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

Difference between revisions of "Depot"

From Speedrunwiki.com
Jump to navigationJump to search
(walkthrough)
 
(46 intermediate revisions by 15 users not shown)
Line 1: Line 1:
'''Depot''' is the thirteenth level in [[GoldenEye 007]].
+
'''Depot''' (Part iv of Mission 6: St. Petersburg) is the thirteenth level in [[GoldenEye 007]].
  
== Agent ==
+
{|class="wikitable" style="float:right;"
 +
!colspan="3"|Depot
 +
|-
 +
| colspan="3" style="text-align: center;"| [[Image:Depot.png|150px]]
 +
|-
 +
!colspan="3"|World Records
 +
|-
 +
|Difficulty || Time || First achieved by
 +
|-
 +
|Agent || [https://www.youtube.com/watch?v=iwsJ4o6YK4U 0:23] || Philip Bezgoubov on 2015-04-28
 +
|-
 +
|Secret Agent || [https://www.youtube.com/watch?v=16GsNi-wNl4 0:39] || Ryan W. on 2015-06-11
 +
|-
 +
|00 Agent || [https://www.youtube.com/watch?v=yhl7Rhd8qJo 0:45] || Gus Riolo on 2020-02-21
 +
|-
 +
|LTK || [https://www.youtube.com/watch?v=f2GDh_fOfBA 0:57] || Rayan Isran on 2019-03-30
 +
|-
 +
|DLTK || [https://www.youtube.com/watch?v=dx5ttbAnhEo 1:21] || Kyle Wiebenga on 2019-12-01
 +
|}
  
'''World Record strat - 0:26'''
+
== Objectives ==
  
This level is all in the strafelines and [[lookdown]].  You won’t be able to challenge the WR until you know the lines and can strafe them with lookdown.
+
=== Agent ===
  
Start out in left strafe.  Turn right, then left.  There will be a gate coming up.  It is important to open it and get through quickly. The easiest way to do this is to aim ¼ of the gate from the left, and press B once you pass there.  Flick the stick a tad right, and hopefully you get through no problem.
+
; a. Locate Trevelyan's train
  
Keep going, and turn right, then left, then a tad left again.  Now you will be close to the train.  Look up on the standard plane now.  You want to shoot a bullet into that train, so right before you are about to pass that fat wall, turn about 90 degrees and fire. This is known as the trainshot.  It is difficult to pull off at first, but with practice, it comes easy.  It saves just over 2 seconds and is absolutely necessary to get any WRs on this stage.
+
=== Secret Agent ===
  
Now keep on strafing.  Go in the door to the building switching to right strafe for a moment, then back to left. There are stairs on your right, and go up them with right strafe. At the top, change to left, and head to the next door. Open the door, change to right, and strafe down the stairs. Keep in right, and if you did the trainshot correctly, and the guards opened the roller door quickly enough (they don’t always do it) strafe right through into the train.  Hopefully you should have the WR!
+
; a. Destroy computer network
 +
; b. Obtain safe key
 +
; c. Recover helicopter blueprints
 +
; d. Locate Trevelyan's train
  
* World Record Video: [http://www.thengamer.com/GE/13-Depot/Michael%20Kirkness%20-%20Depot%20Agent%200.26.avi Michael Kirkness - Depot - A - 0:26]
+
=== 00 Agent ===
  
== Secret Agent ==
+
; a. Destroy illegal arms cache
 +
; b. Destroy computer network
 +
; c. Obtain safe key
 +
; d. Recover helicopter blueprints
 +
; e. Locate Trevelyan's train
  
'''World Record strat - 0:43 - Written by Øyvind Persvik'''
+
== Facts ==
  
This is yet another level where you are most likely going to spend a whole bunch of hours waiting for just the right run for everything to fall into place. The most crucial part of this level is first of all Obj. A, where you will need to get both mainframes to blow up in a really neat manner. Secondly you must be able to perform the “trainshot” near the end to save a couple of seconds.
+
=== Guard Spawns ===
  
