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'''Frigate''' (Part i of Mission 4: Monte Carlo) is the seventh level in [[GoldenEye 007|Goldeneye]]. This is the only level that features hostages that must be rescued.
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'''Frigate''' is a complex level requiring tight movement and a sizable amount of luck, particularly with [[WR pace]] routes. The level is mostly made up of short corridors connected by narrow doorways, which are very easy to get stuck on. A good run on the later difficulties has to weave about killing hostage takers and defusing bombs, while coping with moderate to high amounts of lag. The map as a whole is one of the least linear in the game, but is still very compact. It's also unusual in that you start and finish the level in the same place - a small speedboat which is joined to the warship by a ramp.  
  
 
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== Overview ==
 
 
Frigate is a complex level requiring tight movement and a lot of luck, particularly with WR pace routes. The level is mostly made up of short corridors connected by narrow doorways, which are very easy to get stuck on. A good run on the later difficulties has to weave about killing hostage takers and defusing bombs, while coping with moderate to high amounts of [[Lag|lag]]. The map as a whole is one of the least linear in the game, but is still very compact. It's also unusual in that you start and finish the level in the same place - a small speedboat which is joined to the warship by a ramp.
 
  
 
== Objectives ==
 
== Objectives ==
  
 
=== Common ===
 
=== Common ===
;a. Rescue hostages
+
;Rescue hostages
: At least 2/4/5 hostages must be released and escape on A/SA/00A respectively.
+
: At least 2/4/5 hostages must be released and escape on A/SA/00A respectively. This objective is discussed in detail [[#Objectives|below]].
;-. Plant tracking bug on helicopter
+
;Plant tracking bug on helicopter
: The tracking bug (a [[gadget]] and [[projectile]]) must be thrown to land on the helicopter. Possible '[[#bug throw|bug throws]]' are also discussed in their own section. This is Objective B on Agent difficulty, and Objective D on Secret Agent and higher.
+
: The tracking bug (a [[gadget]] and [[projectile]]) must be thrown to land on the helicopter. Possible '[[#bug throw|bug throws]]' are also discussed in their own section.
  
=== Secret Agent / 00 Agent only ===
+
=== SA / 00A only ===
;b. Disarm bridge bomb
+
; Disarm bridge bomb
 
: Use the bomb decoder gadget on the bomb by the hostage in the bridge.
 
: Use the bomb decoder gadget on the bomb by the hostage in the bridge.
;c. Disarm engine room bomb
+
; Disarm engine room bomb
 
: As above, but for the bomb on the right catwalk in the engine room.
 
: As above, but for the bomb on the right catwalk in the engine room.
  
  
 
'Rescue hostages' is objective A on all difficulties, and we refer to it as such throughout this page.
 
'Rescue hostages' is objective A on all difficulties, and we refer to it as such throughout this page.
Pressing b on a bomb will active it causing a large explosion, even if you have the bomb decoder equiped.
+
Pressing b on a bomb will active it causing a large explosion, even if you have the bomb decoder equipped.  
  
 
== Map ==
 
== Map ==
  
The upstairs / outdoors deck
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[[File:MAP_FRIGATE_deck_and_upstairs.png|495px|left]]
[[File:MAP_FRIGATE_deck_and_upstairs.png|195px]]
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[[File:MAP_FRIGATE_midships.png|378px]]
 
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[[File:MAP_FRIGATE_lower_deck.png|378px]]
Midship
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[[File:MAP_FRIGATE_engine_room.png|300px]]
[[File:MAP_FRIGATE_midships.png|178px]]
 
 
 
The lower deck
 
[[File:MAP_FRIGATE_lower_deck.png|178px]]
 
 
 
The engine room
 
[[File:MAP_FRIGATE_engine_room.png|200px]]
 
  
 
<br clear=all>
 
<br clear=all>
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Notable features:
 
Notable features:
 
* The 4 hostage escape ''areas'' are highlighted in green. Hostages can also escape at the 2 rearmost pads on the ship, but only while unloaded.
 
* The 4 hostage escape ''areas'' are highlighted in green. Hostages can also escape at the 2 rearmost pads on the ship, but only while unloaded.
* Hostage paths are shown in blue. They will take a small shortcut across the front of the ship if loaded.
+
* Hostage paths are shown in blue. They will take a decent shortcut across the front of the ship if loaded.
 
* 'The pipes' which you can warp through.
 
* 'The pipes' which you can warp through.
 
* The helicopter at the rear of the ship, which you must attach the tracking bug to.  
 
