn guards don't begin spawning until 20s have passed. This timer is active as soon as the level starts and even if spawning is temporarily disabled. After that and if spawning is enabled, the 5 spawn * guards spawn and respawn after each of their personal timers cycle through, which are 40s, 40s, 50s, 50s, and 60s. [3]
  • Spawn guards have 20 reaction speed and accuracy after 2 minutes, 40 reaction speed and accuracy after 5 minutes, 60 reaction speed and accuracy after 10 minutes, and 80 reaction speed and accuracy after 15 minutes.
  • Spawn guards have a 95 / 256 (~37.1%) chance to have 2x ZMGs with 40 health and 20 armor, an 80 / 256 (~31.3%) chance to have 1x ZMG with 40 health and 10 armor, and an 81 / 256 (~31.6%) chance to have 1x ZMG with 40 health and no armor. Armorless guards appear to have slightly higher chances to pull grenades.

References

  1. "the-elite facts topic post on doors". Retrieved July 16, 2021.
  2. Wyst3r. "the-elite forum post "Post Your Best Legit (And Semi-Legit) Fails Here!"". Retrieved July 20, 2021.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 Icy. "the-elite Goldeneye facts topic post on miscellaneous function explorer facts". Retrieved July 16, 2021.
  4. 4.0 4.1 Icy. "the-elite forum Goldeneye facts post on guard AI". Retrieved July 16, 2021.
  5. Icy. "the-elite form post Bunker 2 guard, cell door warp". Retrieved July 16, 2021.
  6. Wyst3r. "the-elite Goldeneye facts post on Aztec exhaust bay table is a door". Retrieved July 18, 2021.