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'''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.
+
'''Surface 1''' (Part i of Mission 2: Servernaya) is the fourth level in [[GoldenEye 007]].  
 
 
 
 
 
{|class="wikitable" style="float:right;"
 
{|class="wikitable" style="float:right;"
 
!colspan="3"|Surface 1
 
!colspan="3"|Surface 1
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; a. Power down communications dish
 
; a. Power down communications dish
: Bond must use the console by pressing "b" in the satellite dish building.
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: Bond must [[Activation|activate]] the console the satellite dish building.
 
; b. Enter base via ventilation tower
 
; b. Enter base via ventilation tower
: You need to remove 4 padlocks from the ventilation tower and drop down. The locks are normally removed by shooting them.
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: Completed when you reach the ending.
  
 
=== Secret Agent / 00 Agent ===
 
=== Secret Agent / 00 Agent ===
Line 35: Line 33:
 
; a. Power down communications dish
 
; a. Power down communications dish
 
; b. Obtain safe key
 
; b. Obtain safe key
: The safe key is located in the first building on the left outside the spawn area. However, the door is locked and requires obtaining a key from the guard in the grenade launcher hut.
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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.
 
; c. Steal building plans
 
; c. Steal building plans
: The building plans are located in a safe in a building near the back left of the map.
+
: 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
 
; d. Enter base via ventilation tower
: The 4 padlocks must be removed, the same as on Agent. However, the grenade launcher is normally used to eliminate all four locks at once.
 
  
 
== Facts ==
 
== Facts ==
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=== Guard Spawns ===
 
=== Guard Spawns ===
  
There are 4 spawn guards in total, and their spawn times are based on the following logic, which each guard runs independently of the others and begins when the cinema starts playing<ref>{{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>:
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==== 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.<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-1001.html</ref>
 +
 
 +
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>:
 +
 
 +
[[Image:goldeneye_surface1_grenade_guard_spawn.jpg|border|400px|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.
  
<pre>
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==== Spawn odds ====
1. Wait 120 frames (2 seconds). 
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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>:
2. Wait for spawns to be enabled (described in my original post above). 
 
3. Wait 120 frames (2 seconds). 
 
4. If the guard is currently alive (hasn't finished death animation), go back to step #2.
 
5. If cinema is playing, go back to step #2.
 
6. If RNG is greater than 200 (21.48%), go to step #8. 
 
7. If Unarmed/Hunting Knives/Throwing Knives/PP7/PP7 (Silenced)/Sniper Rifle is out, go back to step #2.
 
8. If RNG is greater than 50 (80.08%), go to step #10.
 
9. If Klobb/Grenade Launcher/KF7 is out, go back to step #2
 
10. Spawn guard! 
 
</pre>
 
  
Notice that the odds depend on which weapon Bond currently has out:
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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.
 +
 
 +
Otherwise the odds of the guard spawning on each 2 second cycle depends entirely on what gun Bond currently has equipped:
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
|style="font-weight:bold"|Weapon||style="font-weight:bold"|Probability
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| style="font-weight:bold" |Weapon|| style="font-weight:bold" |Probability
 
|-
 
|-
|Unarmed/Hunting Knives/Throwing Knives/PP7/PP7 (Silenced)/Sniper Rifle||21.48%
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|Unarmed, PP7 (incl. silenced), Hunting/Throwing Knives or Sniper Rifle||21.5%
 
|-
 
|-
|Klobb/Grenade Launcher/KF7||80.08%
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|Klobb, KF7 or Grenade Launcher||80.1%
 
|-
 
|-
 
|Other||100%
 
|Other||100%
 
|}
 
|}
  
If a spawning guard is within 1000 units of you, he'll always have a Klobb. Spawn guards delete themselves if they're 3000 units or more away from you. <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>
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==== 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<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-surface1-0418.html</ref>.
 +
 
 +
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>
  
 
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.
 
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.
  
 
[[Image:goldeneye_surface1_guard_spawn_location.png|border|500px|Surface 1 guard spawn location by room]]
 
[[Image:goldeneye_surface1_guard_spawn_location.png|border|500px|Surface 1 guard spawn location by room]]
 +
 +
== Strategies ==
 +
 +
Unworkable, impossible, and infeasible strategies, including TAS ideas, can be found on the [[Surface 1 Unworkable Strategies|Unworkable Strategies]] page.
  
 
== Tutorials ==
 
== 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<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>.
  
 
=== Agent ===
 
=== Agent ===
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=== Agent grenade strat ===
 
=== Agent grenade strat ===
  
In order to improve the strats used on Surface 1 SA/00A, one might consider using a grenade strat. Skipping the GL and instead going for a nade *might* save some time if done well (though less boosts might make it worse in the end :b). The difficulty that a grenade strat would've been most useful on though is Agent. So why isn't it used there? What's the catch?
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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.
 
 
If you've ever tried the Agent strat on SA/00A, you'd find out that it is in fact possible to get a grenade without changing the route at all. A random guard can spawn in such a way that he is right outside the satellite dish when you get there. So you could definately get sub 1 min doing Agent strat on SA/00A (and very good Fast Exits). But why do we never see him on Agent? The reason lies in some subtle differences between the difficulties on Surface 1.
 
 
 
On SA/00A, The random guards spawning process don't start until you've entered one of these [[Room|rooms]] (shown in yellow; note that a "room" is a technical term, not a building room!)
 
 
 
[[Image:goldeneye_surface1_grenade_guard_spawn.jpg|border|400px|guard spawn rooms]]
 
 
 
So you could camp in the beginning of the level forever without any random guards coming your way. On 007 mode however, this doesn't work because the random guards start spawning as soon as the level starts.
 
 
 
So what about Agent? The trigger for the random guards has nothing to do with entering any rooms. Rather, you need to kill the Large Key guard. Injuring him, letting him see you or entering his hut does nothing. But killing him triggers the spawning process. This is the reason why we never see any random guards on normal agent runs, we don't kill this guard.
 
 
 
If you let the Large Key guard see you and then run towards the satellite dish or beyond, and kill him there, no random guards will spawn. So simply killing him isn't enough. You actually still need to enter one of the 2 rooms shown above to start the spawning process.
 
  
 
== External Links ==
 
== External Links ==
Line 130: Line 127:
  
 
==References==
 
==References==
{{Reflist|2}}
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{{Reflist}}
  
 
[[Category:GE Strats]]
 
[[Category:GE Strats]]

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