* The helicopter at the rear of the ship, which you must attach the tracking bug to.  
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* There are 2 body armours: one upstairs near the bridge, and one inside the indestructible box near the pipes.
 
* There are 2 body armours: one upstairs near the bridge, and one inside the indestructible box near the pipes.
  
== Facts ==
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== Hostages ==
 +
 
 +
Since objective A is so fundamental to all difficulties of frigate, it is worth having a thorough understanding of the hostages' logic.
 +
 
 +
Each hostage is released when their hostage taker finishes [[fading out]]: As such the taker's [[Death Animation|death animation]] is very relevant. You must also injure the taker in time to prevent them from executing their hostage - see [[#Hostage takers|below]] for more detail. When they are released are you will always see a <code>"Hostage released!"</code> appear on screen.
 +
 
 +
At this point, the hostage '''randomly selects an escape point'''. There are 6 possible spots on the deck of the ship: 5 have a 15.6% chance of being selected, and the last has a 21.9% chance. Frigate has very poor [[pathing]], and so the (fixed) routes are far from optimal. In particular the '00a hostage' always goes right around the engine room, rather than up the stairs and through the roller door, or around the back. Moreover, all 3 lower hostages go through the 'boxes room' rather than shortcutting through the doorway.
 +
 
 +
Despite the variety of hostage start positions, the order of escape points by speed is identical for all hostages.
 +
 
 +
Hostages will reselect their escape point if a bullet passes near them after they've been released, and due to a [[scripting bug]] their choice is severely biased. See ?? for more detail on this.
  
=== Helicopter Loaded ===
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Famously, this objective A can complete during the 1 second fade out before the level ends properly. The [[Time not saved|TNS glitch]] applies to objective A on NTSC-U, giving 1 extra frame that it can complete in. 
The helicopter must be loaded for the tracking bug to land on it.
+
 
 +
The largest factor affecting "Hostage odds", i.e. whether the hostage will escape in time or not, is their journey to the escape point. In particular if they reach the end of an [[Guard movement#reloading|segment unloaded]], and have to reload at the start because another NPC occupied the target.
  
 
== Tech ==
 
== Tech ==
  
 
;Bug throw
 
;Bug throw
: The bug is a standard [[projectile]] and so can be thrown or even [[R-Lean|leaned]]. The helicopter's [[room]] must be loaded when the bug lands, else the bug will stick to the bounding box / go straight through the helicopter - neither will complete the objective. In particular, the bug can be thrown from the door to the upper hostages on the starboard side of the ship.
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: The bug is a standard [[projectile]] and so can be thrown or even [[leaned]]. The helicopter's [[room]] must be loaded when the bug lands (though not necessarily during its flight), else the bug will stick to the bounding box / go straight through the helicopter - neither will complete the objective. In particular, the bug can be thrown from the door to the upper hostages on the starboard side of the ship. See [[Bug throw (Frigate)]] for more detail.
  
 
;Pipe warp
 
;Pipe warp
: An essential [[Lag#Warping|warp]] for most SA / 00A routes, and one which will always feature in the WRs. It opens up a much faster route from the engine room bomb to the bridge, and coupled with the bug throw above allows runners to avoid the stern (helicopter end) of the ship altogether. Warping in the opposite direction, from the boxes room to the stairs, is referred to as the 'reverse pipe warp'.
+
: An essential warp for most SA / 00A routes, and one which will always feature in the WRs. It opens up a much faster route from the engine room bomb to the bridge, and coupled with the bug throw above allows runners to avoid the stern (helicopter end) of the ship altogether. Warping in the opposite direction, from the boxes room to the stairs, is referred to as the 'reverse pipe warp'.  
 +
 
 +
;Bridge hostage early escape
 +
: The bridge hostage always runs through the central corridor towards the middle of the ship. If he's selected the best escape point then he'll actually escape as he passes through his 2nd door (whether loaded or unloaded). On SA/00A, nearly all routes will leave the bridge until last, killing the taker and pausing to defuse the bomb. This allows more time for the other hostages to escape.
 +
 
 +
== Constraints ==
 +
 
 +
;Hostages escaping
 +
: Once hostages are in range of their escape points, they check to see if they have a line of sight on Bond. If so, they reselect an escape point (without [[??|bias]]). This is a issue on the SA / 00A routes particularly when heading to the ramp at the end of the level.
 +
 
 +
;Stern escape points
 +
: Hostages can only escape at either of the 2 points by the helicopter if they are [[Guard movement#unloaded|unloaded]]. Otherwise they'll choose another escape point when they arrive. This is because the escape point is actually way up in the air.
 +
 
  
 
== Strategies ==
 
== Strategies ==
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* Health is not much of an issue on any difficulty, though on SA / 00A you can die to an exploding engine room bomb console - shot by the guards. There is body armour in the central corridor and in a box in the boxes room.
 
