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Difference between revisions of "User:DaniloFoti09885"
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== Special Agent == | == Special Agent == | ||
− | + | '''1:33 strategy''' | |
+ | |||
+ | Skip the whole cinema. Run forwards as the [[sniper rifle]] comes out, pushing your stick forward so you arrive at the ledge pointing almost directly at the first executor. Hit R to zoom in. You won't often get a perfect shot, but you'll be able to pull the stick up or down to shoot him instantly, then pull the stick right a bit, shoot again, then run. The two shots should come about a second and a half, maybe two seconds apart. The fastest physically possible is around 0.75 seconds, but split-seconds aren't critical this early in the game. | ||
+ | |||
+ | Release R and whirl left 45 degrees, then speed-strafe left around the corner of the observatory. Hit A to switch to Unarmed, zigzag through the small chicane. Switch to [[Disarm]] now if you haven't already done so. Ignore the guard on the left, hug the right-hand wall, still left-strafing. | ||
+ | |||
+ | When you get to the ledge (0:10 exactly), switch to right-strafing and go diagonally right, heading for the guard on ground level. He'll drop to the ground but he'll be upright when you reach him (unless he ducks, which sometimes happens. Unlucky, just restart). Disarm him as you reach him, then turn right a bit, still right-strafing, and head along the rock, once again taking the optimum route. | ||
+ | |||
+ | Don't hug the left wall in the next long cavern. Instead, go around the RIGHT of the guard here, switching to the [[CMP-150]] nice and early as you do so. Aim upwards slightly as you run, turn left once you're around him and open fire at the sniper on the pillar here as you run straight forwards down the steps. You'll here him shout "My gun!" if you hit him - this is because if you kill him within about 35 seconds or so, he drops a second CMP-150 for you. However this is of no use on this run so don't hang around. | ||
+ | |||
+ | The reason you go around the right of the guard instead of the left is - speed. By this method, you don't ever actually stop running, and picking off the sniper is actually fairly easy while on the run. Ordinarily, you'd have to stop below the pillar, aim upwards, and shoot him, then start running again. Not only does coming to a complete halt lose you loads of time, it's also fiddly and uncertain trying to shoot the sniper and not the pillar he's standing on. Then you have reaction times to worry about when you start running again after he dies. My method eliminates all that at the cost of a fractionally longer route, and the extra time is made up anyway, see? | ||
+ | |||
+ | Right-strafe into the large sniper area and avoid the route you'd normally take on [[Agent]], as this isn't the best way to take out the snipers. Instead, you should be running further right and aiming up on the left where the next sniper appears, positioned distantly on the roof. You only have a very small amount of time to shoot him as a rock outcropping gets in the way, so unless you're feeling lucky, you should stop for a fraction of a second to fire a decent volley of bullets at him. The crosshair is a faint green on a blue background, making it hard to see, it's a shame but I'm afraid nothing can be done to make it easier to see, except pressing R, which is NOT recommended, it wastes far too much time. Waiting to check that he's dead is optional. From this distance, it's hard to tell until you see the death animation running, which wastes a second. I think it's worth just running regardless, but it all depends how often you manage to shoot him. | ||
+ | |||
+ | After this sniper, turn right to face the one nearby on the roof, which is much easier to shoot. Squeeze off another volley of bullets in his chest as you run diagonally towards him (no strafing, they make it too difficult). Finally, turn left to face the sniper high up on the roof in front of you. Run towards him and fire a third volley at him. Try to leave a bullet or two remaining in your CMP-150 so that it doesn't reload automatically. This makes the sniper rifle come out later (which is the next bit). | ||
+ | |||
+ | Once this last sniper is dead, you should be standing close to the steps. Turn ninety degrees left and left-strafe straight up them, switching to the sniper rifle as you run, and switching to right-strafing as you reach the turn in the steps. I was running up these steps at 0:29 on my best run. 0:33 is perfectly acceptable. | ||
+ | |||
