You can know more about editing the articles in the wiki by reading guidelines.

Difference between revisions of "Caverns"

From Speedrunwiki.com
Jump to navigationJump to search
(add objectives)
(more scientists tips)
 
(18 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[Image:Caverns.png|thumb|Water Caverns]]
+
'''Caverns''' (Part iii of Mission 7: Cuba) is the seventeenth level in [[GoldenEye 007]]. The formal name of this level is Water Caverns.
  
'''Caverns''' (Part iii of Mission 7: Cuba) is the seventeenth level in [[GoldenEye 007]]. The formal name of this level is Water Caverns.
+
{|class="wikitable" style="float:right;"
 +
!colspan="3"|Caverns
 +
|-
 +
| colspan="3" style="text-align: center;"| [[Image:Caverns.png|150px]]
 +
|-
 +
!colspan="3"|World Records
 +
|-
 +
|Difficulty || Time || First achieved by
 +
|-
 +
|Agent || [https://www.youtube.com/watch?v=Bqd9_H58Zco 1:01] || Marc Rützou on 2011-07-03
 +
|-
 +
|Secret Agent || [https://www.youtube.com/watch?v=FEdXmKN-nHM 1:12] || Daniel Coelho on 2019-10-15
 +
|-
 +
|00 Agent || [https://www.youtube.com/watch?v=my0Vj_nb3Pk 1:29] || Rayan Isran on 2019-07-16
 +
|-
 +
|LTK || [https://www.youtube.com/watch?v=ugm3zcQHxGI 3:03] || Rayan Isran on 2014-02-12
 +
|-
 +
|DLTK || [https://www.youtube.com/watch?v=_2Q8RI-vQBc 8:54] || Adam Bozon on 2011-07-06
 +
|}
 +
 
 +
== Facts ==
 +
 
 +
=== Drone gun ===
 +
 
 +
To avoid the backboost, we need to take a path along the left wall (right side doesn't seem to have any frames that work). Just make sure you don't strafe into the wall too much, but rather go alongside it. If the drone is activated anywhere between frames 0 and 28 (roughly), you won't get backboosted. This means that there's approximately a 29/120 = 24.16% chance of success. <ref name="drone gun">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg446772#msg446772|title=the-elite facts topic post on Caverns agent drone gun|author=Wyst3r|access-date=July 16, 2021}}</ref>
  
== Tutorials ==
+
=== Scientists ===
 +
Scientists will repeatedly dodge if you are too close to them. If scientists are fired at or see another NPC shot, they will surrender. If another NPC is killed in their sight, they will run away. If they stop moving and have been shot, they will run away. If a shot is fired, they will run away. If you are further than 200 units away, they will run away.  <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>
  
* Cinema Timing & Box Boost Guide [https://www.youtube.com/watch?v=m03HlHbhR8Q by Grav]
+
== Objectives ==
  
 
=== Agent ===
 
=== Agent ===
  
'''World Record - 1:01'''
+
; a. Minimize scientist casualties
 +
 
 +
=== Secret Agent ===
 +
 
 +
; a. Destroy inlet pump controls
 +
; b. Destroy outlet pump controls
 +
; c. Destroy master pump console
 +
; d. Minimize scientist casualties
 +
 
 +
=== 00 Agent ===
  
NOTE: for any shot at the current WR of 1:01, control style 2.x is compulsory.
+
; a. Destroy inlet pump controls
 +
; b. Destroy outlet pump controls
 +
; c. Destroy master pump console
 +
; d. Use radio to contact Jack Wade
 +
; e. Minimize scientist casualties
  
'''Target Time: 1:03'''
+
== Strategies ==
  
Open the lift door and shoot no more than 5 bullets while in left strafe.  Make a sharp right turn and go through the door.  If Trevelyan beat you through the door, or you got stuck on these guards (which happens frequently) restart.
+
=== SA Mine throw ===
 +
Secret Agent difficulty will want to throw a [[Projectile|mine]] throw the door into the radio area.
  