* Health is not much of an issue on any difficulty, though on SA / 00A you can die to an exploding engine room bomb console - shot by the guards. There is body armour in the central corridor and in a box in the boxes room.
 
* Strong auto-aim is very useful for killing hostages takers on SA / 00A, and so [[NTSC-J]] is generally preferred.
 
* Strong auto-aim is very useful for killing hostages takers on SA / 00A, and so [[NTSC-J]] is generally preferred.
 
Non-standard strategies are listed on the [[Frigate Non-Standard Strategies|Non-Standard Strategies]] page.
 
  
 
=== Agent ===
 
=== Agent ===
  
;[[Frigate Agent 1.2 Standard Strategy|Standard 1.2]]
 
:Staying on the starboard side of the ship, the 2 upper hostages' takers are killed in the order they are met. The bug is then thrown from just back in the corridor, and we run to the end.
 
 
;[[Frigate Agent Reverse Hostages Strategy|Reverse hostages]]
 
;[[Frigate Agent Reverse Hostages Strategy|Reverse hostages]]
: As above, but the hostages are taken out in the opposite order. This is more awkward, and slightly slower, but is very beneficial to hostage odds.
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: As in the naive strategy below, but the hostages are taken out in the opposite order. This was truely exposed in [[TASpap]], with 13 runners getting 23s, and [https://rankings.the-elite.net/~Perfect+Ace/time/264143 Perfect Ace] quickly got 22 a couple of months later. The hostage odds are vastly improved, and have been verified as around 1 in 50.
 
;[[Frigate Agent 2.3 Strategy]]
 
;[[Frigate Agent 2.3 Strategy]]
: [[Control Style|Control style]] 2.3 is used to kill the bridge hostage taker during the [[1st cinema]]. This allows for a shorter route (staying in the corridor) and, when performed correctly, guarantees a clean route for the other hostage to escape fast. As such it has optimally consistent hostages, but only on legit runs which require a lot of luck in themselves.
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: Control style 2.3 is used to kill the bridge hostage taker during the [[1st cinema]]. This allows for a shorter route (staying in the corridor) and, when performed correctly, guarantees a clean route for the other hostage to escape fast. As such it has optimally consistent hostages, but only on legit runs which require a lot of luck in themselves.
 
+
;[[Frigate Agent 1.2 Standard Strategy|Naive 1.2]]
 +
:Staying on the starboard side of the ship, the 2 upper hostages' takers are killed in the order they are met. The bug is then thrown from just back in the corridor, and we run to the end. This was always the standard way to play the level but has been superceded by reverse hostages.
 +
 
=== Secret Agent ===
 
=== Secret Agent ===
  
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: As old as the pipe warp, this route does the bug throw first and then releases the 2 upstairs hostages, who should both complete very consistently. Downstairs, it releases the fastest hostage before defusing the engine room bomb. From here it heads directly to the bridge via the pipe warp, freeing the hostage there and defusing the bomb.
 
: As old as the pipe warp, this route does the bug throw first and then releases the 2 upstairs hostages, who should both complete very consistently. Downstairs, it releases the fastest hostage before defusing the engine room bomb. From here it heads directly to the bridge via the pipe warp, freeing the hostage there and defusing the bomb.
  
; [[Frigate SA 2.3 strategy|2.3 strategy]]
+
; "PAL strat" / BBBT & bug-lean
: A hypothetical strategy following the standard route but using control style 2.3 to kill the bridge taker before pausing for the bug, and switching to 1.2. To actually save time, you must only pause once for the bomb defuser. This means warping the pipes without switching weapons. This lets you [[Speed strafing|strafe]] through the bridge to defuse the bomb. Killing the taker in the cinema is significantly harder than on agent, and often the strat will have to rely on meeting him in the corridor before the bug throw.
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This strategy is new and has only been performed on practise rom, such as in this [https://www.youtube.com/watch?v=GDssAvTIVzs 1:00 run]. It combines a PAL r-lean of the bug at the end of the stage with 'Bridge bomb before taker' where the pipes are warped using sharp lookup (or via an [[R-warp]]) while keeping the bomb equipped, defusing both bombs with one pause. With a sum-of-best splits coming in at 52.90, this strat has the strongest untied potential and is vastly preferable to 2.3 / reverse pipe warp ideas. Although possible on NTSC, landing the bug is far more precise, and harder to set up, so doesn't seem sensible.
  
