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[[Image:Deepsea.png|thumb|Deep Sea: Nullify Threat]]
[[Image:Deepsea.png|thumb|Deep Sea: Nullify Threat]]
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'''Deep Sea: Nullify Threat''' is [[Perfect Dark]]'s 14th level. For reasons unknown, it is usually impossible to skip all but the last few seconds of the closing cinematic on this level.
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== Background ==
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'''Deep Sea: Nullify Threat''' is [[Perfect Dark]]'s 14th level.
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For reasons unknown, it is usually impossible to skip all but the last few seconds of the closing cinematic on this level.
This level is the largest in the game (and pretty sparse when it comes to it). The use of "teleportals" means that on [[A]], [[Special Agent|SA]] and [[PA]] you'll find yourself diverted through various different areas which are all part of the full level, but not connected to each other, and you'll actually end up deactivating the megaweapon three different ways. On Perfect Agent, the Cetan megaweapon is ultimately deactivated by blowing up a pair of hidden pillars using the [[Farsight]].
This level is the largest in the game (and pretty sparse when it comes to it). The use of "teleportals" means that on [[A]], [[Special Agent|SA]] and [[PA]] you'll find yourself diverted through various different areas which are all part of the full level, but not connected to each other, and you'll actually end up deactivating the megaweapon three different ways. On Perfect Agent, the Cetan megaweapon is ultimately deactivated by blowing up a pair of hidden pillars using the [[Farsight]].
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On Agent and SA, if you are playing [[PAL]], it is possible to locate and destroy these pillars from entirely different areas in the level, by scoping through walls with the [[Farsight]]. This is MUCH faster than waiting for Elvis to deactivate the weapon. On [[NTSC]], however, the Farsight doesn't have enough of a zoom range to pull this off. This puts PAL at an advantage of over 90 seconds total over NTSC players.
On Agent and SA, if you are playing [[PAL]], it is possible to locate and destroy these pillars from entirely different areas in the level, by scoping through walls with the [[Farsight]]. This is MUCH faster than waiting for Elvis to deactivate the weapon. On [[NTSC]], however, the Farsight doesn't have enough of a zoom range to pull this off. This puts PAL at an advantage of over 90 seconds total over NTSC players.
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Read on for details.
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== Other References ==
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* [https://www.youtube.com/watch?v=13nFOotq1R4 Agent Tutorial by Greg K - Video]
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* [https://www.youtube.com/watch?v=CLnXQEVvY7c Perfect Agent Tutorial by Flicker - Video]
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* [https://www.youtube.com/watch?v=NyEzvRQPGsQ Easy Farsight Shots Positioning by Deep Darkness - Video]
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* [https://drive.google.com/drive/folders/1gNqBhBeNJXChVYpwULcpn6vFXWvHnh-I?usp=sharing Second Agent Farsight Shot visual reference by Greg K - images]
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== Strategies: Overall ==
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=== A/SA: PAL Only ===
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For PA the versions are pretty much the same, but PAL and NTSC-J are considered slightly better due to Elvis consistency (still unconfirmed, claimed by Boss).
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=== Elvis Consistency ===
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The level is basically split into two big parts on all difficulties - even with the second part being different in each one of them. First part involves getting Elvis inside the Objective 1 room as fast as possible. The strat used will vary for each difficulty but in general the consistency is based on how many shotgun guards are left alive, how fast you kill them, having Elvis himself being fast plus not doing anything stupid and some mysterious unconfirmed information.
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* '''Guards left alive''': the rule of thumb is: more guards killed, more consistency. By watching videos you'll notice that usually for fast times '''one shotgun guard is left alive''' in the first big room. Hopefully Elvis kill this guard fast and will follow you quickly up to the Objective 1. Killing them all is actually better for obvious reasons but we haven't came up with a fast strat for it. Leaving more than one shotgun guard behind, however, greatly decreases Elvis consistency. It is only worth playing out runs on that situation on [[Perfect Agent]] where it is already hard enough to get a clean start.
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* '''Killing guards fast''': based on multiple players' experience with the level it also seems like the faster you are at the Shotgun guards section, the better for overall consistency. ''Note from Vitor: I've noticed that Elvis would show up more often on really fast runs rather than average fast runs, specially on Agent where WR Elvis are more rare. This doesn't mean that going really fast will guarantee you a fast Elvis, though.''
