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[[Image:Dam.png|thumb|Dam]]
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'''Dam''' (Part i of Mission 1: Arkangelsk) is the first level in [[GoldenEye 007]].
  
'''Dam''' is the first level in [[GoldenEye 007]].
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{|class="wikitable" style="float:right;"
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!colspan="3"|Dam
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|-
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| colspan="3" style="text-align: center;"| [[Image:Dam.png|150px]]
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|-
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!colspan="3"|World Records
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|-
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|Difficulty || Time || First achieved by
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|-
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|Agent || [https://www.youtube.com/watch?v=9BChZORabks 0:52] || Karl Jobst on 2017-12-02
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|-
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|Secret Agent || [https://www.youtube.com/watch?v=drkWYTncM0A 1:16] || Marc Rützou on 2011-01-28
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|-
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|00 Agent || [https://www.youtube.com/watch?v=EEz83WWQ6Lg 1:54] || Marc Rützou on 2020-11-14
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|-
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|LTK || [https://www.youtube.com/watch?v=yoER9Hm3Pbo 2:12] || Bryan B. on 2019-12-26
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|-
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|DLTK || [https://www.youtube.com/watch?v=ar7K0V2yj2Q 6:17] || Adam Bozon on 2017-01-28
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|}
  
== Agent ==
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== Objectives ==
  
'''World Record Strat - 0:53'''
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=== All difficulties ===
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;Bungee jump from platform
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: The player must make it to the end of the level and walk off the platform.
  
I recommend using [[1.1]] [[CC]] or [[1.2]] for this one, start out in left [[strafe]] using [[lookdown]] when heading for the tunnel and hope for a [[boost]]. You can either play the beginning over and over again until you get a boost or hope for one later. Turn right, into the tunnel, still using look down, strafe just a little bit to the left to pass the guard to his left up ahead if he doesn't run out of your way.
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=== Secret Agent+ ===
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;Neutralize all alarms
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: The four alarms on the level must be destroyed.
  
After you turn right again, out of the tunnel, start looking normally again because for some reason you can't get a fast big gate if you use look down. Make that right turn just as sharp so that you are close to the right side of the tunnel wall in the beginning but start immediately strafing a little bit to the left and strafe straight across the area, but be careful to not go too much to the left before the big gate because there's boxes that you can get stuck on.
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=== 00 Agent+ ===
 +
;Install covert modem (B)
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: The player must place a modem (a [[gadget]] and [[projectile]]) on the screen near the padlocked gate.
 +
;Intercept data backup (C)
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: The player needs to [[Activation|activate]] the mainframe in the basement. It is not necessary to wait for this to complete before leaving.
  
Anyway, press the button to the right side of the gate and immediately take a sharp left turn to go to the left side of the gate where the gate starts to open. Hope it opens fast, you can get stuck for like 2-3 tenths of a second and still have a chance at 0:53. Now comes the hardest part and the part where you can do most to win time.
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== Facts ==
  
Go through the big gate in right strafe, use look down and stay as close as possible to the wall but try to avoid contact with it since you might get stuck on it, or even if you don't get stuck it can slow down your speed. Turn left after passing trough the big double gates and aim for the middle of the next gate, just before reaching it you should take a sharp right turn and at the same time press B to open the gate. Get through it smoothly without getting stuck at all by starting to turn right just before reaching it to open it from a distance so that when you reach it's right side there will be a small enough opening for you to slip through without getting stuck at all.
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=== Bad Cinema ===
  
Now strafe for almost the middle of the lock gate, just a little bit to the right, if you go to the right too much for the lock shot you will lose time because You'll have to aim for the middle and then turn right for the lock shot and then go to the middle again. So go for almost the middle of the gate for the lock shot and press B at almost the same time as you shoot the lock to open it immediately after the shot and run trough it like there was no door at all, run through it like water, be like water.
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One of the 6 opening cinemas shows the gate [[Guards|guard]] walking towards the camera through the first open gate. This is the 'bad cinema' for all difficulties and you should just reset.
  
Now I'd recommend look up for the end, I think there's less slow down this way, it's easier to stay as close as possible to the wall this way too than with look down when you've gotten used to it, it's quite easy to differ the railing from the sky using look up. So after the lock shot, just run almost straight ahead while looking up while you slowly get closer to the wall, you should be very close to it when the first corner appears. Then just stay close to it, learn when the next corner comes up and turn immediately when it does so that you're close to the wall, just be careful not to touch it since then you'll lose time. Know when the stairs are close and when you pass the last corner before the stairs don't turn close to the wall anymore but just let yourself a go a little bit away from it and use look down for the last part so that you can see when to turn into the stairs, make it a real fast turn and fall of the Dam.
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On all other cinemas the gate guard moves in the opposite direction, unloaded, and will end up opening both of the gates for us. In the bad cinema you must press the button and wait for the first gate to close before the 2nd can open, losing a couple of seconds.
  