 
=== 00A Agent ===
 
=== 00A Agent ===
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; [[Frigate Engine Room Grenade Throw|Engine Room Grenade Throw]]
 
; [[Frigate Engine Room Grenade Throw|Engine Room Grenade Throw]]
: Very much a theoretical strategy. The idea is to follow the SA route but skip the bug throw, then throw a nade down into the engine room to release the hostage down there. Killing the taker without killing the hostage is quite precise - there's no spot that the grenade can nestle into to do this. The bug would have to be leaned onto the helicopter later, which is not confirmed as possible.
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: Very much a theoretical strategy. The idea is similar to the 'PAL strat' on SA, but predates it, and broadly follows the same, standard SA route. Skipping the bug throw, the grenade guard from the boxes room is lured out, and he is killed going down the stairs to the mid-ships. The nade is primed and thrown into the engine room to release that hostage - the nade can travel through the obstructing wall and still kill the hostage taker. Then the bug is leaned at the end of the level - again practically requiring PAL. BBBT is not thought to be possible on 00A, since the taker executes the hostage after 2s rather than 2.5s, so a pause could not be skipped with 1.2.  
  
== Theoretical Strategies ==
+
=== LTK ===
  
These strategies are not commonly used or are theoretical.
+
=== DTLK ===
  
=== Final Hostage Quirk ===
+
=== Misconceptions ===
  
The final hostage in frigate can (with the right setup) escape 0.7s faster compared to if he is kept unloaded.
+
;Using 2.3 on 00A.
 
+
:Although the 00A 53 TAS uses control style 2.3, the amount of luck manipulation is completely impractical on console, and it is all to set up doing the grenade throw which is already theoretical. Just using 2.3 to release a hostage would be harder than SA, since you must get the kill in the cutscene, and then you would have to use 2.3 for longer before there's a chance to pause. It wouldn't gain consistency nor speed.
Unfortunately this isn't applicable to any of the current strats for any of the difficulties, but it works a treat for my alternate SA route and it might well be possible on agent using the (hypothetical) 2.3 strat. <ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg462151#msg462151|title=the-elite Goldeneye facts post on Final hostage quirk|author=Whiteted|access-date=July 18, 2021}}</ref>
 
 
 
== Technical Details ==
 
 
 
=== Hostages ===
 
 
 
Since objective A is so fundamental to all difficulties of frigate, it is worth having a thorough understanding of the hostages' logic.
 
 
 
Each hostage is released when their hostage taker finishes [[fading out]]: As such the taker's [[Death Animation|death animation]] is very relevant. You must also injure the taker in time to prevent them from executing their hostage - see [[#Hostage takers|below]] for more detail. When they are released you will always see a <code>"Hostage released!"</code> appear on screen.
 
 
 
At this point, the hostage '''randomly selects an escape point'''. There are 6 possible spots on the deck of the ship: 5 have a 15.6% chance of being selected, and the last has a 21.9% chance. Frigate has very poor [[pathing]], and so the (fixed) routes are far from optimal. In particular the '00a hostage' always goes right around the engine room, rather than up the stairs and through the roller door, or around the back. Moreover, all 3 lower hostages go through the 'boxes room' rather than short-cutting through the doorway.
 
 
 
Despite the variety of hostage start positions, the order of escape points by speed is identical for all hostages.
 
 
 
Hostages will reselect their escape point if a bullet passes near them after they've been released, and due to a [[scripting bug]] their choice is severely biased.
 
 
 
Famously, this objective A can complete during the 1 second fade out before the level ends properly. The [[Time Not Saved|TNS glitch]] is not thought to be possible with this objective on any version.
 
 
 
The largest factor affecting "Hostage odds", i.e. whether the hostage will escape in time or not, is their journey to the escape point. In particular if they reach the end of an [[Guard movement#reloading|segment unloaded]], and have to reload at the start because another NPC occupied the target.
 
 
 
The bridge hostage always runs through the central corridor towards the middle of the ship. If he's selected the best escape point then he'll actually escape as he passes through his 2nd door (whether loaded or unloaded). On SA/00A, nearly all routes will leave the bridge until last, killing the taker and [[Pause|pausing]] to defuse the bomb. This allows more time for the other hostages to escape.
 