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* '''Elvis behavior''': there are a few bad things that can happen with Elvis that could ruin a good pace run very quickly and some of them could happen in the last section before the Objective 1 room (e.g: he starts walking in slow motion), but his pace is determined mostly on the first sections as that will make him "warp" or "skip" some segments when you are far away. So what we call '''luck''' on this level is mostly having Elvis running fast (specially in the beginning), not wasting time killing the extra guard in the first room (e.g: bad shooting animations) and not slowing down when approaching Objective 1 room.
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* '''Others''': it is hard to tell as you are not looking at Elvis when doing the runs, but it feels like even by doing everything listed above Elvis will still not cooperate sometimes and we don't know why. Could be related to the path that you take along the level, or could be something with the CMP guards. Also not looking behind when going through the tunnel seemed to help (as that makes sense with his "segment skips") but that wasn't confirmed too. Read below for more details on his consistency on each difficulty as on Agent there is more luck involved since the pace is more tight.
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=== Shotgun guards strats ===
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* The [[Alternate Function Shot]] (holding B and pressing Z) can be really helpful on this level. The Double Blast (2nd function) is more accurate (less spread) than the Single one. By having the Shotgun set to Double, when doing B+Z for the alternate shot, the single blast that is shot actually has the accuracy of a double. So basically you can do more accurate single blasts. This is super helpful (althought not 100% necessary) for all difficulties. Takes some practice but it is worth it for sure.
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* There are different strategies that can be used to kill the guards (varying in speed/consistency). You can even let Elvis kill one or two guards in first room. But keep in mind that slow strats will not yield you super good Elvis paces.
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* Guards on Agent will behave a little different than on SA/PA due to their slow reaction time, meaning that 1st and 2nd guards movement will vary a bit (2nd one will be kinda far) and more importantly the ramp guard will only come down on Agent after you kill the guard behind the rock, while on SA/PA he will come down as soon as you're spotted. So the Agent WR strat can't be used 100% on SA/PA - only with some adaptations.
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==== First section (5/6 guards) ====
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* The considerations here are for WR strat or similar ones. If you're learning the level you can try out some easier/different ones, such as the one that Narigutita used in [https://rankings.the-elite.net/~Narigutita/time/179323 his Agent 2:37] for a quick completion - that is one of the very first strats used in Deep Sea.
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* Talking about WR/decent time strats now: if you have played the level a bit you've probably noticed that sometimes guards will take weird paths. However if you approach the door through the very middle (maybe slightly to the right but that's just by feel) you should be good. First guard will run from you in a straight line. The next two guards will do an X - you kill the one that goes from left to right. Sometimes, rarely (way less rare on SA/PA) the very first shot will kill the guard behind too (the one that you'd skip).
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* 3rd and 4th kills is where you can have some variations. For [[https://rankings.the-elite.net/~Greg+K./time/183050 Agent WR strat]] you get close to the guard behind the big rock and turn for a quick kill on the guard that comes down the ramp. This strat for some reason is the only one that gives 51 Elvis paces on Agent (more below). Killing the ramp guard with a Double Blast from far away first is a consistent while also a fast strat for SA/PA (used by Karl's on his [https://rankings.the-elite.net/~Karl+Jobst/time/110335 SA 2:55], for instance).
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* ''Note from Vitor: I like to use the Agent WR strat, even if adapted for SA/PA, because I feel like that gives insane Elvis paces more often - and I kinda got used to it after a while. You can see me using that on my [https://rankings.the-elite.net/~Greg+K./time/183358 SA 2:56 (.0 decimal)] and my [https://rankings.the-elite.net/~Greg+K./time/186980 PA 3:10] - this one was a 57 Elvis''.
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==== Second section (4/4 guards) ====
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* Start off with a double blast that should kill the 5th and 6th guards. This is pretty much the same for all difficulties, other than that on Agent it should be easier to kill guards - in theory. However, since on Agent you should yolo the shots a little bit, it turns out that this double kill could be super inconsistent which is very annoying. So for better consistency aim for the very middle and wait a little bit. If you shoot too fast you may kill one guard and they won't bump into each other, which makes it way easier.