+ | Reach the top, dive for the front wall and hit R to aim at the two snipers that are just near each other straight ahead. One of them is easy to hit fast, but the other, positioned on the harbour wall, is a VERY small target. You're expected to take about a second longer on these two snipers than you did on the first two executors. Many times you may end up wasting your entire [[sniper rifle]] clip shooting at the further sniper - you could restart if this happens, it all depends how lucky you're feeling. | ||
+ | |||
+ | There is on other factor to consider. There is one sniper over to your left who'll be shooting at you while you do this. You'll probably be hit (and knocked sideways a long way) at least once before you leave this balcony. If you're fast you can take out both snipers before he hits you, but otherwise he'll make aiming a misery. Just another point to consider, there. | ||
+ | |||
+ | After those two snipers are dead, turn and run for the door. Make sure you open it OK, this bit seems to get messed up very often. The doors don't cooperate as much as they should. You'll be entering the door at around 0:39 on a very good run to 0:47 on a bad run. 0:41-0:44 is what you should be aiming for. Turn right and left-strafe along the wall inside, switching to the CMP-150. Open the door and you'll be facing right at the penultimate sniper. There might be a guard waiting behind the door if you're unlucky - ignore him but try not to let him slow you down. Run forwards into the little square balcony, shooting the sniper, then turn around in the alcove-type area to aim at the last sniper, on the roof. He should be easy to hit, but he isn't because the auto-aim always wants to point at the guards on ground level. Use the target now if you like, or the guards might behave themselves, making things easier. After shooting he last sniper, don't reload yet, but turn left and open this door - which is also known to be uncooperative. | ||
+ | |||
+ | Reload and switch to Disarm inside as you bound down the stairs. Turn left at the bottom and strafe across the kitchen at anywhere from 0:50 to 1:01. 0:54 is what you should aim for on a good run. | ||
+ | |||
+ | Whirl left down the stairs - from now on the level is almost exactly like Agent, but there are a few minor points to consider. Firstly, the amount of ammo you'll have left for the shock troopers is noticeably smaller than you would on Agent. This makes disarming at least one guard on the way down to the lower basement a necessity. The other point will come up later... | ||
+ | |||
+ | Right-strafe across the area with the curvy wall and disarm the guard if he comes nearby. Keep going past the end of the wall, turn left, open the door and slide down the stairs. Switch to left-strafing at the bottom of the stairs and open the door, then run peacefully into the generator area. You should arrive at the area with the two panels at around 1:01-1:06. | ||
+ | |||
+ | Right-strafe across the middle and hope that the guard gets out of your way. If you want a bit of a safety margin on your ammo in the lower basement, you could try to disarm him but this isn't absolutely necessary. Right-strafe across and hit B to activate the panel. Whirl left and left-strafe away, activating the other panel as you pass it. You can stop briefly if you think it's necessary. It's very important to have the sound turned up loud in this area, otherwise you won't be able to hear whether the panels have been activated or not - relying on the on-screen messages is NOT a good plan, as they come up way too late. | ||
+ | |||
+ | As you round the corner, hit Z once to have a chance of disarming the pursuing guards waiting at the corner as you blur past. Actually seeing them as you pass is optional. ;) Switch to right-strafing at the next corner, activate the main panel from side-on, then right-strafe away again. Bring out your CMP-150 as you run, turn left more than 90 degrees at the corner, open the door, and dive down. | ||
+ | |||
+ | Open fire all along the right-hand wall as you reach the bottom, to murder the first shock trooper and collect his ammo. Don't reload but carry on running towards the next two. Shoot the one on the left first as he comes into view earlier. Make sure you spend slightly more than the usual amount of ammo on these guys. On [[SA]] they require a little bit more killing than on [[Agent]], meaning you may leave either or both of them alive if you just spray like in Agent. The same applies to all the other shock troopers on this level. Break right, and reload as you run for the next door, passing the stairs at around 1:19-1:26. Shoot the trooper ahead - make SURE you shoot him enough - and then the other guy to your right, through the shelves. | ||
+ | |||