All things must work together in one try for 0:53, try to get at least one boost but complete the run anyway even if you didn't if it went smoothly otherwise. Always get fast into the right strafe lines, take the shortest possible route but that should be quite obvious and logical, just use your mind and develop your own feeling for the level. I used 1.1 CC for my 0:53, I think it's easier since all you need to do is hold down one strafe button and steer with the control stick and you should have a finger free for the B button but if you feel comfortable with 1.2 then it should work just as well. Get that just a little bit better than the average 0:54 run and 0:53 could be yours, if you still didn't get it, try again, try it from time to time but if you start to get frustrated then I'd recommend a break from it and play it again when you feel like it.
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== Strategies ==
  
* '''World Record Video''': [http://video.google.com/videoplay?docid=7073500660877125464 Bryan Bosshardt - Dam Agent - 0:53] ([http://www.thengamer.com/GE/01-Dam/Bosshardt%20-%20Dam%20-%20A%20-%20053.wmv Download!])
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Unworkable, impossible, and infeasible strategies, including TAS ideas, can be found on the [[Dam Unworkable Strategies|Unworkable Strategies]] page.
  
== Secret Agent ==
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=== Fast Gate Strategy ===
  
'''World Record Strat - 1:17'''
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[https://www.youtube.com/watch?v=kdRYR-kwBW4 Explained here]. Mandatory for all runs.
  
Start out in left strafe and as soon as you can turn right just a little bit so that you will make it to the bridge without hitting any walls. About 25% of the time, the first guard will give you a boost. Now stay in left strafe and make a few quick right turns to get into the tunnel. It's best to ignore the two guards in here, and stay as close as possible to the right wall without letting it slow you down. The guard on the right here is a pain, and will give you a backboost about 30% of the time.
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=== Mainframe Door Lure ===
  
After you pass both guards, make a quick right turn around the corner and line yourself up so that you put some distance between yourself and the right wall as you exit the tunnel, but not so much distance as to bump into the left wall. There's a 15% or so chance that you'll get a boost as you're going around the turn in the tunnel. If you've been using lookdown up until this point, look up as you exit the tunnel, because for some reason it screws up the gate if you use lookdown for too long.
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An un-debunked strategy<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=23850.msg468850#msg468850|title=the-elite forum post "The Truth About Dam 00 Agent 1:55"|author=OHMSS|access-date=July 18, 2021}}</ref>, Marc Rützou used this to set the untied world record of 1:54 on 00 Agent. This requires picking up at least one KF7, either from the right guard in the very first tunnel near spawn, or from the guard that runs to the alarm after the big gate. In the basement, as soon as you enter the "zig-zag" before the mainframe door section begin firing the KF7. With only one KF7 (10 bullets) you will run out of ammo before reaching the last guard. If you picked up two KF7 (20 bullets) there should be enough ammo to continue firing and eliminate the last guard in the path to the door. This should make enough [[Noise]] that the mainframe area guard is alerted and will open the door for you just as you arrive. <ref>{{cite web | url=
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https://forums.the-elite.net/index.php?topic=23850.msg468806#msg468806|title=the-elite forum post "The Truth About Dam 00 Agent 1:55"|author=RWG|access-date=July 18, 2021}}</ref>
  
Stay in left strafe across the big open area and line yourself up so that the gate switch is at the very left edge of your screen. As you approach it, swing quickly to the left and hit B to activate the switch. This can be done from quite a distance away, so you should try and hit the switch as soon as possible. Stay in left strafe as you wait for the gate to open, and hope that it opens quickly. If you get a quick gate, the second gate should be less than half way closed.
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== Technical Details ==
  
Anyway, keep left strafing across this open area. The gate immediately after the first alarm should be well off of the screen to the left. Keep strafing without changing your angle until you see the pillar type things right before the roller door on the hut there. At this point, swing to the left, stop strafing and take out the first alarm while running forward. If you're using 1.1, and you're having trouble aiming at the alarm while on the run, I suggest adjusting your aim by strafing either left or right rather than moving the control stick. It's best however if you learn to line up the first alarm immediately after you come out of left strafe.
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=== Guards ===
  