Keep strafing and make the progressive right downhill turn onto the catwalk.  You can get a boost here sometimes.  Make a sharp right on the catwalk and keep close to the rails.  Go through the next door onto the next catwalk.  There is a guard here who will often backboost you or block your line.  If he does any of this, restart.  The catwalk makes a slight right turn, then a left.  Keep strafing down the next part of the catwalk and go through the next door.
+
== Technical Details ==
  
As you are going through the next door, switch to right strafe and start heading up the spiral.  The spiral IS the key part in this level.  You want to keep as close as you can to the inside of the spiral, without getting stuck.  This takes practice, but is probably needed in order to get a good time.  About a third of the way up the spiral you will encounter a guard.  Pretend he isn't there and strafe as close to the inside of the spiral as you can.  You will sometimes get stuck, and if you do, restart.
+
=== Drone Gun ===
  
Go through the door at the top of the spiral, hopefully getting boosted. It is possible (and acceptable) to get a backboost here as well. The room you enter now turns left, so do the same. Go through the next door and onto the next catwalk.  Following the catwalk, make a right turn, then a left, then a right.  Avoid all the guards on this catwalk.  Go through the door on the right, and make a left down the next hall. There is another opportunity to get a boost here.  Turn right down the final hall. In this area, you want to get as close to the left side of the hall as you can, without sacrificing speed, in order to avoid getting hit by the drone. If you do get a backboost from the drone, 1:03 should still be possible.  At the end of this hall, move a bit right and head towards the lift.  Open the lift door and switch weapons or hope for a boost to quickly warp to the end.
+
First of all we should talk about the global timer <ref name="drone gun" />. It's a timer that starts when the cinemas start, and is often referenced by guards/objects. Drone guns are no exceptions, so waiting more/less cinema will affect drone gun. As you've probably noticed, drone guns rotate left/right in a periodic manner when they shoot towards you. This movement is directly controlled by the global timer. The period of this movement is exactly 120 frames, or 2 seconds (at least on Caverns, haven't checked the rest of the game). By freezing the timer at specific frames, we can see how the angle changes with respect to the global timer:
  
Most 1:03s have a boost ratio of +3, though +1 is possible and even negative boost ratios have resulted in 1:03.  It is recommended to repeat this level until a good boost ratio is obtained for your best shot at this target time.
+
[[Image:Goldeneye-caverns-drone gun movement.png|border|Drone gun movement range]]
  
*Target Time Video: [https://www.youtube.com/watch?v=KIWolhP3cow Axel Zakrisson - Caverns Agent 1:03]
+
(starting at frame 0, with 15 frame intervals, moving from top-left to bottom-right)
*World Record Video: [https://www.youtube.com/watch?v=-7uSgBaLitA David Clemens - Caverns Agent 1:01]
 
  
=== Secret Agent ===
+
At frame zero, the drone gun is aimed slightly to the left of Bond, then moves dead center at around frame 30, back to slightly left at frame 60, then fully left around frame 90. In order to utilize this, we need to know exactly when and where the drone gun gets activated. The caverns drone gun has a distance of 1500 units, meaning it activates slightly after you enter the hallway.
  
'''World Record - 1:11'''
+
To avoid the backboost, we need to take a path along the left wall (right side doesn't seem to have any frames that work). Just make sure you don't strafe into the wall too much, but rather go alongside it. If the drone is activated anywhere between frames 0 and 28 (roughly), you won't get backboosted. This means that there's approximately a 29/120 = 24.16% chance of success. To raise these odds, we'd have to adjust the cinema to the specific speed we're going for. Knowing how to adjust it could be tough, but I guess players will develop a feel for it over time. Alternatively you could use an on-screen timer to calculate it, though it'd require a modified version to show the global timer, instead of the mission timer. Another method would be to check the firing pattern of the drone gun during runs, and use that to estimate the cinema adjustment.
  
