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[[Image:Surface1.png|thumb|Surface (1)]]
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'''Surface 1''' (Part i of Mission 2: Servernaya) is the fourth level in [[GoldenEye 007]].
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{|class="wikitable" style="float:right;"
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!colspan="3"|Surface 1
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|-
 +
| colspan="3" style="text-align: center;"| [[Image:Surface1.png|150px]]
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|-
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!colspan="3"|World Records
 +
|-
 +
|Difficulty || Time || First achieved by
 +
|-
 +
|Agent || [https://www.youtube.com/watch?v=vtKbUhPALV4 1:01] || Carl-Magnus Wall on 2021-06-09
 +
|-
 +
|Secret Agent || [https://www.youtube.com/watch?v=1k_cLsusGbU 1:46] || Carl-Magnus Wall on 2020-01-27
 +
|-
 +
|00 Agent || [https://www.youtube.com/watch?v=A4xAKdX86E0 1:47] || Carl-Magnus Wall on 2019-10-12
 +
|-
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|LTK || [https://www.youtube.com/watch?v=t8fIFRwAb7w 1:52] || Ryan White on 2017-12-01
 +
|-
 +
|DLTK || [https://www.youtube.com/watch?v=85TA4NBhYcU 2:00] || Bryan B. on 2016-08-09
 +
|}
  
'''Surface 1''' (Part i of Mission 2: Servernaya) is the fourth level in [[GoldenEye 007]]. Formal name is just plain Surface but because of the existince of another [[Surface 2|Surface level]] it gets an 1 after its name
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== Objectives ==
  
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=== Agent ===
  
== Agent ==
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; a. Power down communications dish
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: Bond must [[Activation|activate]] the console the satellite dish building.
 +
; b. Enter base via ventilation tower
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: Completed when you reach the ending.
  
'''World Record - 1:03'''
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=== Secret Agent / 00 Agent ===
  
1.2 is advantaged to 1.1 here.  Its been done with 1.1, 1.1 CC and 1.2, so it's not super important. Lookdown however is EXTREMELY important.
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; a. Power down communications dish
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; b. Obtain safe key
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: The safe key is located in the first building on the left outside the spawn area. The door is locked by the large key, which is held by the 'brown guard' in the grenade launcher hut.
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; c. Steal building plans
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: The building plans are located in the safe in a building inside the compound. The door to the building itself is also locked by the large key.
 +
; d. Enter base via ventilation tower
  
Skip the first cinema, but watch the second.  Start out in right strafe, use lookdown, and go immediately as close to the left treeline as possible.  Stay right by the tree line, until it goes off left a lot.  You also want to head off left, but not too much.    Just learn the line; basically you want to be passing right in front of that hut coming up.
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== Facts ==
  
Keep going, and you should see some guard.  Kill him with 1 shot to pick up his KF7.  Using the KF7 at the end is arguably the best way to do the locks at the end.
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=== Guard Spawns ===
  
Keep going, and around the 35 second mark, you should see a building. Still in right strafe, open the door and go in.  The door should be open at 37 seconds if you're going WR pace.  Not that you would know, unless you have some magical timer inside your head, but still, just FYI.
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==== Initial conditions ====
 +
Spawning is disabled until various conditions are met. The conditions are stricter for lower difficulties.
  
Keep right strafe, and make sharp left turns up the stairs.  Open the door to the best of your ability without getting stuck on it.  Go right of the computer, sort of run into it for a split second, press B completing the objective, and make your way out in left strafe.
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In 007 mode, the only requirement is that the player is no longer watching either of the opening cinemas, and 2 seconds have passed since the level loaded.<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-1001.html</ref>
  
Head back down the stairs, and on any one of the 3 turns, switch back to right strafe.  Head back out the door, and go left. Switch to the KF7 any time now. Get close to the treeline here for a bit, and you should see a tower approaching.
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On SA / 00A, the player must also enter one of two rooms before spawning will start<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-1006.html</ref>:
  
Absolutely key is warping the ladder.  To do this, lookup from getting outside the building to the warp. (This creates lag.)  Go out from the ladder a bit, and turn sharply to get on it.  If all went well, you should fly up the ladder, saving 2 seconds.
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[[Image:goldeneye_surface1_grenade_guard_spawn.jpg|border|400px|guard spawn rooms]]
  
Now, all that should be perfected for any shot at the WR.  Usually, you should be at the top of the ladder at 59 seconds.  This means 4 seconds for 4 locks.  Sounds easy right?  Sure ain't.
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On agent the brown large key guard must finish fading out and '''then''' the player must be in one of the two rooms.
  
