Goldeneye 007 Tutorial: Bunker 1 A16 Tips
I put in a lot of effort into this, more than I have for probably any other run, and I just want to put out a warning that this time is COMPLETELY about timer luck, you don't need a super amazing run at all, the game just needs to take pity on you. Here's some advice going into it:
1) Do not obsess about getting a non-stuck through the door at the start. On JP you can pause buffer insanely fast while the intro fade is happening, and that will cause you to bump into the door sometimes **even if you do it really well**. Sure, this is dependent on when you quit out of the cutscene because that slightly changes Bond's position, but on JP I think that if you don't skim the door for like a frame, then that means you turned too much for getting the best angle on opening the double door.
2) For the 2 QP strat, go as far left on the door as possible. This will make the timing on your first QP be much more lenient since you're waiting on the door, so a "bad" QP here is actually good since you need to wait anyway, and it will help you with making the next part better...
3) ...scoot out into the corridor before the cam pause. It will put you closer, make the (2) point above make sense, and make sure you don't get shot into the corner of the box. AND IT WILL GIVE YOU A CHANCE AT A SUPERBOOST. It will ONLY happen with the 2 QP strat and if you scoot out a bit. This superboost will take you further than I went in my run, and it will DEFINITELY make better time than a normal triple boost start. Remember, the normal triple boost will only happen if you get a shitty 1st and 2nd boost.
4) Switching to left strafe for a frame or two as you get hit by the 2nd boost in the corridor before going to right strafe is good if you were boosted all the way into the wall by the first boost. Makes you eat less shit from strafing into the wall, especially since you have the boost backing you.
5) The stairs boost from this run is actually one of the best ones you can get, and it's not hard to react to from audio cue. If you hear the guard shoot early, overturn to the left. It's about as good as the table-glass boost, no kidding.
6) Your goal is to consistently complete "decent" runs (i.e. no stucks, 3-4 boosts). They don't have to be "great" for 16. This is literally just about completing a shitton of "decent" runs until the game decides it likes you, so don't be afraid of taking a slightly worse line to the table in order to avoid the constant late klobb guard boost bullshit. After going down the big stairs, if you run along the side of the small stairs for a few frames and then turn towards the table you'll be much less likely to be hit by this. This will also give you a smaller angle to turn towards the glass door, which helps A LOT imo.
7) My final, and most important advice. Do not grind this individually. This is not a high skill level, so make this something that you try once in a while between other runs, as if you're buying a lottery ticket. This is a time you can get without any effort if you just make it something that you do for an hour every now and then. If you make it something you commit to, unless you get lucky, you will regret it. It's not about the boosts. Not in the slightest. A mediocre 3 booster can do it. A hundred great 4 boosters could fail it. I'm completely serious about this. Good luck.
(I didn't explore late alarms that much but you can injure the first guard and get some extra wonky timings on it which /does/ help sometimes, but because how inconsistent the damage animation/timing delay is it's just not worth going for. Again, this level is just about getting lucky with the timer, so I would err on the side of consistency)
Tips by O_Circles [1]