Before you begin the level, make sure that you go in the configuration menu and turn auto-aim OFF, as this will help you in quickly eliminating the screen in the mainframe room (Objective B)
+
There are 7 spawn guards in total<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg398709#msg398709|title=the-elite facts topic post on Depot guard spawns|access-date=July 16, 2021}}</ref>. Initially, they all wait 20 seconds, starting when the first cinema appears. After 20 seconds have passed, the game checks if Bond is within a "safe area" (see below), if so, the game just waits for Bond to leave that area. Once Bond has touched a non-safe area, the guard's timers are reset and the game now waits X seconds, the value of X being individually set for each guard (see below). Once this timer runs out, the game checks if the guard is dead, and if so, he spawns. Otherwise the game goes back to check if Bond is within a safe area again. Where he will spawn depends on which out of 10 "special areas" Bond last was in (see below). Once a guard has spawned, the script returns to checking if Bond is in a safe area (so the initial 20 seconds only happen the first time around). This whole process is easier visualized through 5 steps:
  
Start out in left strafe and be sure to take advantage of [[lookdown]] from the very beginning. Continue on like you would on Agent, by turning left twice, going a steady line towards the gate, open it and pass smoothly through. Now instead of taking right at the first corner, turn left towards the roller-door and open it as soon as possible. Keep running straight forward at the left part of the door while it is still opening so that you will slip right through when the door is raised high enough. Do a slight left-strafe to pass the huge pile of metal crates and immediately start shooting at the screen while running forward towards the furthest desk with the safe key on it. The reason you want auto-aim off for this is that you won’t have any problems with the aiming “wanting” to shoot against any of the guards who are standing below the screen. Preferably you want every single shot to hit the screen in order to eliminate it as quickly as possible. Note that this part can sometimes be a pain since the guards will backboost you, making it a bit hard to shoot continuously.  
+
1: Wait 20 seconds
 +
2. Wait for Bond to not be in a safe area
 +
3. Wait X seconds
 +
4. If guard is currently alive (Dead = Completely faded out), go back to step 2.
 +
5. Spawn guard, then go back to step 2.
  
After the screen explodes, quickly grab the safe key from the desk and switch to right strafe doing a 180 degree turn in your direction. Also turn extra sharp here to avoid getting stuck in the desk behind you. As you go back, go behind the two mainframes and at the same time try to damage them a bit by shooting at them while going in ''full strafe''. Remember that you are not destroying them, only inflicting some damage so you cannot stop. The whole point in doing it this way is that the guards and drone guns will attempt to shoot you as you run behind the mainframes. This causes the mainframes to get hit as well, and occasionally they both will explode (Obj. A completes). Although it is somewhat improbable, this is the way you need to do it to get a decent time on this level. Don’t expect an Obj. A completage ratio of anything more than once every 20-30 minutes or so of non-stop speedrun attempts. The guards and drones will usually keep shooting until you’re outside of the building, so normally Obj. A will complete when you’re near the blue dumpster on the outside. If it doesn’t, however, you can still continue on if you want to practice the remaining part of the level.
+
The weapons/health/armor for the spawned guards are random according to these probabilities:
  
When you’re outside again (remember to go back into lookdown), change from right-strafe to left-strafe and go all the way down to the corner on the building to the left after the little downhill slope. Do a sharp left turn, move along the wall and do a slight turn at the corner. Now look up in the standard plane and once you’re close to the slope towards the house, do a quick right turn and shoot at the back of the train for so to quickly return back into left strafe. This part (the “trainshot”) requires a bit of practice until you’re able to do it right on most of your runs. Hopefully you will either hit one of the two guards inside the train, since the shot actually goes through the wall, or just make them react on being fired upon. This makes them open both the train door and the roller-door and you will see Objective D complete (note that they won’t always react instantly, sometimes not until you’re inside of the house).
+
31.65%
 +
Weapon = 1x D5k Deutche
 +
Health = 40
 +
Armor = 0
  
Now just continue strafing towards the house entrance, open the door and change into right-strafe for the stairs. Strafe up the stairs and while still going right-strafe, turn around towards the safe and when you’re approximately positioned at its corner, press B to open it (assuming you got the safe key), strafe a bit to the right side of it so that you’re touching the side and you should pick up the blueprints unless you failed to open the safe in the first place. You will perhaps experience that timing the opening of the same can be a bit difficult at times (such as times when you’re on a run where mainframes blew up ''and'' you did a successful trainshot). Anyway, change to left-strafe turning 180 degrees and open the door leading to the stairs. Go into right strafe for the stairs and keep right strafe as you move on through the roller-door and inside the train, which both should be open unless you missed the trainshot. In case you missed the trainshot you’ll just have to open the doors yourself, but don’t expect anything close to the WR this way.  
+
31.25%
 +
Weapon = 1x D5k Deutche
 +
Health = 40
 +
Armor = 10
  
