Line 32:
Line 32:
* [[AI Manipulation]] - Fundamental to DLTK is manipulating guard behaviour. Across and within levels, different guards have a range of behaviour, so understanding and abusing this is a key skill.
* [[AI Manipulation]] - Fundamental to DLTK is manipulating guard behaviour. Across and within levels, different guards have a range of behaviour, so understanding and abusing this is a key skill.
* [[Noise]] - Both minimising and maximising noise is a useful tactic. Minimising noise can be beneficial, e.g. avoiding alerting multiple guards when dealing with one. Similarly noise can be maximised to lure multiple guards into a particular area for easy elimination by explosion or into an avoidable part of the level. See also, [[Tracking Bond]]
* [[Noise]] - Both minimising and maximising noise is a useful tactic. Minimising noise can be beneficial, e.g. avoiding alerting multiple guards when dealing with one. Similarly noise can be maximised to lure multiple guards into a particular area for easy elimination by explosion or into an avoidable part of the level. See also, [[Tracking Bond]]
−
* [[Static Object Explosion]] - Guards which typically take 10 head shots can be easily eliminated by seemingly minor explosion of boxes/cabinets/consoles etc. This allows for low ammo-intensive kills and lower risk, in terms of margin for error and guard alerting.
+
* [[Static Object Explosion]] - Guards which typically take 10 head shots can be easily eliminated by seemingly minor explosion of boxes/cabinets/consoles etc. This can be elicited by shooting most such items 5 times (usually 4 done to 'pre-nade' the object, and 1 once guards are in position). This allows for low ammo-intensive kills and lower risk, in terms of margin for error and guard alerting.
+
* [[Nade Framing]] - Some guards are able to pull grenades as part of their animation options (with varying probabilities). By shooting guards at a slower rate, it allows for the possibility of them going to pull a grenade as part of their recovery animation. If eliminated suitably quickly after this point they will drop the grenade making it possible for Bond to use.
* [[False Walls]] - These are barriers in the game, which you can shoot over/through, but guards cannot. For example: railings, low walls, over-hanging boxes. These can be manipulated to provide safe shots at guards
* [[False Walls]] - These are barriers in the game, which you can shoot over/through, but guards cannot. For example: railings, low walls, over-hanging boxes. These can be manipulated to provide safe shots at guards
* [[Door Opening]] - Similar to the False Walls, many doors which open vertically provide protection, since enemies cannot shot Bond until the door is fully open. Toggling such doors open and shut can provide safe shooting opportunities.
* [[Door Opening]] - Similar to the False Walls, many doors which open vertically provide protection, since enemies cannot shot Bond until the door is fully open. Toggling such doors open and shut can provide safe shooting opportunities.