There is no strat to do the locks.  Just an order.  If it was a clock, you shoot the 9, the 12, the 3, then the 6. After the locks go off, simply fall in the hole to finish the level.
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==== Spawn odds ====
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There are 4 spawn guards in total, and their spawn times are based on the following logic, which is run independently for each of the guards<ref name="surface 1 guards">{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg380421#msg380421|title=the-elite facts topic forum post on Surface 1 guards|access-date=July 16, 2021}}</ref><ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=22598.0|title=Surface 2 Consistent Spawn Guards|access-date=July 25, 2021}}</ref>:
  
All you can do is practice.  1:03s using this strat have had 18 or 21 shots fired at the locks, without ever stopping shooting. Just get up there and shoot away.  Practice and practice, and that's all you can do to get this awesome WR!
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Every 2 seconds, the logic decides whether to (re)spawn the guard. If the guard is still in the level (including if he is doing a death animation), then he will not be respawned.
  
*World Record Video: [http://www.dan01.com/miscge/Illu%20-%20Surface%201%20-%20A%20-%201.03.avi Ilari Pekkala - Surface 1 Agent - 1:03]
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Otherwise the odds of the guard spawning on each 2 second cycle depends entirely on what gun Bond currently has equipped:
  
== Secret Agent ==
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{| class="wikitable"
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|+
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| style="font-weight:bold" |Weapon|| style="font-weight:bold" |Probability
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|-
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|Unarmed, PP7 (incl. silenced), Hunting/Throwing Knives or Sniper Rifle||21.5%
 +
|-
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|Klobb, KF7 or Grenade Launcher||80.1%
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|-
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|Other||100%
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|}
  
'''World Record - 1:49'''
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==== Spawn weapon & location ====
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If a spawning guard is within 100m of you, he'll always have a Klobb. Otherwise he has an 21.5% to have a klobb, and will otherwise have a sniper rifle<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-0418.html</ref>.
  
Quite the long, boring level to play seriously, though this serious play will often result in achievement of the WRs.
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Spawn guards delete themselves if they're 300m units or more away from you, but this is too great a distance to ever be relevant. <ref>Klobb spawn guard script https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-0419.html</ref><ref>Sniper spawn guard script https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-041b.html</ref>
  
Lookdown is needed for the WRs here. Skip the first cinema and watching the second.  This prevents a guard from blocking you on the stairs in the satellite comms. tower later on.
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So now we know when they spawn, but not where. All levels in Goldeneye are divided into [[Room|rooms]]/areas, and in the case of Surface 1, entering certain rooms changes the guards' spawn locations. The map below shows the rooms with color highlights, as well as red circles indicating spawn locations, and colored numbers (corresponding to the room colors) between 1-4 so signify which of the four guards that can spawn in that location. Non-highlighted areas simply use the previously entered room's spawn locations.
  
Start in right strafe. Like agent, you want to get as close to the tree line as possible.  When it cuts off left, unlike agent, you want to cut off right, and take a line parallel to the tree line. 
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[[Image:goldeneye_surface1_guard_spawn_location.png|border|500px|Surface 1 guard spawn location by room]]
  
Strafe for some time now.  You should be passing guards.  They are more likely to boost you, than to backboost you.  You can get up to 3 boosts here, though you should be expecting +1 usually.
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== Strategies ==
  
If you were on the right line, there should be a hut right ahead.  You can switch to the sniper anytime before now, or keep the PP7.  It doesn’t matter; it’s 100% personal preference.  Open the door and shoot the guard here, hopefully killing him and picking up his key.  Turn hard left, then 180 degrees around, and pick up the Grenade Launcher (GL) here.  It takes practice and luck to pick it up.  Sometimes you won’t pick it up although you did everything right, and it’s really annoying.
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Unworkable, impossible, and infeasible strategies, including TAS ideas, can be found on the [[Surface 1 Unworkable Strategies|Unworkable Strategies]] page.
  
Leave the hut the way you came.  Switch to left strafe outside.  Line yourself up with the hut’s wall, and just strafe.  There will be a hut on your right.  This doesn’t matter for now, however it is a good marker.  Since you are looking down, and can’t tell if hits are boosts or backboosts, anything before the hut was likely a backboost, while anything after the hut is a sideboost or just boost.  You can’t prevent backboosts here, so just keep going.
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== Tutorials ==
  
Go in the hut coming up.  There are many ways to pick up the key off the table, but the way I like is to open the door and stay in left, get the key, switch to right, leave the hut, and make a really sharp right turn almost parallel to the wall outside.
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; General Tips
  
The line here is hard to get. I used lookup to see where I was going on my 1:50s, so that’s perfectly acceptable.  Aim for as close as possible to the trees you see on the left. Now, look down and strafe. This is the time you will usually get the most boosts during the level, so enjoy it.
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* It's fairly common to warp that ladder without switching weapons. It all depends on where you are looking and the spot you hit the ladder. If there is more lag, there is less need to swap. On agent it's just the most consistent way<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=22464.0|title=Ladder Warp in Surface 1 agent|access-date=July 25, 2021}}</ref>.
  