Sometimes (15%) the guard that is over by the tower will shoot you as you are making your shots on this alarm, thus screwing up your forward path towards the alarm. If he does this, restart. If you destroy the alarm in 5 shots, great, but I usually like to fire off the last 2 anyway rather than reloading, because that way it will be easier to open the gate up ahead if you only have to press B once, rather than twice counting a reload. Stay in left strafe as you open and go through the gate, and afterwards left strafe toward the center of the path that leads up to the next gate that has the lock on it. In order to get 1:17, you must shoot this lock off on strafe. Keep in left strafe, and go the the left 1/3rd of the gate. Look up about 15 degrees, and as you approach the gate, fire. Press B, and hopefully you will get through. If not, pause out and ideally you want to see a time of 38 or 39 seconds to have a shot at the WR.
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* There is no link in the navigation graph through the lockshot gate, and so guards cannot run across it. If they try to plot a route to Bond on the other side then this will just fail and they won't move.
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* When the alarm goes off for the first time, 2 [[guards]] spawns before the double gate and run to Bond, as well as the two guards in the building where the modem console is<ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-dam-0410.html</ref><ref>https://ryandwyer.gitlab.io/gepd-function-explorer/ge-dam-1002.html</ref>. Again the guards will fail to run to Bond if he is on the Dam
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* The two guards who patrol around the double gate at the start will not attack you until they reach their destination or are disrupted. One goes near the tower of silver crates, while the other goes to the destructible boxes nearby the gate. Occasionally their pathing will mess up and they'll spin in circles and be harmless. <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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* Tunnel guards have a 25 / 256 (~9.8%) chance of becoming normal guards each time that they would otherwise pick an attack.
  
On the dam itself, try and make as much of a straight line as possible between where you are and the first hut, but be careful not to get stuck against the left side of the dam (the side you can't see). While running, make sure you point your gun up a little bit so that you won't have to aim vertically once you reach the alarms.
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== Misconceptions ==
  
Once you reach the first hut (second alarm), the hard part begins. Once you practice these alarms, they become pretty easy but they can be very slow at first. The trick to getting these alarms (both the second and the third) quickly is to set yourself up in the perfect angle so that as soon as the door opens you can see the alarm and shoot at it. This is not as easy as it sounds.
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=== Lookup on Dam ===
  
The best way to do this I find is to stay in left strafe all the way up until the door to the first hut. You should line yourself up so that you hit the middle of the door, NOT the left edge of it. Once you reach the door, hit B, and back up the tiniest bit. You should really only back up a few inches, just enough room so that you will be able to do a tiny right strafe without getting stuck on the door. If you don't right strafe after opening the door, the alarm will probably be out of your view. If you don't back up a little after opening the door, you probably won't be able to right strafe without getting stuck.
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After the lockshot, the difference between lookup and lookdown on the Dam is minimal.<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=21944.msg447533#msg447533|title=the-elite forum post "Post Runs For Critique Here!"|author=Niiro Kitsune|access-date=July 19, 2021}}</ref>{{Dubious}}
  
Okay, so both the backing up and right strafe have to be as tiny as possible. After you do this, take out the alarm in hopefully 5 shots. Halfway through your firing cycle, begin to back up so that you will be back on the dam pathway again when the alarm is destroyed. Take out the third alarm (which is in the second hut) the same way as you did this one.
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== Tutorials ==
  
The last alarm can be tricky as well, with this one you can see the alarm perfectly; what makes it hard is that you see it from the side and it's a small target. So turn the corner to the last hut still in left strafe and open the door. Strafe to the right a little bit so that you can see inside the hut right after the door starts opening. Lining up your first shot with the alarm shouldn't be too difficult, but be careful once you start backing up. You should start backing up after about 3 hits, and just hope that your last bullets hit the alarm--you can fire all seven shots if you need to in order to destroy it, but don't stop after you've started to back up. Once that alarm is destroyed, the hard work is out of the way but you're not yet home free.
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=== Agent ===
  
After the last alarm you should right strafe, and you'll be facing the same side of the dam that the alarm huts are on. Occasionally (about 20% maybe) while you're running you'll get a backboost from the guard who was on top of the second hut... these can be very annoying. But anyhow stay in right strafe until you see a manhole in front of the second hut. The steps to the platform form a 90 degree angle between the path you're running and the manhole, so plan your turn so that after the manhole you will be running straight for the steps at the edge of the dam.
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; General tips
  
* World Record Video: [http://www.thengamer.com/GE/01-Dam/ Ilari Pekkala - Dam - SA - 1:17]
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* It is recommended to use 2.x [[Control Style]] for Agent<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=21944.msg451329#msg451329|title=the-elite forum post "Post Runs For Critique Here!"|author=flukey lukey|access-date=July 19, 2021}}</ref>.
  