+ | Pause, go to your inventory, select Unarmed, then CMP-150 again, to reload fast. Run around to the final corridor. Right-strafe along, shoot the guard hiding behind the shelves, turn, left-strafe along, and shoot the other guy. This second shock trooper has a tendency to run away from you - this makes him easier to shoot than when he's hiding. Be grateful for small mercies. | ||
+ | |||
+ | If you experience some gunfire from the end of the corridor at this point, that means the next trooper has not moved from his position. If you don't, that means he's either moved, or he hasn't shot at you for some reason. In the last case, you should right-strafe out and shoot the shock trooper - you know where he's going to be by now, don't you? If he's still in his place, strafe straight around the shelves and machine gun the trooper from the side, and try to leave as much ammo as possible to take out the last shock trooper, because a reload now would hideously mess up the entire run. Finally, run towards the last trooper shooting him, run over his dead body to collect the key card, turn and open the door as fast as possible, and stand back - the level ends only when the door is fully opened. | ||
* '''World Record Video''': [http://video.google.com/videoplay?docid=-3704487983969611722 Big Bossman - Villa - SA - 1:19] ([http://www.thengamer.com/PD/04-Villa/Big%20Bossman%20-%20Villa%20-%20SA%20-%20119.wmv Download!]) | * '''World Record Video''': [http://video.google.com/videoplay?docid=-3704487983969611722 Big Bossman - Villa - SA - 1:19] ([http://www.thengamer.com/PD/04-Villa/Big%20Bossman%20-%20Villa%20-%20SA%20-%20119.wmv Download!]) |
Revision as of 14:36, 25 June 2006
Carrington Villa: Hostage One is the fourth level in Perfect Dark.
Agent
1:15 strategy
Firstly, run straight forward and look downwards at the first executor. Shoot as soon as you can then pull right slightly to zap the other one. Ideally this should be done in two fast shots about a second apart - in practise three shots in 1.5-2 seconds will suffice.
Whirl left and left-strafe for the corner of the observatory, switch to unarmed as you slide along the side, jink around the small corner and hug the inside wall as you let-strafe onwards. Mind the small outcroppings on the walls. Jump off the edge at between 0:10 and 0:11. You should already be strafing a good distance along the next wall before you hit the ground - hug it!
Zoom along hugging the corners as closely as you dare and when you get to the T-junction don't even look where you are going as you head left. Blue walls should blur past your vision and once you enter the sniper area at 0:20 or less. Aim so that the stairs you're aiming for are JUST offscreen to the left. Speed-strafing does not take you straight diagonally! With some knowledge, experience and skill you can judge exactly when the steps come up on the left and dive up them (still left-strafing - you left-strafe all the way up to this point). You may get a boost from the sniper at this point.
As you reach the top of the first flight of steps spin the joystick right a bit and switch to right-strafing like lightning. Go up the steps, steer the joystick left so that you hurtle straight across the balcony, then let go of the joystick and hit B with your left thumb as you pass in front of the door. Move your thumb back instantly and steer the joystick still further left and direct yourself down the middle of the door. You should still hold C-up and C-right throughout this whole manoeuvre, opening the door at 0:27.5 or thereabouts.
Twist down the stairs and bolt diagonally across the hall at the bottom towards the blue corridor. Dive along this and the next, strafe across the lounge dodging left slightly to avoid the couch. This is your first chance to grab a CMP-150 - sometimes a guard is positioned in the middle of the lounge for some reason. Disarm him if he comes near you. Spin left down the stairs... still holding right-strafe.
Downstairs, again, you need to know exactly what direction speed-strafing sends you so you pass the corner of the curved wall in the right place. You may also get a second chance to grab the CMP-150 from the guard here if he runs across into your path. Swirl the stick left a bit more and aim for the door. Let go of the stick as you bolt for the door and hit B as you pass the left edge it. Your thumb should be back on the stick as you reach the middle of the door and turn left slightly to dive through it. Go right and zoom down the inside edge of the stairs, and just before you land on the ground at the bottom (at 0:41-0:42), switch back to left-strafing. Smack B with your left thumb once more as you reach the big doors - it's easier because the doors are bigger - and left-strafe in and along the tunnel to the panel area.