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* 7th guard (on the left) is progressively harder on A, SA and PA - the alternate B+Z shot helps a lot here! 8th guard shouldn't be too much of a problem if your aim is not completely off.
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* On PA you can die on this part. But other than that it is very similar to SA (consistency wise) as you need headshots.
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* An alternate strat for 7th and 8th kills is killing the one on the right while the left one gets closer. This helps a little on PA as you will get shot less often by the guard on the right.
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* '''DON'T''' leave guards alive here. It will pretty much kill any chances of Elvis being fast. Try it out if you want (anything could happen) but 99 out of 100 Elvis will get stuck here trying to kill the cloaked guard left alive. ''Note from Vitor: I had VERY few runs where Elvis was on pace on this situation. Probably like one or two throughout all the difficulties. So just don't play out these runs.''
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=== Tunnel CMP Guards - general strategies ===
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The movement and shooting will vary for each difficulty. On Agent the guards are super chill but on PA they can kill you in one second with a bad animation. But some general tips include:
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* Avoid leaving guards alive here unless you get a good Elvis and you are 100% sure that he's getting kills faster than you (mostly valid for PA and eventually SA).
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* Use pause buffers. Helps a lot.
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* Watch out your ammo and make smart decisions (e.g: hiding, waiting for a guard to show up). Basically don't hold Z hoping that you'll kill everyone super fast.
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* Pay attention to Elvis sounds (talking/shooting) on SA/PA so you know if you should react and do something. If you use headphones you can likely hear his footsteps when getting closer to the room too (helps for Agent leave timing).
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* After playing out many runs you'll notice a pattern with guards movement if your pace is somewhat consistent. Non-cloned guards will likely hide behind the walls on the sides too and there's a guard in the far end of the hallway almost every time.
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* Always try to hold speed within the Objective 1 room. On SA/PA if you get a sloppy run but Elvis gets there faster than you killed the guards, you can leave one guard alive inside the room and just get the hell out.
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=== Tunnel CMP Guards - clones ===
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When going down in the tunnel (on the way to Objective 1), if the first patrolling guard (the 4th one) sees you even for a fraction of a second before you stun or kill him, clone guards will spawn so you'll have to kill 6 more instead of 3. This makes a HUGE difference for PA, and it helps a lot on SA as well. For agent it doesn't really matter that much as you have some spare time.
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His position will also vary according to your pace.
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So try to stun the guard when going down the small ramp and kill him before he gets back to neutral position. This is a little tricky though as you only see like 50% of the guard's hitbox. Going down through the left side of the ramp seems to help too.
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== Strategies: Agent ==
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=== Overall Considerations ===
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== Agent ==
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{| class="wikitable"
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! Type
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! Degree
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| Pure Strafing
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| Good strafing here is important for the second part up to the end (around ~1:30 of strafing) but it is easy to execute with some practice.
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| Shooting/Overall Movement
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| The WR strat for first room isn't trivial but a good player will get it down with some practice. Also guards movements are mostly predictable (both shotgun and cmp guards). Farsight shots can be practiced and they are 100% skill so that helps too.
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| Nerves/Adrenaline
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| Very high, mostly due to Elvis randomness.
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| Luck
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| WR Elvis (51-ish) are rare, but a little worse than that (52-53) is doable with some practice, so this level is not so luck based (as [[Carrington_Institute:_Defense]] on [[PA]] or [[Area_51:_Escape]], for instance).
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|}
* '''World Record Video''': [http://www.youtube.com/watch?v=u36pp1yVWpQ Funky Buddha - Deep Sea Agent 2:27]
* '''World Record Video''': [http://www.youtube.com/watch?v=u36pp1yVWpQ Funky Buddha - Deep Sea Agent 2:27]
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== Special Agent ==
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=== Special Agent ===
* '''World Record Video''': [http://www.youtube.com/watch?v=nMZlaQEa1R8 Funky Buddha - Deep Sea SA 2:56]
* '''World Record Video''': [http://www.youtube.com/watch?v=nMZlaQEa1R8 Funky Buddha - Deep Sea SA 2:56]
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== Perfect Agent ==
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=== Perfect Agent ===
'''4:00 strategy'''
'''4:00 strategy'''