Something for you to keep in mind at the end is, like I’ve already mentioned, that this level might take a whole lot of time to complete a speedrun on if you’re going for a decent time. Let alone the probability of Objective A completage is pretty low, and on top of that you’ll need to hit that train just right when Objective A finally completes. Prepare to get frustrated and damn near a nerve-crack on the very best runs. Also be sure to curse all you want at the damn level, crappy mainframes and the guards (although it doesn’t seem to affect them a lot), but also know that the satisfaction of completing such madness is actually worth the hours spent (for some at least…).  
+
37.1%
 +
Weapon = 2x D5k Deutche
 +
Health = 40
 +
Armor = 20
  
Last couple of words goes; “Good luck!” - Simply because you’ll need it.
+
The individual timers for each guard are the following:
  
* World Record Video:
+
{| class="wikitable"
[http://dan01.com/Wouter/Wouter%20Jansen%20-%20Depot%20Secret%20Agent%200.43.wmv Wouter Jansen - Depot - SA - 0:43]
+
!Guard||Time (X)
 +
|-
 +
|#1||20 seconds
 +
|-
 +
|#2||25 seconds
 +
|-
 +
|#3||30 seconds
 +
|-
 +
|#4||35 seconds
 +
|-
 +
|#5||60 seconds
 +
|-
 +
|#6||120 seconds
 +
|-
 +
|#7||150 seconds
 +
|}
  
== 00 Agent ==
+
:<span style="background-color: #000000; color: #00ff00; padding: 4px;">Green = Safe area</span>
 +
:<span style="background-color: #000000; color: #0000ff; padding: 4px;">Blue = Special Area #1</span>
 +
:<span style="background-color: #000000; color: #ff0054; padding: 4px;">Magenta = Special Area #2</span>
 +
:<span style="background-color: #000000; color: #8c00ff; padding: 4px;">Purple = Special Area #3</span>
 +
:<span style="background-color: #000000; color: #603913; padding: 4px;">Brown = Special Area #4</span>
 +
:<span style="background-color: #000000; color: #00ffff; padding: 4px;">Cyan = Special Area #5</span>
 +
:<span style="background-color: #000000; color: #ffff00; padding: 4px;">Yellow= Special Area #6</span>
 +
:<span style="background-color: #000000; color: #ffffff; padding: 4px;">White= Special Area #7</span>
 +
:<span style="background-color: #000000; color: #ff7878; padding: 4px;">Pink= Special Area #8</span>
 +
:<span style="background-color: #000000; color: #ff8c00; padding: 4px;">Orange= Special Area #9</span>
 +
:<span style="background-color: #000000; color: #ff0000; padding: 4px;">Red= Special Area #10</span>
  
*Insane World Record Video:
+
[[Image:goldeneye_007_depot_guard_spawns_1_of_5.png|400px]]
[http://dan01.com/Wouter/Wouter%20Jansen%20-%20Depot%2000%20Agent%200.50.wmv Wouter Jansen - Depot - 00 - 0:50]
+
[[Image:goldeneye_007_depot_guard_spawns_2_of_5.png|400px]]
 +
[[Image:goldeneye_007_depot_guard_spawns_3_of_5.png|400px]]
 +
[[Image:goldeneye_007_depot_guard_spawns_4_of_5.png|400px]]
 +
[[Image:goldeneye_007_depot_guard_spawns_5_of_5.png|400px]]
 +
 
 +
Note that special area #8 is also a safe area, hence the outlining of pink rather than a highlight. If Bond is within a non-highlighted area, that means guards will spawn according to the last special area Bond was in.
 +
 
 +
So if Bond stands in the very beginning (the blue highlighted area) for 40 seconds (20 + 20) then the first guard will spawn at the blue dot with a blue "#1" next to it. If he instead ran quickly to a green area before the first 20 seconds had passed, no guards will spawns until Bond has left that area.
 +
 
 +
The game doesn't always recognize that Bond entered the pink area (most likely because it's also a safe area, and script wise, that usually takes priority). So the game often uses white spawns instead.
 +
 
 +
=== Guard Scripts ===
 +
 
 +
There's a line of code that's very useful to us<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg398744#msg398744|title=the-elite facts topic post on Depot guard scripts|access-date=July 16, 2021}}</ref>.
 +
 