== 00 Agent ==
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* Getting 0:37 lockshot quitouts is an indicator you're on pace for 0:53<ref name="critique vitorr">{{cite web | url=https://forums.the-elite.net/index.php?topic=21944.msg447532#msg447532|title=the-elite forum post "Post Runs For Critique Here!"|author=vitorr|access-date=July 19, 2021}}</ref>
  
'''World Record Strat - 1:59'''
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* When you get out of the big gate, stay close (but not touching) to the left wall
  
Cut both cinemas right away. Begin in a left strafe and look down and take the left route before the bridge. 50% of the time you'll get a boost here. If you want some consistency, restarting would be the best option since 7 bars isn't so great later on... continue along into the tunnel and look up once you are in there. If the guard on the right begins to shoot pretty fast, strafe to the left somewhat to dodge his shots and try to injure/kill him if you can. Otherwise just stay close the right wall. As you round the next corner, there is a small chance you'll get boosted here. Restart if this happens because this boost won't help you one bit and like I said before, 7 bars SUCKS before entering the dam (could be even 6 if you got that first boost). Anyways, you could get another boost before getting to the switch. I again suggest a restart.  
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* Aim to the middle of the small gray gate, it opens really fast so you can maximize that line<ref name="critique vitorr" />. You can open the rolling gate and press the big gate button from farther away than you might think<ref name="critique berg">{{cite web | url=https://forums.the-elite.net/index.php?topic=21944.msg452342#msg452342|title=the-elite forum post "Post Runs For Critique Here!"|author=berg|access-date=July 19, 2021}}</ref>.
  
After hitting the switch, the double doors should open soon after you get to the left side. Straight ahead should be a guard near the tower. You can take him out by running at him or skip/injure him on the strafe. Take out the green guard to get his KF7. Once you see the first alarm, shoot it out on the move with your PP7. If you killed the guard, pause just after opening the gate. If you didn't kill the guard, pause with yourself aimed at the panel just around the corner with the boxes. Select the modem and throw it on the panel for Objective B in the little gap between the closest boxes and the edge of the hut. Getting this far isn't too consistent (25%) if you want to have the WR or near WR speed and 8 bars.  
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* You have to be looking at the ground most of the time to reduce lag<ref name="critique mw">{{cite web | url=https://forums.the-elite.net/index.php?topic=21944.msg452341#msg452341|title=the-elite forum post "Post Runs For Critique Here!"|author=mw|access-date=July 19, 2021}}</ref>. You can't look down from tunnel to button because this will cause slow gates, but you should be looking down from start to tunnel turn and then from button to lock<ref name="critique berg" />.
  
Continue along and shoot out the lock with the PP7, quickly going back into a left strafe. After going through the gate that had the lock, the next place you want to go is the first tower on the right. You can lookdown until you get there if you want. Anyways, at the turn before the door, just run straight for the door so that the alarm is in view quickly. Shoot it out in 5 shots with the PP7, beginning to move after the 4th shot connects into the tower.  
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* Switching weapons causes unneeded lag and potentially adds a couple frames to the in game timer<ref name="critique mw" />.
  
Go down the stairs in a right strafe and open the door to the left once you get down there. Take a left and ignore the first guards you see. Once around the boxes on the left still in a right strafe, injure the left guard you see up ahead with your PP7 while hugging the right wall. For the next section, just strafe by the guards behind the boxes and again injure the guard you see on the left hugging the right wall. If your aim is off by much, you'll probably get a back boost here. You should have at least 6 bars at this point.  
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* A general tip for the lockshot is to find a texture/line on the wall to setup the right angle during approach. Consider [https://www.youtube.com/watch?v=0sGYEQ3l1QU Dan Cervone's 1.2 zero boost Agent 0:53] and notice how he lines the tip of the PP7 to a line on the wall<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=21843.msg445619#msg445619|title=the-elite forum post "Does any one have any good lockshot tips?"|author=deletedprofile.u|access-date=July 25, 2021}}</ref>.
  
