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Difference between revisions of "User:Andrew-IELTS8450"

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m (change to single column on references)
(move technical details to their own section, add Mainframe Door Lure strategy)
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=== Bad Cinema ===
 
=== Bad Cinema ===
  
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.
+
One of the 6 opening cinemas shows the gate [[Guards|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.
 
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 ===
+
== Strategies ==
* 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.
 
* 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
 
* 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>
 
* Tunnel guards have a 25 / 256 (~9.8%) chance of becoming normal guards each time that they would otherwise pick an attack.
 
  
== Strategies ==
+
Debunked strategies are listed on the [[Dam_Non-Standard_Strategies|Non-Standard Strategies]] page.
  
 
=== Fast Gate Strategy ===
 
=== Fast Gate Strategy ===
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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.
  
== Misconceptions ==
+
=== Mainframe Door Lure ===
  
;Open double gate
+
An un-debunked strategy<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=23850.msg468850#msg468850|title=the-elite forum post "The Truth About Dam 00 Agent 1:55"|author=OHMSS|access-date=July 18, 2021}}</ref>, Marc Rützou used this to set the untied world record of 1:54 on 00 Agent. This requires picking up at least one KF7, either from the right guard in the very first tunnel near spawn, or from the guard that runs to the alarm after the big gate. In the basement, as soon as you enter the "zig-zag" before the mainframe door section begin firing the KF7. With only one KF7 (10 bullets) you will run out of ammo before reaching the last guard. If you picked up two KF7 (20 bullets) there should be enough ammo to continue firing and eliminate the last guard in the path to the door. This should make enough [[Noise]] that the mainframe area guard is alerted and will open the door for you just as you arrive. <ref>{{cite web | url=
: The idea of having the gates open for you as you reach them. The guard unfortunately is not fast enough to do such a thing, but actually is possible with cheats on (Slow/Fast Animation, Turbo).<ref name="misconceptions">{{cite web | url=https://forums.the-elite.net/index.php?topic=21745.msg444253#msg444253|title=the-elite misconceptions thread}}</ref>
+
https://forums.the-elite.net/index.php?topic=23850.msg468806#msg468806|title=the-elite forum post "The Truth About Dam 00 Agent 1:55"|author=RWG|access-date=July 18, 2021}}</ref>
;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" />
+
== Technical Details ==
;Shoot alarms through walls
+
 
: Alarms become unloaded and can only be destroyed by an explosive, not available without cheats.<ref name="misconceptions" />
+
=== Guards ===
 +
 
 +
* 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.
 +
* 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
 +
* 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>
 +
* Tunnel guards have a 25 / 256 (~9.8%) chance of becoming normal guards each time that they would otherwise pick an attack.
  
 
== Tutorials ==
 
== Tutorials ==
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* [https://rankings.the-elite.net/goldeneye/ltk/stage/dam Dam LTK/DLTK Rankings]
 
* [https://rankings.the-elite.net/goldeneye/ltk/stage/dam Dam LTK/DLTK Rankings]
 
* [http://thengamer.com/GE/01-Dam/ Dam Videos]
 
* [http://thengamer.com/GE/01-Dam/ Dam Videos]
* [https://forums.the-elite.net/index.php?topic=21745.msg444253#msg444253 the-elite misconceptions thread]
 
  
 
==References==
 
==References==

Revision as of 15:12, 18 July 2021

Dam (Part i of Mission 1: Arkangelsk) is the first level in GoldenEye 007.

Dam
150px
World Records
Difficulty Time First achieved by
Agent 0:52 Karl Jobst on 2017-12-02
Secret Agent 1:16 Marc Rützou on 2011-01-28
00 Agent 1:54 Marc Rützou on 2020-11-14
LTK 2:12 Bryan B. on 2019-12-26
DLTK 6:17 Adam Bozon on 2017-01-28

Objectives

All difficulties

Bungee jump from platform
The player must make it to the end of the level and walk off the platform.

Secret Agent+

Neutralize all alarms
The four alarms on the level must be destroyed.

00 Agent+

Install covert modem (B)
The player must place a modem (a gadget and projectile) on the screen near the padlocked gate.
Intercept data backup (C)
The player needs to activate the mainframe in the basement. It is not necessary to wait for this to complete before leaving.

Facts

Bad Cinema

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.

Strategies

Debunked strategies are listed on the Non-Standard Strategies page.

Fast Gate Strategy

Explained here. Mandatory for all runs.

Mainframe Door Lure

An un-debunked strategy[1], Marc Rützou used this to set the untied world record of 1:54 on 00 Agent. This requires picking up at least one KF7, either from the right guard in the very first tunnel near spawn, or from the guard that runs to the alarm after the big gate. In the basement, as soon as you enter the "zig-zag" before the mainframe door section begin firing the KF7. With only one KF7 (10 bullets) you will run out of ammo before reaching the last guard. If you picked up two KF7 (20 bullets) there should be enough ammo to continue firing and eliminate the last guard in the path to the door. This should make enough Noise that the mainframe area guard is alerted and will open the door for you just as you arrive. [2]

Technical Details

Guards

  • 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.
  • 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[3][4]. Again the guards will fail to run to Bond if he is on the Dam
  • 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. [5]
  • Tunnel guards have a 25 / 256 (~9.8%) chance of becoming normal guards each time that they would otherwise pick an attack.

Tutorials

Agent

Secret Agent

00 Agent

LTK

DLTK

External Links

References

Template:Reflist

Template:GoldenEye 007 solo missions