  
Once hostages are in range of their escape points, they check to see if they have a line of sight on Bond. If so, they reselect an escape point (without [[??|bias]]). This can be an issue on the SA / 00A routes when heading to the bridge (with the best escape spot) or when heading to the ramp at the end of the level (with the worst escape spot in particular).
+
== Detail ==
 
 
Hostages can only escape at either of the 2 points by the helicopter if they are [[Guard movement#unloaded|unloaded]]. Otherwise they'll choose another escape point when they arrive. This is because the escape point is actually way up in the air.
 
  
 
=== Hostage takers ===
 
=== Hostage takers ===
 
 
Hostage takers are found alongside hostages, pointing their D5Ks at their hostage who is surrendering.
 
Hostage takers are found alongside hostages, pointing their D5Ks at their hostage who is surrendering.
  
Hostage takers are alerted by a [[nearby bullet]], or when they have a [[line of sight]] on Bond. Once alerted, the amount of time that they wait varies depending on difficulty: 3s on Agent, 2.5s on SA, and 2s on 00A<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-frigate-0403.html</ref>. After that timer has elapsed they '''commit''' to executing the hostage. They then wait 5 [[game frames]] before shooting the hostage once in the head with their [[D5K]]. This can be a little frustrating as if you kill a taker during these 5 frames, he'll execute the hostage during his own death animation.
+
Hostage takers are alerted by a [[nearby bullet]], or when they have a [[line of sight]] on Bond. Once alerted, they'll wait 3/2.5/2 seconds on A/SA/00A respectively, before '''commiting''' to executing the hostage. They then wait 5 [[game frames]] before shooting the hostage once in the head with their [[D5K]]. This can be a little frustrating as if you kill a taker very late, he'll execute the hostage during his own death animation.
 
 
Once hit (and alerted), the taker abandons his timer and becomes a [[Guards#0002_Guard|standard guard]] - the hostage is now safe (from the taker at least).
 
 
 
If you shoot a hostage taker's hat off it registers as a hit and so they become a normal guard. The script is stuck waiting for their 'injury animation' to finish, but they are still doing their endless animation of pointing at the hostage, and will continue to do so until injured properly. <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>
 
 
 
=== Loading / Unloading NPCs ===
 
 
 
See [[Frigate : Loading / Unloading NPCs]]
 
 
 
=== Agent Normal Hostages ===
 
 
 
First up here's all the distances of the edges on the navigation graph<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg462146#msg462146|title=the-elite Goldeneye facts topic post on Agent normal hostages|author=Whiteted|access-date=July 18, 2021}}</ref>. A length of 60 will take a hostage 1 second to cover (though don't forget that whatever they overshoot by is just wasted). The skeleton is in green, and the rest of it in purple.
 
 
 
[[Image:Goldeneye-frigate-agent normal hostages navigation graph.png|thumb|300px]]
 
 
 
The first thing to consider is the 1st hostage (on the right in the diagram) catching up with the 2nd. To prevent this the 2nd hostage needs to complete the length 122 segment before the 1st hostage completes the length 36 segment.
 
 
 
* Hostage #1 has to cover 112 + 36 = 148
 
* Hostage #2 has to cover 49 + 122 = 171
 
 
 
So Hostage #2 needs to be released 23 frames (0.383s) earlier. Note that from testing I've found that if both hostages complete their segment at the same time, the Hostage #1 will still load back at the start of the length 36 segment, so lag is working against you here. They also both have 2 segments to complete, so overshooting will be similar.
 
 
 
The [[Death Animation|fastest possible death]] (excluding fadeout) is in 2.15 seconds. There are lots of animations taking around 2.3 and 2.9 seconds, then the next fastest take 3.93s / 3.95s (and aren't available from the arm / leg), followed by lots of extremely slow animations.
 
 
 
If hostage #2 gets the 2.15s death, and hostage #1 the 2.98s death, this gives only 0.447s for us to aim away from the 1st hostage taker and kill the 2nd one, otherwise the hostage is definitely going to load.
 
 
 
As for the guard in the 2nd room, there is a small window when you can turn away and unload him which will guarantee he moves with full speed, but practically it is probably down to luck. He starts moving (loaded) along the length 61 segment when your 1st bullet hits the hostage taker, but he turns to shortcut through the computers roughly along the brown line, which he'll then move along when you unload him. The distance he covers to the start of the 36 segment is probably around 150.
 
