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1,275 bytes removed ,  03:14, 17 July 2021
Reworked objectives, fixed facts and ended up either cutting or moving everything from technical details - there were a lot of repeats from the 2 combined Icy posts. Cut the misconception about SA alarms from below because noone in their right mind would go down since it's a longer route.
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== Objectives ==
 
== Objectives ==
   −
=== Agent ===
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=== All difficulties ===
;a. Bungee jump from platform
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;Bungee jump from platform
 
: The player must make it to the end of the level and walk off the platform.
 
: The player must make it to the end of the level and walk off the platform.
   −
=== Secret Agent ===
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=== Secret Agent+ ===
;a. Neutralize all alarms
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;Neutralize all alarms
 
: The four alarms on the level must be destroyed.
 
: The four alarms on the level must be destroyed.
;b. Bungee jump from platform
  −
: This is the same on all difficulties.
     −
=== 00 Agent ===
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=== 00 Agent+ ===
;a. Neutralize all alarms
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;Install covert modem (B)
: This is the same on all difficulties.
  −
;b. Install covert modem
   
: The player must place a modem (a [[gadget]] and [[projectile]]) on the screen near the padlocked gate.
 
: The player must place a modem (a [[gadget]] and [[projectile]]) on the screen near the padlocked gate.
;c. Intercept data backup
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;Intercept data backup (C)
: The player needs to initiate a backup on the mainframe in the basement. It is not necessary to wait for this to complete before leaving.
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: The player needs to [[Activation|activate]] the mainframe in the basement. It is not necessary to wait for this to complete before leaving.
;d. Bungee jump from platform
  −
: This is the same on all difficulties.
      
== Facts ==
 
== Facts ==
   −
=== Opening Cinema ===
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=== Bad Cinema ===
   −
There are good and bad cinemas for the run{{Citation needed|July 2021}}. If the opening cinema shows the truck at the gate then quit out and try again.
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One of the 6 opening cinemas shows the gate guard walking towards the camera through the first open gate. This is the 'bad cinema' for all difficulties and you should just reset.
 +
 
 +
On all other cinemas the gate guard moves in the opposite direction, unloaded, and will end up opening both of the gates for us. In the bad cinema you must press the button and wait for the first gate to close before the 2nd can open, losing a couple of seconds.
    
=== Misc ===
 
=== Misc ===
* When the alarm goes off, 2 [[guards]] before the double gate are spawned and immediately run to Bond, as well as the two guards in the building where the modem console is, and the alarm guard if he pulled the alarm. This only happens on the first alarm pull, and any others after do nothing. If you are past the locked gate for the first alarm pull, the spawns will still appear but no guards will run to you.<ref name="function explorer misc facts">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg455830#msg455830|title=the-elite Goldeneye facts topic post on miscellaneous function explorer facts|author=Icy|access-date=July 16, 2021}}</ref>
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* 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.
* 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. <ref name="function explorer misc facts" />
+
* 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<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-dam-0410.html</ref><ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-dam-1002.html</ref>. Again the guards will fail to run to Bond if he is on the Dam
* Most tunnel guards during an attack have a 25 / 256 (~9.8%) chance of leaving their spot and becoming a normal guard. <ref name="function explorer misc facts" />
+
* 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. <ref name="function explorer misc facts">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg455830#msg455830|title=the-elite Goldeneye facts topic post on miscellaneous function explorer facts|author=Icy|access-date=July 16, 2021}}</ref>
* Most tunnel guards have 40 health and 20 armor. <ref name="function explorer misc facts" />
+
* Tunnel guards have a 25 / 256 (~9.8%) chance of becoming normal guards each time that they would otherwise pick an attack.
    
== Strategies ==
 
== Strategies ==
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[https://www.youtube.com/watch?v=kdRYR-kwBW4 Explained here]. Mandatory for all runs.
 
[https://www.youtube.com/watch?v=kdRYR-kwBW4 Explained here]. Mandatory for all runs.
  −
== Technical Details ==
  −
  −
=== Guards ===
  −
  −
There are 6 [[Guards#Patrolling Guard|patrolling guards]] <ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg456102#msg456102|title=the-elite forum Goldeneye facts post on guard AI|author=Icy|access-date=July 16, 2021}}</ref>. Most tunnel guards are normal guards but cannot leave their position. On each action, they have a ~10% chance of becoming loose.
  −
  −
2 spawn guards appear around the double gate when the alarm goes off.
  −
  −
The two guards in the little bunker are normal guards, but are not loose.
  −
  −
The two guards in the little building near the modem console will run to your location when the alarm goes off. Otherwise, they're normal.
  −
  −
The alarm guard will run to your location if he set the alarm off himself.
  −
  −
All guards before the lock gate will not chase you if you're past it, including the 2 spawn guards.
  −
  −
The gate guard near the switch will walk to the boxes nearby, then has the same AI as tunnel guards.
  −
  −
The gate guard who goes through them will ignore you completely until he walks to his location near the silver crates or is disrupted.
      
== Misconceptions ==
 
== Misconceptions ==
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;Skip the gate button
 
;Skip the gate button
 
: The guard goes through two states before deciding to open the gate, and pressing the button skips one of them. The slightly tighter line is not a time save.<ref name="misconceptions" />
 
: The guard goes through two states before deciding to open the gate, and pressing the button skips one of them. The slightly tighter line is not a time save.<ref name="misconceptions" />
;Use the lower route for the 3rd/4th alarms
  −
: Slower route, though possibly reduces lag more than normal. There's a barrel down there which when destroyed from its top damages an alarm, but it's not enough to fully destroy it.<ref name="misconceptions" />
   
;Shoot alarms through walls
 
;Shoot alarms through walls
 
: Alarms become unloaded and can only be destroyed by an explosive, not available without cheats.<ref name="misconceptions" />
 
: Alarms become unloaded and can only be destroyed by an explosive, not available without cheats.<ref name="misconceptions" />
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