Hopefully, you should end up right beside the safe hut.  Go past the fence, change to left strafe, and run into the wall a bit while opening the door (since this door is hard and opens outwards.)  If you miss it, which happens, pause out.  A timer of 1:15 means WR pace.
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=== Agent ===
  
Go in the hut, and head right to the safe.  Open the safe, and go to the side of it to collect its contents.  Again, you can fail this, though you usually shouldn’t.  (I did on a WR run once, so it’s no big deal.)  Leave this hut, change to left strafe, and go around the fence back the way you came.
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* [[Goldeneye 007 Tutorial: Surface 1 Agent|Surface 1 Agent]]
  
Go close to the tree line on your left.  Take out your GL.  There is a big drop coming up, and if you use 90 degree lookdown, and shoot a grenade while falling, you won’t die, but get a boost!  This is not needed, but helps for 1:50.
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=== Secret Agent ===
  
Keep in left and try to get a good line to the building.  Turn into the building, and open the door.  You can switch to right here, or keep in left.  Personally, I like left, though it’s harder, and the other 3 guys with this WR used right.  Anyways, make your way up the stairs and at the top, open the door and go to the right of the console.  Come back in left strafe, run into it for a split second, press B, and complete the objective.
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* [[Goldeneye 007 Tutorial: Surface 1 Secret Agent|Surface 1 Secret Agent]]
  
From here on, it’s similar to agent.  Go down the stairs, and change to right on any one of these turns.  Take the same line but now use lookup.  Get as close to the tree line as possible now.  As soon, or even a tad before you see the tower, shoot the GL and hopefully a grenade lands in the middle of the tower, blowing up all the locks.  This takes practice, and you need to get used to it.
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=== 00 Agent ===
  
Go out from the ladder, turn sharply and hopefully warp the ladder falling right in!  If you missed the warp, but got 1:52, this means should you have hit the warp, you would have got 1:50.  The current 1:50s have boost ratios varying from +4 to +7, so a good boost ratio is needed.
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This follows the same strategy as Secret Agent.
  
*World Record Video: [http://www.thengamer.com/GE/04-Surface%201/David%20Clemens%20-%20Surface%201%20Secret%20Agent%201.49.avi David Clemens - Surface 1 Secret Agent - 1:49]
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=== LTK ===
  
== 00 Agent ==
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* [[Goldeneye 007 Tutorial: Surface 1 LTK|Surface 1 LTK]]
  
'''World Record - 1:49'''
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* Tutorial Video: [https://videos.huzip.net/tutorials/perfect-dark/ltk-dltk/Eric-Liikala/annotated/Surface%201%20LTK%20Tutorial.html Icy - Surface 1 LTK 3:46 (Turn captions on)]
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*'Safe' Strategy Example: [https://www.youtube.com/watch?v=OKCxR4VASsc Tom Russell - Surface 1 LTK 4:36]
  
Much like a few of the levels in Goldeneye, 00 Agent on Surface 1 differs ever so slightly that there is no reason to write an entirely new strat.  The strat is the exact same as the Secret Agent strat.  The only difference is that the guards are more accurate, and thus you will get hit more.  You are more likely to get boosts, but also more likely to die.  Just keep playing until all goes well!
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=== DLTK ===
  
*World Record Video: [http://www.thengamer.com/GE/04-Surface%201/David%20Clemens%20-%20Surface%201%2000%20Agent%201.49.avi David Clemens - Surface 1 00 Agent - 1:49]
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* [[Goldeneye 007 Tutorial: Surface 1 DLTK|Surface 1 DLTK]]
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* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Surface%201%20LTK%20Tutorial.html - Adam Bozon - Surface 1 DLTK Tutorial (turn captions on)]
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 +
== Misconceptions ==
 +
 
 +
=== Agent grenade strat ===
 +
 
 +
As described [[Surface 1#Initial%20conditions|above]], on agent the brown guard must be killed to trigger the spawning. This actually may not be too infeasible with some [[Surface 2|far-comms]] style shots through the back window of the hut, but the real issue is that the guard must have faded out before you can exit the trigger room. This would be the bottleneck and would presumably lose more than the grenade would save. That said it's not been carefully looked at.
  