 
 
If he does move with slower speed, it's 4/5th of his normal speed. His total distance to "get out of the way" is then 276, which will take 4.6s at full speed, or 5.75s at slow speed (+ a bit for lag ). Guards take 1.61 seconds to fadeout (again from Henrik's facts post) so we can expect hostage #1 to be starting the 36 segment about
 
 
 
<code>2.8 (death) + 1.61 (fadeout) + 1.87 (112 segment) = 6.28s after the 1st kill.</code>
 
 
 
So if the guard moves slow then again this leaves essentially no time between the 1st kill and 1st shot on the 2nd guard.
 
 
 
== Misconceptions ==
 
 
 
;Using 2.3 on 00A.
 
:Although the 00A 53 TAS uses control style 2.3, the amount of luck manipulation is completely impractical on console, and it is all to set up doing the grenade throw which is already theoretical. Just using 2.3 to release a hostage would be harder than SA, since you must get the kill in the cutscene, and then you would have to use 2.3 for longer before there's a chance to pause. It wouldn't gain consistency nor speed.
 
 
 
== Tutorials ==
 
 
 
=== Agent ===
 
 
 
* [[Goldeneye 007 Tutorial: Frigate Agent|Frigate Agent]]
 
 
 
=== Secret Agent ===
 
 
 
* [[Goldeneye 007 Tutorial: Frigate Secret Agent|Frigate Secret Agent]]
 
 
 
=== 00 Agent ===
 
 
 
* [[Goldeneye 007 Tutorial: Frigate 00 Agent|Frigate 00 Agent]]
 
 
 
=== LTK ===
 
 
 
* [[Goldeneye 007 Tutorial: Frigate LTK|Frigate LTK]]
 
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Frigate%20LTK%20Tutorial.html - Adam Bozon - Frigate LTK Tutorial (turn captions on)]
 
* Tutorial Video: [https://videos.huzip.net/tutorials/perfect-dark/ltk-dltk/Eric-Liikala/annotated/Frigate%20LTK%20Tutorial.html - Icy - Frigate LTK Tutorial (turn captions on)]
 
 
 
=== DLTK ===
 
  
* [[Goldeneye 007 Tutorial: Frigate DLTK|Frigate DLTK]]
+
Once hit (and alerted), the taker abandons his timer and becomes a [[0002 guard|standard guard]] - the hostage is now safe (from the taker at least).
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Frigate%20DLTK%20Tutorial.html - Adam Bozon - Frigate LTK Tutorial (turn captions on)]
 
  
== External Links ==
+
== Trivia ==
 +
* While loaded, hostages can occassionally run up the stairs into the bridge via the side doors, even opening the locked doors out onto the balconies. They appear to still think they are downstairs, until they redo their routing and take the bridge hostage's route through the central corridor.
 +
* Hostages can escape while dying, and it will still count towards the total number escaped. However no more than 4/2/1 can be killed on A/SA/00A respectively otherwise Objective A will fail - even if it has already been completed. In a TAS a precisely thrown grenade could be used to propell the final hostage towards his escape point.
  
* [https://rankings.the-elite.net/goldeneye/stage/frigate Frigate World Rankings]
 
* [https://rankings.the-elite.net/goldeneye/ltk/stage/frigate Frigate LTK/DLTK Rankings]
 
* [http://thengamer.com/GE/07-Frigate/ Frigate Videos]
 
* [[Silent Thunder]]'s [https://wayback.archive.org/web/20070312032403/http://www.geocities.com/silentthunder024/FrigateTribute.html Frigate Tribute]
 
  
 
==References==
 
==References==

Revision as of 15:33, 6 October 2021

Frigate is a complex level requiring tight movement and a sizable amount of luck, particularly with WR pace routes. The level is mostly made up of short corridors connected by narrow doorways, which are very easy to get stuck on. A good run on the later difficulties has to weave about killing hostage takers and defusing bombs, while coping with moderate to high amounts of lag. The map as a whole is one of the least linear in the game, but is still very compact. It's also unusual in that you start and finish the level in the same place - a small speedboat which is joined to the warship by a ramp.

Frigate
150px
World Records
Difficulty Time First achieved by
Agent 0:22 Karl Jobst on 2019-01-31
Secret Agent 0:58 Luke Pettit on 2017-03-01
00 Agent 1:04 Dan Parker on 2019-05-17
LTK 1:13 Charlie Yeudall on 2021-01-03
DLTK 1:46 Brian B. on 2018-11-04


Objectives

Common

Rescue hostages
At least 2/4/5 hostages must be released and escape on A/SA/00A respectively. This objective is discussed in detail below.
Plant tracking bug on helicopter
The tracking bug (a gadget and projectile) must be thrown to land on the helicopter. Possible 'bug throws' are also discussed in their own section.