* Tutorial: Target 1:19 or better [https://www.youtube.com/watch?v=opyLr674ozg by Luke]
+
=== Scientists ===
 +
If scientists are fired at or see another NPC shot, they will surrender <ref name="function explorer misc facts" />. If another NPC is killed in their sight, they will run away. If they stop moving and have been shot, they will run away. If they hear gunfire, they have a 191 / 256 (~74.6%) chance to run sideways and a 65 / 256 (~25.4%) chance to do nothing. If you're in their sight and then either within 64 units or further than 192 units they will call RNG. They then have a 201 / 256 (78.5%) chance to do nothing, and a 55 / 256 (~21.5%) chance to perform a dodge if you're further than 20 units away, or will surrender if you're within 20 units. The RNG check is skipped if you have them at gunpoint.
  
*World Record Video: [https://www.youtube.com/watch?v=FEdXmKN-nHM Daniel Coelho - Caverns Secret Agent 1:12]
+
When a scientist surrenders, they have a 2 / 256 (~0.8%) chance to run away per frame. If a shot is fired, they will run away. If you are further than 200 units away, they will run away.
  
=== 00 Agent ===
+
When a scientist is performing a dodge, they have a 105 / 256 (~41.0%) chance to step sideways, and a 151 / 256 (~59.0%) chance to run sideways. If you're close behind them they will always sidestep repeatedly.
  
'''World Record - 1:29'''
+
=== Guards ===
 +
There are 3 [[Guards#Patrolling Guard|patrolling guards]].<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg456102#msg456102|title=the-elite forum Goldeneye facts post on guard AI|author=Icy|access-date=July 16, 2021}}</ref>
  
NOTE: The current NTSC and PAL system records are both 1:35. Body armor (NTSC-J) is almost certainly required for a better time. The current world record of 1:29 uses NTSC-J.
+
All blue hat guards are semi-chasers. They can become active just by pointing your gun at them, even with invisibility.
  
'''Target Time: 1:42'''
+
Many (but not all) normal guards after the spiral can also become active just by pointing your gun at them.
  
Cinemas don't matter although there are a few patrolling guards around. Begin by opening the door and injuring both guards that you first see while using a left strafe. Try to get ahead of Trev before the first set of doors if you can. As you take a right, kill the AR33 guard to get his gun while attempting to injure the right guard at the bottom. Continue with left strafe into the next room while going down the stairs, then change to right strafe with a timed mine out. Throw the mine on the left console as low as you can while getting in front of that scientist to lure him out of there.
+
== Tutorials ==
  
It's ~50% chance or so that this scientist will survive at this point. Change back to left strafe going into the little tunnel, trying not to get hit by the guard. Have your AR33 out by the time you see the screen and the consoles and shoot 3 bullets just to the right of the left scientist with a bit of spread. This should lure both of them out of there. Restart if you didn't lure both or have less than 7 bars of health at this point. Stop a little way up the stairs and throw another timed mine in the middle of the consoles LOW. This is because they don't blow up much if you throw it too high.
+
; General Tips
  
Right strafe up the stairs, change to left through the doors, and then back to right for the long spiral climb. You might get hit here, but usually only if you get stuck. Objective A should complete as you begin the climb, and you should only hear 1 groan of a guard at most. If you hear 2, restart.
+
* Try shooting the AR33 in between the two scientists near the 2nd set of obj A consoles<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=854.msg280812#msg280812|title=the-elite forum post "Post Your Best Legit (And Semi-Legit) Fails Here!"|author=RWG|access-date=July 19, 2021}}</ref>. You want to "spread" the shots between the scientists for the 2nd objective A room to scare both scientists off consistently, hitting one will scare them both too but is more likely to cause a slow limb animation that will slow them and get killed from your mines<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=854.msg384025#msg384025|title=the-elite forum post "Post Your Best Legit (And Semi-Legit) Fails Here!"|author=Henning Blom|access-date=July 20, 2021}}</ref>.
  
