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Difference between revisions of "Streets"
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First of all, there are 4 NPC's in Streets that can spawn, 2 of them are guards and the other 2 are civilians<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg389472#msg389472|title=the-elite facts topic post on guard spawns|access-date=July 16, 2021}}</ref> (I will not bother covering the civilians, but they work similarly to the guards). When you start up Streets and the cinemas begin to play, two 20 second timers are also started, one for each guard. After 20 seconds have passed, the timers are reset with a new value which is individually set for each guard. To easier keep track of things, let's call one of the guards RED and the other BLUE. | First of all, there are 4 NPC's in Streets that can spawn, 2 of them are guards and the other 2 are civilians<ref>{{cite web | url=https://forums.the-elite.net/index.php?topic=18518.msg389472#msg389472|title=the-elite facts topic post on guard spawns|access-date=July 16, 2021}}</ref> (I will not bother covering the civilians, but they work similarly to the guards). When you start up Streets and the cinemas begin to play, two 20 second timers are also started, one for each guard. After 20 seconds have passed, the timers are reset with a new value which is individually set for each guard. To easier keep track of things, let's call one of the guards RED and the other BLUE. | ||
− | ==aa== | + | RED's timer will count to 5 seconds, and BLUE's to 9 seconds. Whenever the timers reach their values, the game checks if the guard can be spawned, and no matter the outcome, the timer is reset and starts over. |
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+ | The first thing the game will check is if the guard is no longer in the level, i.e. has he been killed and faded away. For obvious reasons, the game doesn't want a new guard to spawn every 5 or 9 seconds. One of the most interesting discoveries I made though is that 2 guards with the same ID-numbers as the spawning guards already exists in the level from the start. So it's actually not until those guards have been killed that the corresponding guard will be able to spawn. Who are these 2 guards you ask? | ||
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+ | ===aa=== | ||
=== Valentin === | === Valentin === |
Revision as of 10:33, 16 July 2021
Streets (Part iii of Mission 6: St. Petersburg) is the twelfth level in GoldenEye 007. This level features a countdown timer; all objectives must be cleared and the end of the level reached before the timer elapses. This is the second level featuring Valentin.
Ryan Lockwood achieved his Streets 1:12 time on this level.
Streets | ||
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World Records | ||
Difficulty | Time | First achieved by |
Agent | 1:11 | Karl Jobst on 2016-03-08 |
Secret Agent | 1:54 | Ryan White on 2014-07-25 |
00 Agent | 1:54 | Aaron Morgan on 2016-05-10 |
LTK | 2:32 | Kyle Wiebenga on 2016-04-03 |
DLTK | 3:52 | Kyle Wiebenga on 2015-08-15 |
Overview
This level makes extensive use of strafing.
Objectives
Agent
- a. Pursue Ourumov and Natalya
- b. Minimize civilian casualties
Secret Agent / 00 Agent
- a. Contact Valentin
- b. Pursue Ourumov and Natalya
- c. Minimize civilian casualties
Facts
Spawning Guards
First of all, there are 4 NPC's in Streets that can spawn, 2 of them are guards and the other 2 are civilians[1] (I will not bother covering the civilians, but they work similarly to the guards). When you start up Streets and the cinemas begin to play, two 20 second timers are also started, one for each guard. After 20 seconds have passed, the timers are reset with a new value which is individually set for each guard. To easier keep track of things, let's call one of the guards RED and the other BLUE.
RED's timer will count to 5 seconds, and BLUE's to 9 seconds. Whenever the timers reach their values, the game checks if the guard can be spawned, and no matter the outcome, the timer is reset and starts over.
The first thing the game will check is if the guard is no longer in the level, i.e. has he been killed and faded away. For obvious reasons, the game doesn't want a new guard to spawn every 5 or 9 seconds. One of the most interesting discoveries I made though is that 2 guards with the same ID-numbers as the spawning guards already exists in the level from the start. So it's actually not until those guards have been killed that the corresponding guard will be able to spawn. Who are these 2 guards you ask?
aa
Valentin
Valentin immediately starts talking when he sees you. His speeches take 28s to complete the objective, with "Business is business, Mr. Bond. I'd like to see my competitors out of action." starting 4s before that. If you're more than 80 units away from Valentin, he stops talking. If you're more than 500 units away, he leaves. Valentin contacts his associates when he's 15 units away from his destination, stops moving (such as if he's shot), or is 300 units away from you. [2]
Tutorials
Agent
Secret Agent
00 Agent
This uses the same strategy as Secret Agent.
LTK
- Tutorial Video: - Adam Bozon - Streets LTK Tutorial (turn captions on)
- Tutorial Video: - Icy - Streets LTK Tutorial (turn captions on)
DLTK
- Tutorial Video: - Adam Bozon - Streets DLTK Tutorial (turn captions on)
External Links
References
- ↑ "the-elite facts topic post on guard spawns". Retrieved July 16, 2021.
- ↑ Icy. "the-elite Goldeneye facts topic post on miscellaneous function explorer facts". Retrieved July 16, 2021.
GoldenEye 007 solo missions |
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