Cross the threshold between sand and steel catwalk at around 0:45-0:47. The guard between the two panels is a pain if he runs in any direction except right - if he gets in the way, and you still have no gun, you could try disarming him. Since you're left-strafing, switch to right-strafing at the turn in the catwalk and go straight across to the far panel where you should hit B. Then left-strafe away and hit B again as you pass the second panel - listen out hard for the beeps as you hit the panels to make sure you got them. Turn, and right-strafe all the way back along the catwalks to the first corner in the sandy tunnels.
At this corner a bunch of guards will have caught up by now, and this is your fourth chance to nab a machine gun. Knowing exactly where they are gonna be, hit Z - you're still on Disarm, remember - to steal one of their CMP-150s as you dash past.
Switch back to right-strafing at the next corner, switch to the CMP-150 if you have it during this briefly peaceful moment, and continue to right-strafe to the final panel. Check your clock - 0:55 is what you should be aiming for here. Activate the panel as quickly as possible from side-on and turn around and RIGHT-strafe back in the opposite direction.
Here's your fifth and last chance to grab a CMP-150: the last guard before the lower basement. If this fails you're up the creek and you might as well quit. Disarm him as you pass on the outside, then hit A to switch to the CMP-150 as soon as possible in preparation for the first shock trooper. Stab B at the door as you switch strafe directions, and then left-strafe through. As you bounce down the steps the "Windmill activated" sign will vanish and you can check your time - 0:59-1:01 is the target.
Open fire with your CMP-150 along the right wall of the right-hand tunnel to blow away the first shock trooper, and run through him without slowing AT ALL. DO NOT reload now. You should have over 20 bullets left as you strafe to the next two shock troopers. Stay as far away as possible from them to save time, and shoot the left one first. Just spray at about chest height and you're guaranteed a kill since it's Agent. This bit should take a minimal amount of time.
Right-strafe away down the corridor reloading as you go. Pass the upward-leading corridor at 1:04-1:07. Head for the far door and turn to face straight forwards as you open it and spray the trooper ahead of you. Turn right and run around the right-hand side of the wine rack, spraying the second trooper wildly before you pass the rack. If you're lucky you'll get him. You might even catch his ammo. Hit pause IMMEDIATELY after you shoot the second trooper, select Unarmed and then CMP-150 from your inventory to reload nice and quickly. Zoom on.
The next trooper should be shot while you wait for an instant at the corner, then turn around and strafe so that you can shoot the next one in a similar fashion. This particular shock trooper is a nasty one - sometimes he runs away making your job easier, sometimes he crouches with his face in the wine rack, making it very tough. Then the next one is the most random in his positioning. If he's behind the wine rack shoot him through the bottles. If he's moved, run and shoot him as you pass the corner, WITHOUT slowing down, but making sure you keep at least four bullets in reserve. He can be in any number of places. Ideally he is in your path but many times he's hiding right behind the corner in wait for you. It's a lottery.
Finally, pass the last wine rack and pray to the gods of gaming that when you empty your magazine at the last shock trooper, at least two of the bullets hit him hard enough to kill him and make him drop the keycard. Run through his collapsing corpse and then turn and open the door, backing off so it opens smoothly. Assuming, of course, that you managed to not leave any troopers wounded behind you. :)
- World Record Video: Sim Threat - Villa - A - 1:08 (Download!)
Special Agent
1:33 strategy
Skip the whole cinema. Run forwards as the sniper rifle comes out, pushing your stick forward so you arrive at the ledge pointing almost directly at the first executor. Hit R to zoom in. You won't often get a perfect shot, but you'll be able to pull the stick up or down to shoot him instantly, then pull the stick right a bit, shoot again, then run. The two shots should come about a second and a half, maybe two seconds apart. The fastest physically possible is around 0.75 seconds, but split-seconds aren't critical this early in the game.
Release R and whirl left 45 degrees, then speed-strafe left around the corner of the observatory. Hit A to switch to Unarmed, zigzag through the small chicane. Switch to Disarm now if you haven't already done so. Ignore the guard on the left, hug the right-hand wall, still left-strafing.