Injure the patrolling guard about a 1/4 of the way up with your ZMG. When you get under the doors at the top, shoot 7 bullets to lure two guards. One of them has a much needed AR33. Kill them both and change to a left strafe for the remainder of the spiral. Enter the next room with a left strafe. If you want, try to injure the ZMG guard in the back right in case he wants to charge you. Otherwise this room shouldn't be more than one hit. You should have at least 6 bars and 4 timed mines left (3 if you play obj A the same way as SA) as you begin to reach the catwalks.
+
; Tutorials
  
This is where luck becomes important. There's two ways to do this. The target time way you want to use a left strafe and run by all the guards until the first left turn. The safer way is to injure a few guards using a right strafe. Either way though, there is an AR33 guard with lots of BA that will almost ALWAYS hit you. Just expect to lose 1.5 bars during this part. Once you make the left turn to be out of the sight of the AR33 guard, kill every guard until the doors to Objective B. Have a timed mine out as you enter in a right strafe and throw it at the top of the stairs on the left side. This is used to clear some, if not all the guards in the upper area. However, sometimes timed mines won't detonate, but that's fairly rare. If it didn't detonate, you will most likely run into problem once you are done with objective B.
+
* Cinema Timing & Box Boost Guide [https://www.youtube.com/watch?v=m03HlHbhR8Q by Grav]. '''NOTE''' that this "grav cinema timing" is actually worse and should not be used.
  
Get your AR33 out (should have 27 bullets) and take out the keycard guard and the AR33 guard + consoles behind him at the same time. Quick turn left and kill the left guard + console there. At this moment, you might be out of ammo for the AR33 or low. Either way, take out the right console last. Head back up the stairs in left strafe and ignore any guards that might be here. Chances are you'll get hit once or twice on your way to Objective C/D room no matter what. Throw another mine at the top of the stairs and another along the right wall just after the drone gun. Use your last mine and throw it into the final hallway a bit to kill those 2 guards. Open the slow door and shoot behind you, but enough so no one is alert in the next room.
+
=== Agent ===
  
Have your ZMG out and charge for the radio in left strafe. You'll want at least 4 bars left at this point. Kill the right RCP-90 guard if you can and quick activate the radio. Over 50% of the time the room will blow up before you get to the radio, killing you or failing the mission. If you manage to activate the radio, chances are that the room will blow up as you exit. If it doesn't, which quite seldom happens, turn around and blow it up yourself. Right strafe and take the next left to enter the last leg of the mission. If you have 2 bars or more, run through the drones in a left strafe. Chances are you'll get through without dying. If you got under 2 bars left, shoot them out using the RCP-90 or ZMG if you didn't get it. For the first drone, stand just to the left of the two doors and shoot it out. For the last drone, stand on the 2nd door and shoot it out from there. Just be careful of guards behind you or the one straight up ahead so you don't get hit at all.
+
* [[Goldeneye 007 Tutorial: Caverns Agent|Caverns Agent]]
  
The ending can be the most annoying part of the level. Don't be surprised if you die right next to the lift. It has more or less happened multiple times to every current and former top player at some point. To be safe, run straight and shoot anything you see with the RCP-90 (ZMG if you didn't get it), or use a left strafe and injure the guards on the right. Either way, get into the lift as cleanly as you can. You should now have a sub-2:00 time for this b*tch of a level.
+
=== Secret Agent ===
  
*Target Time Video: [https://www.youtube.com/watch?v=F-Y5ApsQkIk Ryan White - Caverns 00 Agent 1:42]
+
* [[Goldeneye 007 Tutorial: Caverns Secret Agent|Caverns Secret Agent]]
  
* Tutorial: Target 1:36 [https://www.youtube.com/watch?v=jZsqWAzZZMI by Spec]
+
* [https://www.youtube.com/watch?v=opyLr674ozg video tutorial target 1:19 by Luke]
  
*World Record Video: [https://www.youtube.com/watch?v=my0Vj_nb3Pk Rayan Isran - Caverns 00 Agent 1:29]
+
=== 00 Agent ===
  
=== LTK ===
+
* [[Goldeneye 007 Tutorial: Caverns 00 Agent|Caverns 00 Agent]]
  
This is a fairly difficult LTK level. The thing that makes it hard is primarily because of the many guards you have to encounter. However, unlike other levels, there isn't any ''really hard part'' on this level. Instead, it's fairly hard and challenging from the start to the ending.
+
* [https://www.youtube.com/watch?v=jZsqWAzZZMI video tutorial target 1:36 by Spec]
  
