Goldeneye 007 Tutorial: Surface 1 Secret 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

Target Time - 1:48

Quite the long, boring level to play seriously, though this serious play will often result in achievement of 1:48.

Lookdown is needed for 1:48 here. Skip the first cinema and watch the second. This prevents a guard from blocking you on the stairs in the satellite comms. tower later on.

Start in right strafe. Like agent, you want to get as close to the tree line as possible. When it cuts off left, unlike agent, you want to cut off right, and take a line parallel to the tree line.

Strafe for some time now. You should be passing guards. They are more likely to boost you, than to backboost you. You can get up to 3 boosts here, though you should be expecting +1 usually.

If you were on the right line, there should be a hut right ahead. You can switch to the sniper anytime before now, or keep the PP7. It doesn’t matter; it’s 100% personal preference. Open the door and shoot the guard here, hopefully killing him and picking up his key. Turn hard left, then 180 degrees around, and pick up the Grenade Launcher (GL) here. It takes practice and luck to pick it up. Sometimes you won’t pick it up although you did everything right.

Leave the hut the way you came. Switch to left strafe outside. Line yourself up with the hut’s wall, and just strafe. There will be a hut on your right. This doesn’t matter for now, however it is a good marker. Since you are looking down, and can’t tell if hits are boosts or backboosts, anything before the hut was likely a backboost, while anything after the hut is a sideboost or just boost. You can’t prevent backboosts here, so just keep going.

Go in the hut coming up. There are many ways to pick up the key off the table, but the way I like is to open the door and stay in left, get the key, switch to right, leave the hut, and make a really sharp right turn almost parallel to the wall outside.

The line here is hard to get. I used lookup to see where I was going on my 1:50s, so that’s perfectly acceptable. Aim for as close as possible to the trees you see on the left. Now, look down and strafe. This is the time you will usually get the most boosts during the level, so enjoy it.

Hopefully, you should end up right beside the safe hut. Go past the fence, change to left strafe, and run into the wall a bit while opening the door (since this door is hard and opens outwards.) If you miss it, which happens, pause out. A timer of 1:15 means 1:48 pace.

Go in the hut, and head right to the safe. Open the safe, and go to the side of it to collect its contents. Again, you can fail this, though you usually shouldn’t. (I did on a 1:48 run once, so it’s no big deal.) Leave this hut, change to left strafe, and go around the fence back the way you came.

Go close to the tree line on your left. Take out your GL. There is a big drop coming up, and if you use 90 degree lookdown, and shoot a grenade while falling, you won’t die, but get a boost! This is not needed, but helps for 1:50.

Keep in left and try to get a good line to the building. Turn into the building, and open the door. You can switch to right here, or keep in left. Personally, I like left, though it’s harder, and the other 3 guys with 1:48 used right. Anyways, make your way up the stairs and at the top, open the door and go to the right of the console. Come back in left strafe, run into it for a split second, press B, and complete the objective.

From here on, it’s similar to agent. Go down the stairs, and change to right on any one of these turns. Take the same line but now use lookup. Get as close to the tree line as possible now. As soon, or even a tad before you see the tower, shoot the GL and hopefully a grenade lands in the middle of the tower, blowing up all the locks. This takes practice, and you need to get used to it.

Go out from the ladder, turn sharply and hopefully warp the ladder falling right in! If you missed the warp, but got 1:52, this means should you have hit the warp, you would have got 1:50. The current 1:50s have boost ratios varying from +4 to +7, so a good boost ratio is needed.