SA / 00A only

Disarm bridge bomb
Use the bomb decoder gadget on the bomb by the hostage in the bridge.
Disarm engine room bomb
As above, but for the bomb on the right catwalk in the engine room.


'Rescue hostages' is objective A on all difficulties, and we refer to it as such throughout this page. Pressing b on a bomb will active it causing a large explosion, even if you have the bomb decoder equipped.

Map

378px 378px 300px


Notable features:

  • The 4 hostage escape areas are highlighted in green. Hostages can also escape at the 2 rearmost pads on the ship, but only while unloaded.
  • Hostage paths are shown in blue. They will take a decent shortcut across the front of the ship if loaded.
  • 'The pipes' which you can warp through.
  • The helicopter at the rear of the ship, which you must attach the tracking bug to.
  • The bridge and engine room bombs are in red.
  • There are 2 body armours: one upstairs near the bridge, and one inside the indestructible box near the pipes.

Hostages

Since objective A is so fundamental to all difficulties of frigate, it is worth having a thorough understanding of the hostages' logic.

Each hostage is released when their hostage taker finishes fading out: As such the taker's death animation is very relevant. You must also injure the taker in time to prevent them from executing their hostage - see below for more detail. When they are released are you will always see a "Hostage released!" appear on screen.

At this point, the hostage randomly selects an escape point. There are 6 possible spots on the deck of the ship: 5 have a 15.6% chance of being selected, and the last has a 21.9% chance. Frigate has very poor pathing, and so the (fixed) routes are far from optimal. In particular the '00a hostage' always goes right around the engine room, rather than up the stairs and through the roller door, or around the back. Moreover, all 3 lower hostages go through the 'boxes room' rather than shortcutting through the doorway.

Despite the variety of hostage start positions, the order of escape points by speed is identical for all hostages.

Hostages will reselect their escape point if a bullet passes near them after they've been released, and due to a scripting bug their choice is severely biased. See ?? for more detail on this.

Famously, this objective A can complete during the 1 second fade out before the level ends properly. The TNS glitch applies to objective A on NTSC-U, giving 1 extra frame that it can complete in.

The largest factor affecting "Hostage odds", i.e. whether the hostage will escape in time or not, is their journey to the escape point. In particular if they reach the end of an segment unloaded, and have to reload at the start because another NPC occupied the target.

Tech

Bug throw
The bug is a standard projectile and so can be thrown or even leaned. The helicopter's room must be loaded when the bug lands (though not necessarily during its flight), else the bug will stick to the bounding box / go straight through the helicopter - neither will complete the objective. In particular, the bug can be thrown from the door to the upper hostages on the starboard side of the ship. See Bug throw (Frigate) for more detail.
Pipe warp
An essential warp for most SA / 00A routes, and one which will always feature in the WRs. It opens up a much faster route from the engine room bomb to the bridge, and coupled with the bug throw above allows runners to avoid the stern (helicopter end) of the ship altogether. Warping in the opposite direction, from the boxes room to the stairs, is referred to as the 'reverse pipe warp'.
Bridge hostage early escape
The bridge hostage always runs through the central corridor towards the middle of the ship. If he's selected the best escape point then he'll actually escape as he passes through his 2nd door (whether loaded or unloaded). On SA/00A, nearly all routes will leave the bridge until last, killing the taker and pausing to defuse the bomb. This allows more time for the other hostages to escape.

Constraints

Hostages escaping
Once hostages are in range of their escape points, they check to see if they have a line of sight on Bond. If so, they reselect an escape point (without bias). This is a issue on the SA / 00A routes particularly when heading to the ramp at the end of the level.
Stern escape points
Hostages can only escape at either of the 2 points by the helicopter if they are unloaded. Otherwise they'll choose another escape point when they arrive. This is because the escape point is actually way up in the air.


Strategies

Overview

  • Health is not much of an issue on any difficulty, though on SA / 00A you can die to an exploding engine room bomb console - shot by the guards. There is body armour in the central corridor and in a box in the boxes room.
  • Strong auto-aim is very useful for killing hostages takers on SA / 00A, and so NTSC-J is generally preferred.