 +
Long story short:
 +
1. After a guard spawns, he will run/jog until he's within a certain distance of Bond.
 +
2. If Bond is within a safe area, the script will jump into a second script, that tells the guard to jog until he's even closer to Bond.
 +
3. Once he's done jogging, a third script is entered. This is the one where the guard starts kneeling, which should be very familiar.
 +
 
 +
The interresting part is that there's only 2 ways the guard can get out of the third script (where he is unable to move anywhere), either the guard notices that Bond fired a bullet, or Bond is more than 500 units of distance away. 500 units is quite alot, if you draw a circle with 500 units as a radius, it will cover most of the level. So in Illu's run, the guards were positioned in the large warehouse, and the 500 unit radius easily covers the mainframe room from there, which prevents the guards from following him.
 +
 
 +
If you wait even longer, until all 7 guards have reached this area, you might be able to avoid killing any guards when leaving the mainframe area.
 +
 
 +
== Stragegies ==
 +
 
 +
=== Train Shot ===
 +
 
 +
While running to the last building, turn and shoot at the train. When done correctly, the bullet travels through the end of the train instead of stopping like it would on most surfaces. If the bullet path is close enough to a guard inside, he will be alerted and then open the roller door.
 +
 
 +
For an in depth guide, see the the [[Goldeneye_007_Tutorial:_Train_Shot|walkthrough]] page.
 +
 
 +
[[Image:Goldeneye-depot-train shot turn.png|thumb|Visual queue for when to turn for the train shot. Note the right building is just touching the top of the screen.]]
 +
 
 +
== Tutorials ==
 +
 
 +
* Depot Warp [https://www.youtube.com/watch?v=fJABofdxL4E by Grav]
 +
 
 +
=== Agent ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Depot Agent|Depot Agent]]
 +
 
 +
* [https://www.youtube.com/watch?v=bn0ZLp4Tp0Q video tutorial target 0:25 by Goose]
 +
 
 +
=== Secret Agent ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Depot Secret Agent|Depot Secret Agent]]
 +
 
 +
=== 00 Agent ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Depot 00 Agent|Depot 00 Agent]]
 +
 
 +
=== LTK ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Depot LTK|Depot LTK]]
 +
 
 +
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Depot%20LTK%20Tutorial.html - Adam Bozon - Depot LTK Tutorial (turn captions on)]
 +
* Tutorial Video: [https://videos.huzip.net/tutorials/perfect-dark/ltk-dltk/Eric-Liikala/annotated/Depot%20LTK%20Tutorial.html - Icy - Depot LTK Tutorial (turn captions on)]
 +
 
 +
=== DLTK ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Depot DLTK|Depot DLTK]]
 +
 
 +
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Depot%20DLTK%20Tutorial.html - Adam Bozon - Depot DLTK Tutorial (turn captions on)]
  
 
== External Links ==
 
== External Links ==
  
* [http://www.the-elite.net/GE/stage13.htm Depot World Rankings]
+
* [https://rankings.the-elite.net/goldeneye/stage/depot Depot World Rankings]
 +
* [https://rankings.the-elite.net/goldeneye/ltk/stage/depot Depot LTK/DLTK Rankings]
 
* [http://thengamer.com/GE/13-Depot/ Depot Videos]
 
* [http://thengamer.com/GE/13-Depot/ Depot Videos]
 +
 +
==References==
 +
{{Reflist}}
  
 
[[Category:GE Strats]]
 
[[Category:GE Strats]]
 +
[[Category:GoldenEye 007]]
  
 
{{Template:GoldenEye 007 solo missions}}
 
{{Template:GoldenEye 007 solo missions}}

Latest revision as of 14:09, 15 January 2022

Depot (Part iv of Mission 6: St. Petersburg) is the thirteenth level in GoldenEye 007.