When you get to the ledge (0:10 exactly), switch to right-strafing and go diagonally right, heading for the guard on ground level. He'll drop to the ground but he'll be upright when you reach him (unless he ducks, which sometimes happens. Unlucky, just restart). Disarm him as you reach him, then turn right a bit, still right-strafing, and head along the rock, once again taking the optimum route.
Don't hug the left wall in the next long cavern. Instead, go around the RIGHT of the guard here, switching to the CMP-150 nice and early as you do so. Aim upwards slightly as you run, turn left once you're around him and open fire at the sniper on the pillar here as you run straight forwards down the steps. You'll here him shout "My gun!" if you hit him - this is because if you kill him within about 35 seconds or so, he drops a second CMP-150 for you. However this is of no use on this run so don't hang around.
The reason you go around the right of the guard instead of the left is - speed. By this method, you don't ever actually stop running, and picking off the sniper is actually fairly easy while on the run. Ordinarily, you'd have to stop below the pillar, aim upwards, and shoot him, then start running again. Not only does coming to a complete halt lose you loads of time, it's also fiddly and uncertain trying to shoot the sniper and not the pillar he's standing on. Then you have reaction times to worry about when you start running again after he dies. My method eliminates all that at the cost of a fractionally longer route, and the extra time is made up anyway, see?
Right-strafe into the large sniper area and avoid the route you'd normally take on Agent, as this isn't the best way to take out the snipers. Instead, you should be running further right and aiming up on the left where the next sniper appears, positioned distantly on the roof. You only have a very small amount of time to shoot him as a rock outcropping gets in the way, so unless you're feeling lucky, you should stop for a fraction of a second to fire a decent volley of bullets at him. The crosshair is a faint green on a blue background, making it hard to see, it's a shame but I'm afraid nothing can be done to make it easier to see, except pressing R, which is NOT recommended, it wastes far too much time. Waiting to check that he's dead is optional. From this distance, it's hard to tell until you see the death animation running, which wastes a second. I think it's worth just running regardless, but it all depends how often you manage to shoot him.
After this sniper, turn right to face the one nearby on the roof, which is much easier to shoot. Squeeze off another volley of bullets in his chest as you run diagonally towards him (no strafing, they make it too difficult). Finally, turn left to face the sniper high up on the roof in front of you. Run towards him and fire a third volley at him. Try to leave a bullet or two remaining in your CMP-150 so that it doesn't reload automatically. This makes the sniper rifle come out later (which is the next bit).
Once this last sniper is dead, you should be standing close to the steps. Turn ninety degrees left and left-strafe straight up them, switching to the sniper rifle as you run, and switching to right-strafing as you reach the turn in the steps. I was running up these steps at 0:29 on my best run. 0:33 is perfectly acceptable.
Reach the top, dive for the front wall and hit R to aim at the two snipers that are just near each other straight ahead. One of them is easy to hit fast, but the other, positioned on the harbour wall, is a VERY small target. You're expected to take about a second longer on these two snipers than you did on the first two executors. Many times you may end up wasting your entire sniper rifle clip shooting at the further sniper - you could restart if this happens, it all depends how lucky you're feeling.
There is on other factor to consider. There is one sniper over to your left who'll be shooting at you while you do this. You'll probably be hit (and knocked sideways a long way) at least once before you leave this balcony. If you're fast you can take out both snipers before he hits you, but otherwise he'll make aiming a misery. Just another point to consider, there.
After those two snipers are dead, turn and run for the door. Make sure you open it OK, this bit seems to get messed up very often. The doors don't cooperate as much as they should. You'll be entering the door at around 0:39 on a very good run to 0:47 on a bad run. 0:41-0:44 is what you should be aiming for. Turn right and left-strafe along the wall inside, switching to the CMP-150. Open the door and you'll be facing right at the penultimate sniper. There might be a guard waiting behind the door if you're unlucky - ignore him but try not to let him slow you down. Run forwards into the little square balcony, shooting the sniper, then turn around in the alcove-type area to aim at the last sniper, on the roof. He should be easy to hit, but he isn't because the auto-aim always wants to point at the guards on ground level. Use the target now if you like, or the guards might behave themselves, making things easier. After shooting he last sniper, don't reload yet, but turn left and open this door - which is also known to be uncooperative.
