Goldeneye 007 Tutorial: Dam LTK: 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 [[Dam|main level page]].
This is a tutorial for [[Goldeneye 007]]. For an outline of the strategies used in this tutorial, see the [[Dam|main level page]].


== Walkthrough ==
== General Completion Notes ==


Dam on LTK is pretty straight-forward. If you're going for a completion, the sniper rifle in the very first tower could be useful but is not a must. To get past the section before the double gates without dying too often, you could watch BOTH cinemas and then take cover behind the green truck.
This level is home to many guards and a few tricky moments, particularly in the tunnel. This is a skill level, not relying on luck, and uses many of the key skills required in LTK
 
Below is a guide of things to be aware of, and some potential advisory notes for a 'safe' completion.
 
'''Level Opening'''
 
The beginning section of the level provides many opportunities for shelter. Guards cannot shoot over the low concrete walls, so these can be used as necessary. It is safest to go up the tower, collect the sniper rifle and dispatch the two tunnel guards from here. Some level of speed is required so we can get behind the truck.
 
'''Entry to Second Area - Get Behind the Truck'''
 
If you get behind the truck early enough, then no guards in the second area should see you. Be a little careful, as if you get the angle wrong (usually as the truck turns), you can be sniped. Follow the truck and then dart into the tower when the distance is shortest. There is one patrolling guard circling the tower to be aware of, all other guards can be safely sniped from the top of the tower.
 
'''Entry to the Third'''
 
The patrolling guard at the third tower, who can be problematic, can be sniped from the second tower for safest entry.
 
'''Dam Tower Guards'''
 
The tower guards along the dam can only see you if the ladder is between you and them. Everything else serves as an [[Invisible Walls|invisible wall]]. They can hear you (if you're close enough) and will be alerted if you miss them.
 
'''Basement'''
 
This is likely the trickiest part of the level since you need to be a little careful with angles (tiny slivers of space where distant guards can spot you) and guards rushing unexpectedly.
 
Entering the basement at the first available point, there are two guards near you. There is also one to the right who needs to be eliminated carefully. From here, turning towards the mainframe room, there is a useful hanging box that we can crouch under and shoot the 3 visible guards from complete safety. Shooting these guards may alert the guard around the first corner or the guard further down the corridor, so proceed with some caution. If they run, then just stay where you are and shoot them. If these guards don't move, the corner one is best eliminated by blasting as you side strafe around the corner. The one further down the corridor can removed in a number of ways, e.g. getting quickly to the narrow shelter on the right and [[R-Lean|quick leaning]] in between their shooting animations is a good start.
 
The final 3 guards are the most tricky as the margins are quite tight. Edging along the right of the corridor before them and quick leaning allows you to isolate the left most and then the right most. Be careful to only quick lean between their shooting animations otherwise you will fail. The guard around this corner is deaf so will not be alerted by shooting the other two.
 
'''Mainframe Room'''
 
This room can create spawning guards if you make too much noise. Note, the patrolling guard cannot see you unless the door is fully open so you can open and close the door to wait until he's in a good spot. Entering the room proper, the first guard you'll see is ahead of you and to the left, then the guard just to the left, then the guard by the mainframe. Using the PP7 is wise so you only have to deal with these 3 guards rather than creating spawns with the noise.  


The basement-guards can be a bit tricky as they are quite unpredictable in their animations. However, Dam must be considered a fairly easy level on LTK mode.


[[Category:GE Tutorials]]
[[Category:GE Tutorials]]
[[Category:GE LTK Tutorials]]
[[Category:GE LTK Tutorials]]
[[Category:GoldenEye 007]]
[[Category:GoldenEye 007]]

Revision as of 08:41, 5 August 2022

This is a tutorial for Goldeneye 007. For an outline of the strategies used in this tutorial, see the main level page.

General Completion Notes

This level is home to many guards and a few tricky moments, particularly in the tunnel. This is a skill level, not relying on luck, and uses many of the key skills required in LTK

Below is a guide of things to be aware of, and some potential advisory notes for a 'safe' completion.

Level Opening

The beginning section of the level provides many opportunities for shelter. Guards cannot shoot over the low concrete walls, so these can be used as necessary. It is safest to go up the tower, collect the sniper rifle and dispatch the two tunnel guards from here. Some level of speed is required so we can get behind the truck.

Entry to Second Area - Get Behind the Truck

If you get behind the truck early enough, then no guards in the second area should see you. Be a little careful, as if you get the angle wrong (usually as the truck turns), you can be sniped. Follow the truck and then dart into the tower when the distance is shortest. There is one patrolling guard circling the tower to be aware of, all other guards can be safely sniped from the top of the tower.

Entry to the Third

The patrolling guard at the third tower, who can be problematic, can be sniped from the second tower for safest entry.

Dam Tower Guards

The tower guards along the dam can only see you if the ladder is between you and them. Everything else serves as an invisible wall. They can hear you (if you're close enough) and will be alerted if you miss them.

Basement

This is likely the trickiest part of the level since you need to be a little careful with angles (tiny slivers of space where distant guards can spot you) and guards rushing unexpectedly.

Entering the basement at the first available point, there are two guards near you. There is also one to the right who needs to be eliminated carefully. From here, turning towards the mainframe room, there is a useful hanging box that we can crouch under and shoot the 3 visible guards from complete safety. Shooting these guards may alert the guard around the first corner or the guard further down the corridor, so proceed with some caution. If they run, then just stay where you are and shoot them. If these guards don't move, the corner one is best eliminated by blasting as you side strafe around the corner. The one further down the corridor can removed in a number of ways, e.g. getting quickly to the narrow shelter on the right and quick leaning in between their shooting animations is a good start.

The final 3 guards are the most tricky as the margins are quite tight. Edging along the right of the corridor before them and quick leaning allows you to isolate the left most and then the right most. Be careful to only quick lean between their shooting animations otherwise you will fail. The guard around this corner is deaf so will not be alerted by shooting the other two.

Mainframe Room

This room can create spawning guards if you make too much noise. Note, the patrolling guard cannot see you unless the door is fully open so you can open and close the door to wait until he's in a good spot. Entering the room proper, the first guard you'll see is ahead of you and to the left, then the guard just to the left, then the guard by the mainframe. Using the PP7 is wise so you only have to deal with these 3 guards rather than creating spawns with the noise.