Agent

Reverse hostages
As in the naive strategy below, but the hostages are taken out in the opposite order. This was truely exposed in TASpap, with 13 runners getting 23s, and Perfect Ace quickly got 22 a couple of months later. The hostage odds are vastly improved, and have been verified as around 1 in 50.
Frigate Agent 2.3 Strategy
Control style 2.3 is used to kill the bridge hostage taker during the 1st cinema. This allows for a shorter route (staying in the corridor) and, when performed correctly, guarantees a clean route for the other hostage to escape fast. As such it has optimally consistent hostages, but only on legit runs which require a lot of luck in themselves.
Naive 1.2
Staying on the starboard side of the ship, the 2 upper hostages' takers are killed in the order they are met. The bug is then thrown from just back in the corridor, and we run to the end. This was always the standard way to play the level but has been superceded by reverse hostages.

Secret Agent

Standard route
As old as the pipe warp, this route does the bug throw first and then releases the 2 upstairs hostages, who should both complete very consistently. Downstairs, it releases the fastest hostage before defusing the engine room bomb. From here it heads directly to the bridge via the pipe warp, freeing the hostage there and defusing the bomb.
"PAL strat" / BBBT & bug-lean

This strategy is new and has only been performed on practise rom, such as in this 1:00 run. It combines a PAL r-lean of the bug at the end of the stage with 'Bridge bomb before taker' where the pipes are warped using sharp lookup (or via an R-warp) while keeping the bomb equipped, defusing both bombs with one pause. With a sum-of-best splits coming in at 52.90, this strat has the strongest untied potential and is vastly preferable to 2.3 / reverse pipe warp ideas. Although possible on NTSC, landing the bug is far more precise, and harder to set up, so doesn't seem sensible.

00A Agent

Slowest Hostage
This route crosses the deck of the ship immediately, to head downstairs at the earliest opportunity. It releases the 'SA hostage' and then the 'slowest hostage' who loops around the engine room before heading up. This gives him just about enough time to escape: He must choose the best escape spot but on top of this you'll need very good luck for him to make good progress and escape in time.
Engine room route
As above, this heads downstairs immediately, but after releasing the 'SA hostage' you double back and head down into the engine room. This hostage has less far to travel to escape compared to the slowest hostage, so completions will be more common. Loop around the engine to defuse the bomb before continuing with the route as above.
Double pipe warp
A hypothetical strategy which adapts slowest hostage route by heading directly for the pipes. On the other side the door to the slowest hostage can be opened from the stairs, so the taker can be killed from down the corridor. Then it must free the engine room hostage before continuing with the route as above. This trades a consistent hostage for the engine room one, so will have worse odds. The reverse pipe warp is a lot less laggy so is significantly harder, and the time save is not huge.
Engine Room Grenade Throw
Very much a theoretical strategy. The idea is similar to the 'PAL strat' on SA, but predates it, and broadly follows the same, standard SA route. Skipping the bug throw, the grenade guard from the boxes room is lured out, and he is killed going down the stairs to the mid-ships. The nade is primed and thrown into the engine room to release that hostage - the nade can travel through the obstructing wall and still kill the hostage taker. Then the bug is leaned at the end of the level - again practically requiring PAL. BBBT is not thought to be possible on 00A, since the taker executes the hostage after 2s rather than 2.5s, so a pause could not be skipped with 1.2.

LTK

DTLK

Misconceptions

Using 2.3 on 00A.
Although the 00A 53 TAS uses control style 2.3, the amount of luck manipulation is completely impractical on console, and it is all to set up doing the grenade throw which is already theoretical. Just using 2.3 to release a hostage would be harder than SA, since you must get the kill in the cutscene, and then you would have to use 2.3 for longer before there's a chance to pause. It wouldn't gain consistency nor speed.

Detail

Hostage takers

Hostage takers are found alongside hostages, pointing their D5Ks at their hostage who is surrendering.

Hostage takers are alerted by a nearby bullet, or when they have a line of sight on Bond. Once alerted, they'll wait 3/2.5/2 seconds on A/SA/00A respectively, before commiting to executing the hostage. They then wait 5 game frames before shooting the hostage once in the head with their D5K. This can be a little frustrating as if you kill a taker very late, he'll execute the hostage during his own death animation.

Once hit (and alerted), the taker abandons his timer and becomes a standard guard - the hostage is now safe (from the taker at least).

Trivia

  • While loaded, hostages can occassionally run up the stairs into the bridge via the side doors, even opening the locked doors out onto the balconies. They appear to still think they are downstairs, until they redo their routing and take the bridge hostage's route through the central corridor.
  • Hostages can escape while dying, and it will still count towards the total number escaped. However no more than 4/2/1 can be killed on A/SA/00A respectively otherwise Objective A will fail - even if it has already been completed. In a TAS a precisely thrown grenade could be used to propell the final hostage towards his escape point.


References

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