 
== External Links ==
 
== External Links ==
  
* [http://www.the-elite.net/GE/stage4.htm Surface 1 World Rankings]
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* [https://rankings.the-elite.net/goldeneye/stage/surface1 Surface 1 World Rankings]
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* [https://rankings.the-elite.net/goldeneye/ltk/stage/surface1 Surface 1 LTK/DLTK Rankings]
 
* [http://thengamer.com/GE/04-Surface%201/ Surface 1 Videos]
 
* [http://thengamer.com/GE/04-Surface%201/ Surface 1 Videos]
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 +
==References==
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{{Reflist}}
  
 
[[Category:GE Strats]]
 
[[Category:GE Strats]]
 +
[[Category:GoldenEye 007]]
  
 
{{Template:GoldenEye 007 solo missions}}
 
{{Template:GoldenEye 007 solo missions}}

Latest revision as of 19:00, 26 July 2021

Surface 1 (Part i of Mission 2: Servernaya) is the fourth level in GoldenEye 007.

Surface 1
Surface1.png
World Records
Difficulty Time First achieved by
Agent 1:01 Carl-Magnus Wall on 2021-06-09
Secret Agent 1:46 Carl-Magnus Wall on 2020-01-27
00 Agent 1:47 Carl-Magnus Wall on 2019-10-12
LTK 1:52 Ryan White on 2017-12-01
DLTK 2:00 Bryan B. on 2016-08-09

Objectives

Agent

a. Power down communications dish
Bond must activate the console the satellite dish building.
b. Enter base via ventilation tower
Completed when you reach the ending.

Secret Agent / 00 Agent

a. Power down communications dish
b. Obtain safe key
The safe key is located in the first building on the left outside the spawn area. The door is locked by the large key, which is held by the 'brown guard' in the grenade launcher hut.
c. Steal building plans
The building plans are located in the safe in a building inside the compound. The door to the building itself is also locked by the large key.
d. Enter base via ventilation tower

Facts

Guard Spawns

Initial conditions

Spawning is disabled until various conditions are met. The conditions are stricter for lower difficulties.

In 007 mode, the only requirement is that the player is no longer watching either of the opening cinemas, and 2 seconds have passed since the level loaded.[1]

On SA / 00A, the player must also enter one of two rooms before spawning will start[2]:

guard spawn rooms

On agent the brown large key guard must finish fading out and then the player must be in one of the two rooms.

Spawn odds

There are 4 spawn guards in total, and their spawn times are based on the following logic, which is run independently for each of the guards[3][4]:

Every 2 seconds, the logic decides whether to (re)spawn the guard. If the guard is still in the level (including if he is doing a death animation), then he will not be respawned.

Otherwise the odds of the guard spawning on each 2 second cycle depends entirely on what gun Bond currently has equipped:

Weapon Probability
Unarmed, PP7 (incl. silenced), Hunting/Throwing Knives or Sniper Rifle 21.5%
Klobb, KF7 or Grenade Launcher 80.1%
Other 100%

Spawn weapon & location

If a spawning guard is within 100m of you, he'll always have a Klobb. Otherwise he has an 21.5% to have a klobb, and will otherwise have a sniper rifle[5].

Spawn guards delete themselves if they're 300m units or more away from you, but this is too great a distance to ever be relevant. [6][7]

So now we know when they spawn, but not where. All levels in Goldeneye are divided into rooms/areas, and in the case of Surface 1, entering certain rooms changes the guards' spawn locations. The map below shows the rooms with color highlights, as well as red circles indicating spawn locations, and colored numbers (corresponding to the room colors) between 1-4 so signify which of the four guards that can spawn in that location. Non-highlighted areas simply use the previously entered room's spawn locations.

Surface 1 guard spawn location by room

Strategies

Unworkable, impossible, and infeasible strategies, including TAS ideas, can be found on the Unworkable Strategies page.

Tutorials

General Tips
  • It's fairly common to warp that ladder without switching weapons. It all depends on where you are looking and the spot you hit the ladder. If there is more lag, there is less need to swap. On agent it's just the most consistent way[8].

Agent

Secret Agent

00 Agent

This follows the same strategy as Secret Agent.

LTK

DLTK

Misconceptions

Agent grenade strat

As described above, on agent the brown guard must be killed to trigger the spawning. This actually may not be too infeasible with some far-comms style shots through the back window of the hut, but the real issue is that the guard must have faded out before you can exit the trigger room. This would be the bottleneck and would presumably lose more than the grenade would save. That said it's not been carefully looked at.

External Links

References

  1. https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-1001.html
  2. https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-1006.html
  3. "the-elite facts topic forum post on Surface 1 guards". Retrieved July 16, 2021.
  4. "Surface 2 Consistent Spawn Guards". Retrieved July 25, 2021.
  5. https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-0418.html
  6. Klobb spawn guard script https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-0419.html
  7. Sniper spawn guard script https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-041b.html
  8. "Ladder Warp in Surface 1 agent". Retrieved July 25, 2021.
GoldenEye 007 solo missions