Don't forget that spawning shotgun guards will appear once Trevelyan has spoken his last line. It is therefore recommended that you do the ending of the level fairly quick in order to prevent the shotgun guards in killing you.
+
=== LTK ===
  
The current WR of 3:03 is good, if not the strongest of LTK records.
+
* [[Goldeneye 007 Tutorial: Caverns LTK|Caverns LTK]]
  
*World Record Video: [https://www.youtube.com/watch?v=ugm3zcQHxGI Rayan Isran - Caverns LTK 3:03]
+
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Caverns%20LTK%20Tutorial.html - Adam Bozon - Caverns LTK Tutorial (turn captions on)]
 +
* Tutorial Video: [https://videos.huzip.net/tutorials/perfect-dark/ltk-dltk/Eric-Liikala/annotated/Caverns%20LTK%20Tutorial.html - Icy - Caverns LTK Tutorial (turn captions on)]
  
 
=== DLTK ===
 
=== DLTK ===
  
Just like LTK, Caverns DLTK belongs to the harder stages. However, some DLTK experienced players claim this level to be overrated in terms of difficulty. The WR of 8:54 is definitely first-rate, although not maxed or close to maxed.
+
* [[Goldeneye 007 Tutorial: Caverns DLTK|Caverns DLTK]]
  
*World Record Video: [https://www.youtube.com/watch?v=_2Q8RI-vQBc Adam Bozon - Caverns DLTK 8:54]
+
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Caverns%20DLTK%20Tutorial.html - Adam Bozon - Caverns DLTK Tutorial (turn captions on)]
  
 
== External Links ==
 
== External Links ==
Line 87: Line 128:
 
* [https://rankings.the-elite.net/goldeneye/ltk/stage/caverns Caverns LTK/DLTK Rankings]
 
* [https://rankings.the-elite.net/goldeneye/ltk/stage/caverns Caverns LTK/DLTK Rankings]
 
* [http://thengamer.com/GE/17-Caverns/ Caverns Videos]
 
* [http://thengamer.com/GE/17-Caverns/ Caverns Videos]
 +
 +
==References==
 +
{{Reflist}}
  
 
[[Category:GE Strats]]
 
[[Category:GE Strats]]

Latest revision as of 18:29, 20 July 2021

Caverns (Part iii of Mission 7: Cuba) is the seventeenth level in GoldenEye 007. The formal name of this level is Water Caverns.

Caverns
Caverns.png
World Records
Difficulty Time First achieved by
Agent 1:01 Marc Rützou on 2011-07-03
Secret Agent 1:12 Daniel Coelho on 2019-10-15
00 Agent 1:29 Rayan Isran on 2019-07-16
LTK 3:03 Rayan Isran on 2014-02-12
DLTK 8:54 Adam Bozon on 2011-07-06

Facts

Drone gun

To avoid the backboost, we need to take a path along the left wall (right side doesn't seem to have any frames that work). Just make sure you don't strafe into the wall too much, but rather go alongside it. If the drone is activated anywhere between frames 0 and 28 (roughly), you won't get backboosted. This means that there's approximately a 29/120 = 24.16% chance of success. [1]

Scientists

Scientists will repeatedly dodge if you are too close to them. If scientists are fired at or see another NPC shot, they will surrender. If another NPC is killed in their sight, they will run away. If they stop moving and have been shot, they will run away. If a shot is fired, they will run away. If you are further than 200 units away, they will run away. [2]

Objectives

Agent

a. Minimize scientist casualties

Secret Agent

a. Destroy inlet pump controls
b. Destroy outlet pump controls
c. Destroy master pump console
d. Minimize scientist casualties

00 Agent

a. Destroy inlet pump controls
b. Destroy outlet pump controls
c. Destroy master pump console
d. Use radio to contact Jack Wade
e. Minimize scientist casualties

Strategies

SA Mine throw

Secret Agent difficulty will want to throw a mine throw the door into the radio area.