For the next section, you'll want your KF7 out. There are 2 guards, both behind boxes. You want to take out the one on the left since your strafe line will be blocked otherwise. Once he's shot, continue along for the door just after the red light. Chances are that you'll get hit 1 or 2 times in this area. As long as you have 4 or more bars, you still have a reasonable chance to complete. Head for the mainframe killing the guard up ahead and injuring the guard immediately to the left at the turn before the mainframe and press B so that Objective C will eventually complete after the countdown. Change back to left strafe to head back the same way you came. There isn't much strategy here except strafing the best line you can to the FAR tower.
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; Tutorials
  
If you are very low on health and don't mind having a time over 2:04, you can exit from the same tower you came from. There is a spot in the section with 2 boxes on the left and 1 set of stacked boxes where guards could be in the way. Just use for KF7 for them if they are in the way. If you have 2 or more bars by the time you get back to the 1st tower door, keep going. Chances are you'll only get hit once more at this point. It is possible to be hit 3 more times at this point though.
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* [[Goldeneye 007 Tutorial: Dam Agent|Dam Agent]]
  
Once you are at the far tower door, change to a right strafe to open the door, and then a left strafe going up the stairs. If you have 6 or more KF7 bullets, use that for the alarm at the top. Get nice and close so every shot hits. Open the door to your right and change to the PP7 to get a warp. Continue in a right strafe making a left turn to head for the 2nd tower (in this case the final tower). Make the left turn and quickly open the door. Hopefully you can aim the alarm quickly and shoot it with your PP7. After hitting it for the 3rd or 4th time, start backing up for the final stairs while shooting out the last alarm for Objective A. Left strafe up the little stairs and to your long fall to the end.
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* [https://www.youtube.com/watch?v=WcFxJB0AtIE video tutorial by Wodahs]
  
* World Record Video: [http://www.thengamer.com/GE/01-Dam/Illu%20-%20Dam%2000%20Agent%201.59.wmv Ilari Pekkala - Dam - 00 - 1:59]
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=== Secret Agent ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Dam Secret Agent|Dam Secret Agent]]
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 +
=== 00 Agent ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Dam 00 Agent|Dam 00 Agent]]
 +
 
 +
* [https://www.youtube.com/watch?v=yfrvHO99mks video tutorial by Jimbo]
 +
 
 +
=== LTK ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Dam LTK|Dam LTK]]
 +
 
 +
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Dam%20LTK%20Tutorial.html - Adam Bozon - Dam LTK Tutorial (turn captions on)]
 +
* Tutorial Video: [https://videos.huzip.net/tutorials/perfect-dark/ltk-dltk/Eric-Liikala/annotated/Dam%20LTK%20Tutorial.html - Icy - Dam LTK Tutorial (turn captions on)]
 +
 
 +
=== DLTK ===
 +
 
 +
* [[Goldeneye 007 Tutorial: Dam DLTK|Dam DLTK]]
 +
 
 +
* Tutorial Video: [https://videos.huzip.net/tutorials/goldeneye/ltk-dltk/Adam-Bozon/annotated/Dam%20DLTK%20Tutorial.html - Adam Bozon - Dam DLTK Tutorial (turn captions on)]
  
 
== External Links ==
 
== External Links ==
  
* [http://www.the-elite.net/GE/stage1.htm Dam World Rankings]
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* [https://rankings.the-elite.net/goldeneye/stage/dam Dam World Rankings]
 +
* [https://rankings.the-elite.net/goldeneye/ltk/stage/dam Dam LTK/DLTK Rankings]
 
* [http://thengamer.com/GE/01-Dam/ Dam Videos]
 
* [http://thengamer.com/GE/01-Dam/ Dam 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 17:23, 25 July 2021

Dam (Part i of Mission 1: Arkangelsk) is the first level in GoldenEye 007.

Dam
Dam.png
World Records
Difficulty Time First achieved by
Agent 0:52 Karl Jobst on 2017-12-02
Secret Agent 1:16 Marc Rützou on 2011-01-28
00 Agent 1:54 Marc Rützou on 2020-11-14
LTK 2:12 Bryan B. on 2019-12-26
DLTK 6:17 Adam Bozon on 2017-01-28

Objectives

All difficulties

Bungee jump from platform
The player must make it to the end of the level and walk off the platform.

Secret Agent+

Neutralize all alarms
The four alarms on the level must be destroyed.

00 Agent+

Install covert modem (B)
The player must place a modem (a gadget and projectile) on the screen near the padlocked gate.
Intercept data backup (C)
The player needs to activate the mainframe in the basement. It is not necessary to wait for this to complete before leaving.

