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[[Image:Frigate.png|thumb|Frigate]]
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34 yeaг-old Budget/Accounting Analyst I Danielle Shimwell, hailing from Port McNiϲoll enjoys watching movіеs like Baby... Secret of the Lost Legend and Web surfing. Took a trip to Durham Castlе and Cathedral and drives a Sierra 1500.<br><br>Also visit my web page ... [https://lifestagescs.com/employer/electroslim/ DentiCore By DentiCore Ltd.]
 
 
'''Frigate''' (Part i of Mission 4: Monte Carlo) is the seventh level in [[GoldenEye 007]]. This is the only level that features hostages that must be rescued.
 
 
 
== 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. 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 ==
 
 
 
=== Common ===
 
;Rescue hostages
 
: At least 2/4/5 hostages must be released and escape on A/SA/00A respectively.
 
;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.
 
 
 
=== 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 equiped.
 
 
 
== Map ==
 
 
 
The upstairs / outdoors deck
 
[[File:MAP_FRIGATE_deck_and_upstairs.png|195px]]
 
 
 
Midship
 
[[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>
 
 
 
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 small 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.
 
 
 
== Facts ==
 
 
 
=== 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 [[#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 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 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).
 
 
 
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 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 [[0002 guard|standard guard]] - the hostage is now safe (from the taker at least).
 
 
 
== 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, 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.
 
 
 
;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'.
 
 
 
== 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 ===
 
 
 
;[[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]]
 
: 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.
 
;[[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.
 
 
=== Secret Agent ===
 
 
 
;[[Frigate SA Standard Strategy|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.
 
 
 
; [[Frigate SA 2.3 strategy|2.3 strategy]]
 
: 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 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.
 
 
 
=== 00A Agent ===
 
 
 
; [[Frigate 00A Slowest Hostage Strategy|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.
 
 
 
; [[Frigate 00A Engine room strategy|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.
 
 
 
; [[Frigate 00A Double Pipe Warp Strategy|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 [[Randy Door|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.
 
 
 
; [[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.
 
 
 
=== LTK ===
 
 
 
One of the more popular levels on the LTK mode, this is also one of the easiest. A completion shouldn't take more than just a few tries. The current WR of 1:13 is rock solid although not maxed.
 
 
 
=== DTLK ===
 
 
 
Just a handful of levels are easier than Frigate on DLTK ([[Runway]], [[Surface 2]], [[Archives]] and, arguably, [[Facility]]). Completing the level shouldn't be a big deal at all. Speedrunning the level can be devastating though, as hostages don't exactly cooperate all the time. The WR strat requires a guard to pull a grenade. The current record of 1:49 is, just as the LTK WR, rock solid. 
 
 
 
== Debunked Strategies ==
 
 
 
;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 ===
 
 
 
==== Target time - 0:23 ====
 
 
 
Completion on this level is virtually 100% pure luck.  The luck needed is not even good odds, but extremely poor odds.  In order to get a time you seek, be prepared to spend 10 hours, 20 hours, 120 hours, or in extreme cases, 197 hours.
 
 
 
Start out cutting the cinemas.  The first part takes practice and skill.  Turn 90 degrees right.  Go up the ramp with right strafe, then left when you change, move another 90 degrees left for a split second, then get back on line and make your way up those stairs.
 
 
 
Open the door without getting stuck on it.  Shoot 2-4 bullets at this guard hopefully killing him.  Strafe down this hall, and open the door on your right.  Quickly shoot 2-3 shots at the guard on the left, ignoring that on the right.  The guy on the right ruins many runs, because he often throws grenades at you, ruining all hopes of completion.  If this is the case, quit out.
 
 
 
As soon as you killed that left guard, move into that room and turn right.  Stop there, and shoot 2-3 shots at the guard holding that hostage hostage, hopefully killing him.  You want to shoot as few shots total in this level to avoid alerting other guards who can get in the way of the hostages and thus make it impossible to complete.
 
 
 
Turn around and open the door you didn't open earlier.  Pause and select the tracker bug.  Unpause.  Now you need to do what is known as the bug toss.  Aim about 55-60 degrees up, and to the left of that white tower.  Move forward slightly, and throw.  With practice, you can get this baby to land on the chopper over 90% of the time.  Now start back strafing until you see "OBJECTIVE B COMPLETE."  Then turn around and strafe down the stairs, down the ramp, to the end of the level.
 
 
 
If at any time after all this has gone well, you see the message "OBJECTIVE A COMPLETE," you should be very happy.  Even if it doesn't come up, there is still a chance it will complete up as you finish and the level is fading away.  Note that for 0:23, the odds of hostage escaping are EXTREMELY unlikely.
 
 
 
It probably won't complete.  So just keep playing the level over and over, doing the whole process correctly.  The theory is that eventually after many hours you will get a completion. The reward is that you get to watch the best end cinema in the entire game and see your cool new PR or 0:23.
 
