Dam
From The Elite Wiki
Dam | |
Stage Info | |
Recommended Version | NTSC |
Rankings | Link |
Dam (Part i of Mission 1: Arkangelsk) is the first level in GoldenEye 007.
Objectives
Agent
- a. Bungee jump from platform
- The player must make it to the end of the level and walk off the platform.
Secret Agent
- a. Neutralize all alarms
- The four alarms on the level must be destroyed.
- b. Bungee jump from platform
- The player must make it to the end of the level and walk off the platform.
00 Agent
- a. Neutralize all alarms
- The four alarms on the level must be destroyed.
- b. Install covert modem
- The player must place a modem (a gadget and projectile) on the screen near the padlocked gate.
- c. Intercept data backup
- The player needs to activate the mainframe in the basement. It is not necessary to wait for this to complete before leaving.
- d. Bungee jump from platform
- The player must make it to the end of the level and walk off the platform.
Difficulty Explanations
Agent
Strafe to the end to complete the mission. Recommended to use 2.x for 53 as movement is simple enough to where the awkwardness of 2.x don't matter.
Secret Agent
Same start as agent and a new 2nd half where you destroy all alarms. Spending as little time as possible shooting each alarm is key to a good time. Recommended to use 1.2 as you can't play this level with cruise control.
- No Video Tutorial
- Opening the tower doors from the right angle is key.
00 Agent
Same start as agent and a new 2nd half where you plant the modem and go through the basement of the dam. Depending on your goal time you sacrifice survival for speed on 00 Agent.
- General tutorial by Jimbo
- Basement open door: Mainframe Door Lure
Technical Details
- Bad Cinema: The cinema where you see the large gate in the first scene will make the 2nd part of the gate not open quickly. This is an instant restart of the level.
- Fast gate: The gate is semi random, but following the fast gate tutorial will save a couple tenths on average as you load the guard at the gate earlier.
- Piggyback strategy: Hitting the end zone will cause the alarms to load making it possible to destroy them using 2.4 or 2.3 to shoot during the fadeout.
Guards
- There is no link in the navigation graph through the lockshot gate, and so guards cannot run across it. If they try to plot a route to Bond on the other side then this will just fail and they won't move.
- When the alarm goes off for the first time, 2 guards spawns before the double gate and run to Bond, as well as the two guards in the building where the modem console is[1][2]. Again the guards will fail to run to Bond if he is on the Dam
- The two guards who patrol around the double gate at the start will not attack you until they reach their destination or are disrupted. One goes near the tower of silver crates, while the other goes to the destructible boxes nearby the gate. Occasionally their pathing will mess up and they'll spin in circles and be harmless. [3]
- Tunnel guards have a 25 / 256 (~9.8%) chance of becoming normal guards each time that they would otherwise pick an attack.