Facts

Bad Cinema

One of the 6 opening cinemas shows the gate guard walking towards the camera through the first open gate. This is the 'bad cinema' for all difficulties and you should just reset.

On all other cinemas the gate guard moves in the opposite direction, unloaded, and will end up opening both of the gates for us. In the bad cinema you must press the button and wait for the first gate to close before the 2nd can open, losing a couple of seconds.

Strategies

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

Fast Gate Strategy

Explained here. Mandatory for all runs.

Mainframe Door Lure

An un-debunked strategy[1], Marc Rützou used this to set the untied world record of 1:54 on 00 Agent. This requires picking up at least one KF7, either from the right guard in the very first tunnel near spawn, or from the guard that runs to the alarm after the big gate. In the basement, as soon as you enter the "zig-zag" before the mainframe door section begin firing the KF7. With only one KF7 (10 bullets) you will run out of ammo before reaching the last guard. If you picked up two KF7 (20 bullets) there should be enough ammo to continue firing and eliminate the last guard in the path to the door. This should make enough Noise that the mainframe area guard is alerted and will open the door for you just as you arrive. [2]

Technical Details

Guards

  • There is no link in the navigation graph through the lockshot gate, and so guards cannot run across it. If they try to plot a route to Bond on the other side then this will just fail and they won't move.
  • When the alarm goes off for the first time, 2 guards spawns before the double gate and run to Bond, as well as the two guards in the building where the modem console is[3][4]. Again the guards will fail to run to Bond if he is on the Dam
  • The two guards who patrol around the double gate at the start will not attack you until they reach their destination or are disrupted. One goes near the tower of silver crates, while the other goes to the destructible boxes nearby the gate. Occasionally their pathing will mess up and they'll spin in circles and be harmless. [5]
  • Tunnel guards have a 25 / 256 (~9.8%) chance of becoming normal guards each time that they would otherwise pick an attack.

Misconceptions

Lookup on Dam

After the lockshot, the difference between lookup and lookdown on the Dam is minimal.[6][dubious ]

Tutorials

Agent

General tips
  • Getting 0:37 lockshot quitouts is an indicator you're on pace for 0:53[8]
  • When you get out of the big gate, stay close (but not touching) to the left wall
  • Aim to the middle of the small gray gate, it opens really fast so you can maximize that line[8]. You can open the rolling gate and press the big gate button from farther away than you might think[9].
  • You have to be looking at the ground most of the time to reduce lag[10]. You can't look down from tunnel to button because this will cause slow gates, but you should be looking down from start to tunnel turn and then from button to lock[9].
  • Switching weapons causes unneeded lag and potentially adds a couple frames to the in game timer[10].
  • A general tip for the lockshot is to find a texture/line on the wall to setup the right angle during approach. Consider Dan Cervone's 1.2 zero boost Agent 0:53 and notice how he lines the tip of the PP7 to a line on the wall[11].
Tutorials

Secret Agent

00 Agent

LTK

DLTK

External Links

References

  1. OHMSS. "the-elite forum post "The Truth About Dam 00 Agent 1:55"". Retrieved July 18, 2021.
  2. RWG. "the-elite forum post "The Truth About Dam 00 Agent 1:55"". Retrieved July 18, 2021.
  3. https://ryandwyer.gitlab.io/gepd-function-explorer/ge-dam-0410.html
  4. https://ryandwyer.gitlab.io/gepd-function-explorer/ge-dam-1002.html
  5. Icy. "the-elite Goldeneye facts topic post on miscellaneous function explorer facts". Retrieved July 16, 2021.
  6. Niiro Kitsune. "the-elite forum post "Post Runs For Critique Here!"". Retrieved July 19, 2021.
  7. flukey lukey. "the-elite forum post "Post Runs For Critique Here!"". Retrieved July 19, 2021.
  8. 8.0 8.1 vitorr. "the-elite forum post "Post Runs For Critique Here!"". Retrieved July 19, 2021.
  9. 9.0 9.1 berg. "the-elite forum post "Post Runs For Critique Here!"". Retrieved July 19, 2021.
  10. 10.0 10.1 mw. "the-elite forum post "Post Runs For Critique Here!"". Retrieved July 19, 2021.
  11. deletedprofile.u. "the-elite forum post "Does any one have any good lockshot tips?"". Retrieved July 25, 2021.
GoldenEye 007 solo missions