 
 
* Target Video: [https://www.youtube.com/watch?v=b-y8DCcdC2w Wouter Jansen - Frigate Agent 0:23]
 
 
 
=== Secret Agent ===
 
 
 
==== Target - 1:00 ====
 
 
 
You start off strafing up the ramp, take a left and keep going straight up the stairs. Open the door and shoot the guard. Open the far door at the end of this halllway (which leads down to the helicopter). Pause and select your tracker bug. You're going to now perform the bug toss, which is explained in the agent section. Walk back a little bit as it completes, open the door to your right and kill the hostage taker. Continue in and kill the next hostage taker. Hopefully this is done cleanly and quickly. Continue along, exiting the 2nd hostage room, taking a right and then another right down the stairs. At the bottom of the stairs change to left strafe. Continue down following the path. Wound the last guard before the door with a bullet so he doesn't hit you. Open the next door (which opens backwards and takes practice) quickly kill the hostage taker, and continue along. You may or may not want to kill the next one.
 
 
 
*This hostage will NEVER escape for you ever, and saving him may result in him being in your path when you return from the engine room.
 
 
 
If you choose not to kill him, try to not getting stuck when strafing through the guard and hostage. This guard can backboost you sometimes leaving engine room.
 
 
 
Kill the left guard after this 4th hostage, and open the door leading to engine room. Back up a little bit after you open it (another backwards-opening door) and then pause. Select the Phantom gun in your pause, then the bomb defuser. Unpause and defuse the bomb at the end of the pathway. You now will backtrack out of the room, and take the stairs to your left heading up stairs. At the top of the stairs, there are pipes blocking the way to another room at the other side of the ship.
 
 
 
You will need to warp through these pipes to access this other room. To do this, you will need to be in left strafe, between the middle pipe and the far right pipe. You must be looking at normal height (no lookdown) and you will want to backswitch you weapon from phantom, back to D5K silenced, while full left strafing into the little space between the pipes. This takes alot of practice to do fast and constantly. Hopefully you get through first try. Continue to the end of this room, and take a left and follow the stairs up to the top. You will now want to go through the door to your right which sometimes is open. Try not to close it on yourself if its open, but you have little time to react so be careful! It is generally closed however. Go down the stairs ahead, then up the stairs to the next room. With your phantom out, you will want to charge the hostage taker and pause right in front of him. Pause, pull out bomb defuser and unpause. Hopefully you are not shot around by the other 2 guards in this room. Defuse the bomb, and continue to the end of the room taking the right door, go down the stairs, and finally back into the boat you started from.
 
 
 
If you are extremely lucky, all 4 hostages which you saved will escape.  Note that if you saved 5 hostages, the one before engine bomb does not escape, so its like you really only saved 4 hostages.
 
 
 
The chances of 4 hostages escaping is about 1% or less.
 
 
 
* Target Video: [https://www.youtube.com/watch?v=aBwUXviwMXY Luke Pettit - Frigate Secret Agent 1:00]
 
 
 
=== 00 Agent ===
 
 
 
 
 
 
 
== World Record Reference ==
 
 
 
=== Agent ===
 
* World Record Video: [https://www.youtube.com/watch?v=SvEuwJ_xzHE Karl Jobst - Frigate Agent 0:22]
 
* World Record Video (using 2.3 strat): [https://www.youtube.com/watch?v=hbrd8Rqoh2c James Greening - Frigate Agent 0:22]
 
 
 
=== Secret Agent ===
 
* World Record Video: [https://www.youtube.com/watch?v=bLrams-CNcw Luke Pettit - Frigate Secret Agent 0:58]
 
 
 
=== 00 Agent ===
 
* World Record Video: [https://www.youtube.com/watch?v=frOq8PRqd1g Dan Parker - Frigate 00 Agent 1:04]
 
 
 
=== LTK ===
 
* World Record Video: [https://www.youtube.com/watch?v=5dFBQg7CT44 Charlie Yeudall - Frigate LTK 1:13]
 
 
 
=== DLTK ===
 
* World Record Video: [https://www.youtube.com/watch?v=cR-KfeyvAvc Brian B. - Frigate DLTK 1:46]
 
 
 
== External Links ==
 
 
 
* [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]
 
 
 
 
 
[[Category:GE Strats]]
 
 
 
{{Template:GoldenEye 007 solo missions}}
 

Latest revision as of 11:01, 21 March 2025

34 yeaг-old Budget/Accounting Analyst I Danielle Shimwell, hailing from Port McNiϲoll enjoys watching movіеs like Baby... Secret of the Lost Legend and Web surfing. Took a trip to Durham Castlе and Cathedral and drives a Sierra 1500.

Also visit my web page ... DentiCore By DentiCore Ltd.