Technical Details

Drone Gun

First of all we should talk about the global timer [1]. It's a timer that starts when the cinemas start, and is often referenced by guards/objects. Drone guns are no exceptions, so waiting more/less cinema will affect drone gun. As you've probably noticed, drone guns rotate left/right in a periodic manner when they shoot towards you. This movement is directly controlled by the global timer. The period of this movement is exactly 120 frames, or 2 seconds (at least on Caverns, haven't checked the rest of the game). By freezing the timer at specific frames, we can see how the angle changes with respect to the global timer:

Drone gun movement range

(starting at frame 0, with 15 frame intervals, moving from top-left to bottom-right)

At frame zero, the drone gun is aimed slightly to the left of Bond, then moves dead center at around frame 30, back to slightly left at frame 60, then fully left around frame 90. In order to utilize this, we need to know exactly when and where the drone gun gets activated. The caverns drone gun has a distance of 1500 units, meaning it activates slightly after you enter the hallway.

To avoid the backboost, we need to take a path along the left wall (right side doesn't seem to have any frames that work). Just make sure you don't strafe into the wall too much, but rather go alongside it. If the drone is activated anywhere between frames 0 and 28 (roughly), you won't get backboosted. This means that there's approximately a 29/120 = 24.16% chance of success. To raise these odds, we'd have to adjust the cinema to the specific speed we're going for. Knowing how to adjust it could be tough, but I guess players will develop a feel for it over time. Alternatively you could use an on-screen timer to calculate it, though it'd require a modified version to show the global timer, instead of the mission timer. Another method would be to check the firing pattern of the drone gun during runs, and use that to estimate the cinema adjustment.

Scientists

If scientists are fired at or see another NPC shot, they will surrender [2]. If another NPC is killed in their sight, they will run away. If they stop moving and have been shot, they will run away. If they hear gunfire, they have a 191 / 256 (~74.6%) chance to run sideways and a 65 / 256 (~25.4%) chance to do nothing. If you're in their sight and then either within 64 units or further than 192 units they will call RNG. They then have a 201 / 256 (78.5%) chance to do nothing, and a 55 / 256 (~21.5%) chance to perform a dodge if you're further than 20 units away, or will surrender if you're within 20 units. The RNG check is skipped if you have them at gunpoint.

When a scientist surrenders, they have a 2 / 256 (~0.8%) chance to run away per frame. If a shot is fired, they will run away. If you are further than 200 units away, they will run away.

When a scientist is performing a dodge, they have a 105 / 256 (~41.0%) chance to step sideways, and a 151 / 256 (~59.0%) chance to run sideways. If you're close behind them they will always sidestep repeatedly.

Guards

There are 3 patrolling guards.[3]

All blue hat guards are semi-chasers. They can become active just by pointing your gun at them, even with invisibility.

Many (but not all) normal guards after the spiral can also become active just by pointing your gun at them.

Tutorials

General Tips
  • Try shooting the AR33 in between the two scientists near the 2nd set of obj A consoles[4]. You want to "spread" the shots between the scientists for the 2nd objective A room to scare both scientists off consistently, hitting one will scare them both too but is more likely to cause a slow limb animation that will slow them and get killed from your mines[5].
Tutorials
  • Cinema Timing & Box Boost Guide by Grav. NOTE that this "grav cinema timing" is actually worse and should not be used.

Agent

Secret Agent

00 Agent

LTK

DLTK

External Links

References

  1. 1.0 1.1 Wyst3r. "the-elite facts topic post on Caverns agent drone gun". Retrieved July 16, 2021.
  2. 2.0 2.1 Icy. "the-elite Goldeneye facts topic post on miscellaneous function explorer facts". Retrieved July 16, 2021.
  3. Icy. "the-elite forum Goldeneye facts post on guard AI". Retrieved July 16, 2021.
  4. RWG. "the-elite forum post "Post Your Best Legit (And Semi-Legit) Fails Here!"". Retrieved July 19, 2021.
  5. Henning Blom. "the-elite forum post "Post Your Best Legit (And Semi-Legit) Fails Here!"". Retrieved July 20, 2021.
GoldenEye 007 solo missions