Depot
Depot.png
World Records
Difficulty Time First achieved by
Agent 0:23 Philip Bezgoubov on 2015-04-28
Secret Agent 0:39 Ryan W. on 2015-06-11
00 Agent 0:45 Gus Riolo on 2020-02-21
LTK 0:57 Rayan Isran on 2019-03-30
DLTK 1:21 Kyle Wiebenga on 2019-12-01

Objectives

Agent

a. Locate Trevelyan's train

Secret Agent

a. Destroy computer network
b. Obtain safe key
c. Recover helicopter blueprints
d. Locate Trevelyan's train

00 Agent

a. Destroy illegal arms cache
b. Destroy computer network
c. Obtain safe key
d. Recover helicopter blueprints
e. Locate Trevelyan's train

Facts

Guard Spawns

There are 7 spawn guards in total[1]. Initially, they all wait 20 seconds, starting when the first cinema appears. After 20 seconds have passed, the game checks if Bond is within a "safe area" (see below), if so, the game just waits for Bond to leave that area. Once Bond has touched a non-safe area, the guard's timers are reset and the game now waits X seconds, the value of X being individually set for each guard (see below). Once this timer runs out, the game checks if the guard is dead, and if so, he spawns. Otherwise the game goes back to check if Bond is within a safe area again. Where he will spawn depends on which out of 10 "special areas" Bond last was in (see below). Once a guard has spawned, the script returns to checking if Bond is in a safe area (so the initial 20 seconds only happen the first time around). This whole process is easier visualized through 5 steps:

1: Wait 20 seconds 2. Wait for Bond to not be in a safe area 3. Wait X seconds 4. If guard is currently alive (Dead = Completely faded out), go back to step 2. 5. Spawn guard, then go back to step 2.

The weapons/health/armor for the spawned guards are random according to these probabilities:

31.65% Weapon = 1x D5k Deutche Health = 40 Armor = 0

31.25% Weapon = 1x D5k Deutche Health = 40 Armor = 10

37.1% Weapon = 2x D5k Deutche Health = 40 Armor = 20

The individual timers for each guard are the following:

Guard Time (X)
#1 20 seconds
#2 25 seconds
#3 30 seconds
#4 35 seconds
#5 60 seconds
#6 120 seconds
#7 150 seconds
Green = Safe area
Blue = Special Area #1
Magenta = Special Area #2
Purple = Special Area #3
Brown = Special Area #4
Cyan = Special Area #5
Yellow= Special Area #6
White= Special Area #7
Pink= Special Area #8
Orange= Special Area #9
Red= Special Area #10

Goldeneye 007 depot guard spawns 1 of 5.png Goldeneye 007 depot guard spawns 2 of 5.png Goldeneye 007 depot guard spawns 3 of 5.png Goldeneye 007 depot guard spawns 4 of 5.png Goldeneye 007 depot guard spawns 5 of 5.png

Note that special area #8 is also a safe area, hence the outlining of pink rather than a highlight. If Bond is within a non-highlighted area, that means guards will spawn according to the last special area Bond was in.

So if Bond stands in the very beginning (the blue highlighted area) for 40 seconds (20 + 20) then the first guard will spawn at the blue dot with a blue "#1" next to it. If he instead ran quickly to a green area before the first 20 seconds had passed, no guards will spawns until Bond has left that area.

The game doesn't always recognize that Bond entered the pink area (most likely because it's also a safe area, and script wise, that usually takes priority). So the game often uses white spawns instead.

Guard Scripts

There's a line of code that's very useful to us[2].

Long story short: 1. After a guard spawns, he will run/jog until he's within a certain distance of Bond. 2. If Bond is within a safe area, the script will jump into a second script, that tells the guard to jog until he's even closer to Bond. 3. Once he's done jogging, a third script is entered. This is the one where the guard starts kneeling, which should be very familiar.

The interresting part is that there's only 2 ways the guard can get out of the third script (where he is unable to move anywhere), either the guard notices that Bond fired a bullet, or Bond is more than 500 units of distance away. 500 units is quite alot, if you draw a circle with 500 units as a radius, it will cover most of the level. So in Illu's run, the guards were positioned in the large warehouse, and the 500 unit radius easily covers the mainframe room from there, which prevents the guards from following him.

If you wait even longer, until all 7 guards have reached this area, you might be able to avoid killing any guards when leaving the mainframe area.

Stragegies

Train Shot

While running to the last building, turn and shoot at the train. When done correctly, the bullet travels through the end of the train instead of stopping like it would on most surfaces. If the bullet path is close enough to a guard inside, he will be alerted and then open the roller door.

For an in depth guide, see the the walkthrough page.

Visual queue for when to turn for the train shot. Note the right building is just touching the top of the screen.

Tutorials

Agent

Secret Agent

00 Agent

LTK

DLTK

External Links

References

  1. "the-elite facts topic post on Depot guard spawns". Retrieved July 16, 2021.
  2. "the-elite facts topic post on Depot guard scripts". Retrieved July 16, 2021.
GoldenEye 007 solo missions