Reload and switch to Disarm inside as you bound down the stairs. Turn left at the bottom and strafe across the kitchen at anywhere from 0:50 to 1:01. 0:54 is what you should aim for on a good run.
Whirl left down the stairs - from now on the level is almost exactly like Agent, but there are a few minor points to consider. Firstly, the amount of ammo you'll have left for the shock troopers is noticeably smaller than you would on Agent. This makes disarming at least one guard on the way down to the lower basement a necessity. The other point will come up later...
Right-strafe across the area with the curvy wall and disarm the guard if he comes nearby. Keep going past the end of the wall, turn left, open the door and slide down the stairs. Switch to left-strafing at the bottom of the stairs and open the door, then run peacefully into the generator area. You should arrive at the area with the two panels at around 1:01-1:06.
Right-strafe across the middle and hope that the guard gets out of your way. If you want a bit of a safety margin on your ammo in the lower basement, you could try to disarm him but this isn't absolutely necessary. Right-strafe across and hit B to activate the panel. Whirl left and left-strafe away, activating the other panel as you pass it. You can stop briefly if you think it's necessary. It's very important to have the sound turned up loud in this area, otherwise you won't be able to hear whether the panels have been activated or not - relying on the on-screen messages is NOT a good plan, as they come up way too late.
As you round the corner, hit Z once to have a chance of disarming the pursuing guards waiting at the corner as you blur past. Actually seeing them as you pass is optional. ;) Switch to right-strafing at the next corner, activate the main panel from side-on, then right-strafe away again. Bring out your CMP-150 as you run, turn left more than 90 degrees at the corner, open the door, and dive down.
Open fire all along the right-hand wall as you reach the bottom, to murder the first shock trooper and collect his ammo. Don't reload but carry on running towards the next two. Shoot the one on the left first as he comes into view earlier. Make sure you spend slightly more than the usual amount of ammo on these guys. On SA they require a little bit more killing than on Agent, meaning you may leave either or both of them alive if you just spray like in Agent. The same applies to all the other shock troopers on this level. Break right, and reload as you run for the next door, passing the stairs at around 1:19-1:26. Shoot the trooper ahead - make SURE you shoot him enough - and then the other guy to your right, through the shelves.
Pause, go to your inventory, select Unarmed, then CMP-150 again, to reload fast. Run around to the final corridor. Right-strafe along, shoot the guard hiding behind the shelves, turn, left-strafe along, and shoot the other guy. This second shock trooper has a tendency to run away from you - this makes him easier to shoot than when he's hiding. Be grateful for small mercies.
If you experience some gunfire from the end of the corridor at this point, that means the next trooper has not moved from his position. If you don't, that means he's either moved, or he hasn't shot at you for some reason. In the last case, you should right-strafe out and shoot the shock trooper - you know where he's going to be by now, don't you? If he's still in his place, strafe straight around the shelves and machine gun the trooper from the side, and try to leave as much ammo as possible to take out the last shock trooper, because a reload now would hideously mess up the entire run. Finally, run towards the last trooper shooting him, run over his dead body to collect the key card, turn and open the door as fast as possible, and stand back - the level ends only when the door is fully opened.
- World Record Video: Big Bossman - Villa - SA - 1:19 (Download!)
Perfect Agent
There are two major pieces of cleverness on this level.
Firstly: the snipers do not start shooting at anybody until the two hostage executioners are killed. (This is to prevent them from automatically turning and shooting the hostage dead before you have a chance to rescue her, on A and SA.) Therefore, on PA, as killing the executioners is not an objective, it's a very good idea to leave them alive and just run away at high speed.
Secondly: throwing the Laptop Sentry Gun in a strategic place on the roof allows it to automatically rotate and take out the majority of the snipers while you get on with more important objectives. But it needs at least ~120 ammo, and will take all of yours with it when you throw it...
- World Record Video: Wouter - Villa - PA - 1:33 (Download!)